Boss guide
How to beat Lord Hel'nurath
Warsong Gulch · Encounter 4 · 12:00 · 28,000 base HP
When it arrives
Arrives at 12:00 as encounter 4 of 5 in Warsong Gulch.
Boss yell“Who dares summon Hel'nurath? Your soul is forfeit!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“Lord Hel'nurath hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 4.5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
2 Frontal cone
A cone attack in front of the boss, telegraphed for 0.9-2 s and repeated every 5-10 s where an interval is listed. The data does not give the cone's angle or range.
- Interval
- 8 s
- Warning
- 1.4 s
How to handle: Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game3 Action sequence
A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.
- Interval
- 12 s
- Gap between steps
- 0.5 s
How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.
Inferred from game data — not yet verified in game- 1Teleport
The boss teleports; in the data it is always the first step of a combo. Six uses are recorded, but no distance, destination rule, or warning time.
How to handle: Re-acquire the boss after it vanishes and do not pre-move to where it used to stand. In a sequence, expect the follow-up within the listed 0.4-0.5 s gap.
Inferred from game data — not yet verified in game - 2Crossing lines
Two crossing lines cover the arena, telegraphed for 1.8-2.1 s. The data does not give the lines' width, length, or the angle between them.
How to handle: Stand in a gap between the lines and move only after the warning resolves. Do not try to cross both lines at the intersection.
Inferred from game data — not yet verified in game
4 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 13 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
No health phases recorded for this boss.
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1.4 s) Frontal cone
Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game - 2Most frequent (every 4.5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
Suggested build focus
Build tips recorded for this boss's attack types.
- A movement-speed item or dash makes the gap between volleys much safer.
- Melee builds should circle toward the flank during the warning; ranged builds can strafe out of the wedge. Inferred from game data — not yet verified in game
- Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
- Keep the camera loose enough to find the boss again; a movement ability is wasted before you know the new position. Inferred from game data — not yet verified in game
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Projectile volley
projectile volley- Base interval
- 4.5 s
- Count
- 6
Keep room to move and avoid the visible projectile paths.
Frontal cone
frontal cone- Base interval
- 8 s
- Warning time
- 1.4 s
Leave the cone before the warning finishes.
Action sequence
sequence- Base interval
- 12 s
- Gap between steps
- 0.5 s
Treat the listed steps as one combined pattern.
- 1Teleport
- 2Crossing lines
- Warning time
- 2.1 s
Summon
summon adds- Base interval
- 13 s
- Summons
- 10
Clear the adds without letting them close the exit.
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Girdle of Valor waist · Uncommon · 50%
Paladin
- Lightforge Girdle waist · Uncommon · 50%
Hunter
- Beaststalker's Belt waist · Uncommon · 50%
Rogue
- Shadowcraft Belt waist · Uncommon · 50%
Priest
- Devout Belt waist · Uncommon · 50%
Shaman
- Belt of Elements waist · Uncommon · 50%
Mage
- Magister's Belt waist · Uncommon · 50%
Warlock
- Dreadmist Belt waist · Uncommon · 50%
Druid
- Wildheart Belt waist · Uncommon · 50%