Warlord Zon'ozz / Warlord Zon'ozz Guide

Guide Warlord Zon'ozz / Warlord Zon'ozz, second head of the Dragon Soul / Dragon Soul band. Since time immemorial, the warlord Zon'ozz and his soldiers have engaged in an endless war against the forces of C'Thun and Yogg-Saron. Millennia have passed, but the Warlord continues to serve the chaotic power of the ancient god N'Zoth. Deathwing has freed this legendary faceless man to destroy the defenders of the Temple of the Dragon's Rest.

warlord-zonozz

Warlord Zon'ozz

General Information

Difficulty "Salud" Enrage Band
Tank Healers DPS
10-jug 68M 6 min 1 2-3 6-7
25-jug 142M 6 min 1 5-6 18-19
LFR 106M 6 min 1 5-6 18-19

Skills

    • Focused Anger- Warlord Zon'ozz increasingly focuses his anger and rage, increasing his Physical damage dealt by 20% and his attack speed by 5%. This effect stacks.

    • Psychic drain (tank): Warlord Zon'ozz channels a wave of psychic force into a 30-degree cone in front of him, inflicting 180000 damage. Shadow damage that draws life equal to ten times the amount of damage dealt.

    • Disturbing shadows: Warlord Zon'ozz covers random players with Disturbing Shadows. The effect inflicts 45512 damage. Shadow damage every 2 sec. Shadows also deal 69099 damage. Shadow damage and knock back the targeted player if the effect is dispelled.

On Heroic Difficulty, the effect inflicts 69099 damage. Shadow damage and knock down all players within 10 yards
  • Void Diffusion: Warlord Zon'ozz summons a void of destruction. This void will advance until it finds a soul to absorb. When the void collides with a player, it spreads, inflicting 807300 damage. Shadow damage divided evenly among nearby players. The force of this diffusion causes the void to bounce in the opposite direction, and absorbed souls increase the damage that the void inflicts by diffusion by 20%.

  • Black blood rash: If the Void of Destruction reaches the outer reaches of the Maw of Go'rath, it will cause a backlash. This eruption inflicts 120000 damage. Shadow damage to all targets within the jaws, knocking them into the air.

  • Important

    Zon'ozz melted: When the void collides with Warlord Zon'ozz, it inflicts a distraction shock on him. Void Spread increases the damage Zon'ozz takes by 5% each time Void of Destruction bounces between players. This collision enrages Warlord Zon'ozz, causing him to wake up in the jaws of Go'rath and lose his Focused Anger.

On Heroic Difficulty, the awakening from the jaws of Go'rath causes several different types of tentacles to erupt and attack players.

A necessary distraction!

If the Void of Destruction collides with Warlord Zon'ozz, it will cause a distraction shock to him, increasing damage taken by 5% for each bounce Void Diffusion has bounced. This collision enrages Zon'ozz, awakening the Maw of Iso'rath, but will also lose any stacks of Focused Anger it may have acquired.

  • Go'rath's Black Blood: Warlord Zon'ozz inflicts 17349 damage. Shadow damage every 1 sec to all players for 30 sec.

On Heroic Difficulty, each Go'rath tentacle inflicts 3220. Shadow damage every 2 sec to all enemies. The damage is multiplied by the number of tentacles remaining alive.

Maw of Go'rath

Eye of Go'rath:

  • Gaze of the shadows: The Eye of Go'rath casts a Shadow Gaze at a random player, inflicting 22500 damage. Shadow damage.

In Heroic Difficulty several different types of tentacles come out and each tentacle deals damage
to all players. The damage is multiplied for each tentacle left alive.

Go'rath's Claw:
  • Mucus saliva: When not tanked, Go'rath's paw spits mucus
    to a random player, for 100000 damage. Shadow damage to a
    target and any ally within 4 yards.

Go'rath Flail
  • Wild flail: The flail of Go'rath lashes left and right, inflicting 20000
    physical damage and knocks down nearby units within 15 yards.

  • Mud vomit: Go'rath's Flail vomits mud at a random player,
    for 85000 damage.
    Shadow damage.

Strategy

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The encounter with Zon'ozz is relatively simple and consists of two alternating phases. The difficulty of the encounter is in the second phase:

almadragon-zon-ozz-ping-pong-phase

Ping Pong phaseDuring this phase the raid will bounce a purple ball (it is immune to damage) against each other, blocking its path of movement, before it finally hits the boss. During this phase, the band must:

  • Endure a buff that the boss accumulates, a progressive rage;
  • Dispel a harmful magic debuff.

almadragon-zonozz-back-phase

Black phase, lasts 30 seconds, activates when Zon'ozz is touched by the purple ball (this removes the stack). During this phase, two important things happen:

  • The greater the number of bounces the ball has made in the previous phase, the more damage it will deal to the boss in this phase.
  • The gang must stay together to deal with the massive area damage it will take.

