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Scarlet Monastery · Encounter 4 · 14:00

Scarlet Commander Mograine

Encounter 4 of 5 in Scarlet Monastery. Base health 30,000.

Azeroth Survivors v0.141.0 · Checked 2026-11-05

Boss guide

How to beat Scarlet Commander Mograine

Scarlet Monastery · Encounter 4 · 14:00 · 30,000 base HP

When it arrives

Arrives at 14:00 as encounter 4 of 5 in Scarlet Monastery.

Boss yell“Infidels! They must be purified!”

Attack timeline

4 recorded actions for this boss, in data order. Values are stored base client parameters.

  1. 1 Charge

    In-game text“Scarlet Commander Mograine squeals and charges!”

    The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.

    Interval
    7 s

    How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

  2. 2 Delayed blast

    A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.

    Interval
    8 s
    Warning
    1.4 s

    How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.

    Inferred from game data — not yet verified in game
  3. 3 Circle around the boss

    Boss-centered circle

    In-game text“Lava wells up around Scarlet Commander Mograine!”

    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.

    Interval
    10 s
    Warning
    1.3 s

    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.

  4. 4 Summon

    Add wave

    In-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

  1. Below 50% health · one trigger

    • 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.

      New rotation: Shield · Delayed blast

      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

How to fight it

Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.

  1. 1
    Shortest warning (1 s) Delayed blast

    Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.

    Inferred from game data — not yet verified in game
  2. 2
    Most frequent (every 7 s) Charge

    Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

  3. 3
    At 50% health Action sequence

    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

Suggested build focus

Build tips recorded for this boss's attack types.

  • Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
  • A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. 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.
  • Area damage pays for itself here: one clear per wave beats single-target cleanup.

Based on the site's first-clear class ranking, not zone-specific testing.

Attacks and hazards

Charge

charge
Base interval
7 s

Move out of the travel lane and keep a clear exit.

Delayed blast

delayed blast
Base interval
8 s
Warning time
1.4 s

Leave the marked area and re-enter only after the blast.

Circle around the boss

boss circle
Base interval
10 s
Warning time
1.3 s

Leave the marked area around the boss before it resolves.

Summon

summon adds
Base interval
12 s
Summons
10

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 50% health · one trigger

Action sequence

sequence
Gap between steps
0.1 s

Treat the listed steps as one combined pattern.

  1. 1
    Shield
  2. 2
    Delayed blast
    Warning time
    1 s

Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.

Class loot

Other encounters in Scarlet Monastery