Boss guide
How to beat Warchief Rend Blackhand
Blackrock Mountain · Encounter 2 · 08:00 · 10,500 base HP
When it arrives
Arrives at 08:00 as encounter 2 of 5 in Blackrock Mountain.
Boss yell“Blackrock will never fall! For the true Horde!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 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
- 7 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 game2 Rotating line
In-game text“Warchief Rend Blackhand's gaze sweeps the field!”
A line sweeps around the arena; the game warns "the boss's gaze sweeps the field!". The data records a 1.8-2 s warning and a 14-20 s cycle.
- Interval
- 14 s
- Warning
- 1.8 s
How to handle: Step across the line after it passes rather than running along its sweep. Keep moving with the safe side and do not cut back through the line.
3 Circle around the boss
Boss-centered circleIn-game text“Lava wells up around Warchief Rend Blackhand!”
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
- 11 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 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
Below 50% health · one trigger
- Changes the attack pattern Attack pattern swap
The boss replaces its action list with a new rotation, shown as the child steps. This is a phase change, not an attack: the parent entry has no cast, damage, or timer.
New rotation: Charge · Persistent hazard · Frontal cone · Summon
How to handle: Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
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.
- 1Shortest warning (1 s) Persistent hazard
Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game - 2Most frequent (every 6 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 - 3At 50% health Changes the attack pattern
Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
Inferred from game data — not yet verified in game
Suggested build focus
Build tips recorded for this boss's attack types.
- 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
- Sustained movement is better than a single dash; the line keeps sweeping after the warning.
- 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
Frontal cone
frontal cone- Base interval
- 7 s
- Warning time
- 1.4 s
Leave the cone before the warning finishes.
Rotating line
rotating line- Base interval
- 14 s
- Warning time
- 1.8 s
Move with the safe side of the rotating beam.
Circle around the boss
boss circle- Base interval
- 11 s
- Warning time
- 1.3 s
Leave the marked area around the boss before it resolves.
Summon
summon adds- Base interval
- 13 s
- Summons
- 8
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
Changes the attack pattern
replace actionsWatch the warning marker and preserve an escape route.
- 1Charge
- Base interval
- 7 s
- 2Persistent hazard
- Base interval
- 10 s
- Warning time
- 1 s
- 3Frontal cone
- Base interval
- 6 s
- Warning time
- 1 s
- 4Summon
- Base interval
- 13 s
- Summons
- 8
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 Sabatons feet · PvP · 25%
Paladin
- Field Marshal's Sabatons feet · PvP · 25%
Hunter
- Field Marshal's Greaves feet · PvP · 25%
Rogue
- Field Marshal's Boots feet · PvP · 25%
Priest
- Field Marshal's Boots feet · PvP · 25%
Shaman
- Warlord's Greaves feet · PvP · 25%
Mage
- Field Marshal's Boots feet · PvP · 25%
Warlock
- Field Marshal's Boots feet · PvP · 25%
Druid
- Field Marshal's Boots feet · PvP · 25%