Boss guide
How to beat Majordomo Executus
Blackrock Mountain · Encounter 4 · 16:00 · 24,000 base HP
When it arrives
Arrives at 16:00 as encounter 4 of 5 in Blackrock Mountain.
Boss yell“Reckless mortals! None may challenge the sons of the living flame!”
Attack timeline
5 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“Majordomo Executus 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
- 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 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
- 10 s
- Gap between steps
- 1.6 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- 1Ring Ring (donut)
A ring-shaped hit with a 1.4-2.6 s warning, repeated every 9-10 s where an interval is listed. The middle is not part of the ring, so the shape has a hole rather than a filled centre.
How to handle: Move into the hole or out past the outer edge, whichever is closer, and commit before the warning ends. Do not stand on the ring itself; the data does not give its width.
Inferred from game data — not yet verified in game - 2Circle around the boss Boss-centered circle
A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.
How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
3 Expanding rings
Four or five rings expand outward after a 1.6-1.8 s warning, on an 11-16 s cycle. The data does not give the rings' speed, spacing, or maximum radius.
- Interval
- 14 s
- Warning
- 1.8 s
How to handle: Keep moving outward and do not stop between rings; the warning is short and the rings keep coming. If a ring catches you, keep running rather than turning back into the next one.
Inferred from game data — not yet verified in game4 Scattered circles
In-game text“Majordomo Executus calls down meteors!”
Several ground circles land at once; the game warns "the boss calls down meteors!". The data records 3-8 circles, a 1.4-2.8 s warning and a 7-13 s cycle.
- Interval
- 7 s
- Warning
- 1.5 s
How to handle: Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.
5 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
- 12 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
Below 75% health · one trigger
- Spawned objects
The boss spawns objects; the game says "Destroy them before they hatch!" and, once a ward is active, "the boss is healed by its wards! Destroy them!" or "the boss is shielded by its wards! Destroy them!".
How to handle: Switch to the objects before the next set lands; at three at a time they accumulate faster than a single-target build can remove them. Do not ignore them to focus the boss.
Below 50% health · one trigger
- Summon Add wave
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.
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.
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 (1.3 s) Circle around the boss
When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
- 2Most frequent (every 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.
- 3At 75% health Spawned objects
Switch to the objects before the next set lands; at three at a time they accumulate faster than a single-target build can remove them. Do not ignore them to focus the boss.
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.
- 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
- The hole is often the shortest move for melee; ranged builds can stay outside and keep casting. Inferred from game data — not yet verified in game
- Melee builds need a movement plan here; ranged builds can keep uptime from outside the circle.
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 7
Keep room to move and avoid the visible projectile paths.
Action sequence
sequence- Base interval
- 10 s
- Gap between steps
- 1.6 s
Treat the listed steps as one combined pattern.
- 1Ring
- Warning time
- 1.6 s
- 2Circle around the boss
- Warning time
- 1.3 s
Expanding rings
expanding rings- Base interval
- 14 s
- Warning time
- 1.8 s
- Count
- 4
Move toward the safe open side before the ring expands.
Scattered circles
scattered circles- Base interval
- 7 s
- Warning time
- 1.5 s
- Count
- 5
Find the safe gap between the marked zones.
Summon
summon adds- Base interval
- 12 s
- Summons
- 12
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 75% health · one trigger
Spawned objects
wards- Count
- 3
Destroy the spawned objects before focusing the boss.
Below 50% health · one trigger
Summon
summon adds- Summons
- 12
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
- Field Marshal's Gauntlets hands · PvP · 25%
Paladin
- Field Marshal's Gauntlets hands · PvP · 25%
Hunter
- Field Marshal's Gauntlets hands · PvP · 25%
Rogue
- Field Marshal's Gloves hands · PvP · 25%
Priest
- Field Marshal's Gloves hands · PvP · 25%
Shaman
- Warlord's Gauntlets hands · PvP · 25%
Mage
- Field Marshal's Gloves hands · PvP · 25%
Warlock
- Field Marshal's Gloves hands · PvP · 25%
Druid
- Field Marshal's Gloves hands · PvP · 25%