These two phases last until Warlord Zon'ozz dies.

Ping Pong phase

The Ping Pong phase is the main one in this meeting, in which the band will perform two functions:

  • harm Zon'ozz;
  • control the ball so that it does not touch the walls of the room and touch the boss at the right time

The phase ends when the ball touches the boss. The raid chooses the time for this to happen after a certain amount of time as Zon'ozz's rage buff is reset and they take more damage in the second phase.

Skills in the ping pong phase

almadragon-emptiness-destruction

Summoned BallsDuring the Ping Pong phase, Zon'ozz has the following abilities:

  • Focused Anger It is a buff that Zon'ozz stacks on itself, approximately once every 6 seconds. Increases your attack speed and damage done by 10% per stack.

  • Psychic drain: It is a frontal cone attack with a large amount of shadow damage (90,000 in LFR and 120,000 in 10 and 25) to each player in front of Zon'ozz and heals 10 times the amount of damage done. This ability is cast every 20 seconds.

  • Void of Destruction(also known as the ball) is an NPC that Zon'ozz summons at the start of combat, and after each Black phase. The boss will summon the ball in front of him. It is immune to damage and moves slowly around the room.
    • If the ball comes into contact with a player, it bounces in the opposite direction. When this happens, the ball hits with

      Void Diffusion (10 players/25 players/LFR). Damage is divided among all players in a small area (in LFR, the area is larger). In addition, each time the ball touches a player, two benefits accrue:

      • Void Diffusion, a buff that increases the damage it deals when it comes into contact with a player, by 20% per stack;

      • a buff that increases the damage Zon'ozz takes during the Black phase, after coming into contact with the ball, by 5% per stack.
    • If the ball comes into contact with Zon'ozz, it forces it to enter the Black phase, removing the benefits of Void Diffusion and causing it to have 5% damage taken for each stack on the ball at the moment of colliding with it. .
    • If the ball comes into contact with a wall of the room, the entire band takes damage from

      Black blood rash.

  • Disturbing shadows it is a disadvantage that Zon'ozz throws a number of players at random (3 in 10 players, between 7 and 10 in 25 players and LFR). This debuff deals shadow damage (22,500 in LFR and 30,000 in 10 and 25 players) every 2 seconds for 20 seconds. Zon'ozz casts this ability every 20 seconds. It can be dispelled, and when dispelled the target takes a large amount of shadow damage (60,000 in 10 players and 70,000 in 25 players) and knocks you back. In LFR, dissipating the debuff has no negative effects.

Strategy in the ping pong phase

The strategy in the Ping Pong phase revolves around bouncing the ball (Void of Destruction) between the gang members and finally hitting Zon'ozz with it, in order to activate the Black phase (the more bounces make the ball to finally hit Zon'ozz, the more damage it will receive during the Black phase).

Disturbing shadows it must also be dissipated.

Lastly, players have to do maximum damage to Zon'ozz.

Bouncing the ball

summoning-balls

Ready to bounceThe most important thing in the Ping Pong phase is, as the name suggests, to properly control the movement of the ball (Void of Destruction). There are a few things to keep in mind when doing this:

  • The ball has to be bounced by a group of players (otherwise the damage it would cause a player would kill him);
  • The more times the ball is bounced between players, the more damage Zon'ozz will receive in the Black phase (5% damage per stack);
  • The more times the ball bounces between players, the more damage the ball does on each bounce (20% damage per stack).

With this in mind, the first thing is to damage Zon'ozz into summoning the ball, something that happens a few seconds after the match begins. The idea is that the ranged damage groups are within 20 meters of the boss and the melee group (tank included) runs towards the boss. The exact position of the melee damage players doesn't really matter, just that the tank needs to keep the boss a bit away from the ranged groups.

The boss summons the ball before

Psychic drain, but we have seen occurrences where Psychic Drain comes out before the ball. So the attack has to be prepared for that possibility. For this we make the remote groups are separated.

Bouncing-ball

Bouncing balls 10/25When the ball is summoned, the ranged groups have to move a little, to intercept the ball, while the tank must stay in front of the boss away from them (due to the

Psychic drain). The ping pong part begins as soon as the remote group touches the ball.

The bounce will then be between the ranged group and the melee group. When it is time for the Black phase to start (see next point), only all the players in the melee group have to move out of the path of the ball so that it hits the ball.

On LFR difficulty, it could be difficult to get the melee group to go out of the trajectory at the same time (so that it hits Zon'ozz). Fortunately in LFR, the area of ​​the ball for it to hit a player is much larger. This allows the tank to be the one to bounce the ball on its own (damage goes to melee players, even if they are behind the boss). When it's time to phase shift, it's much easier for one player to move (rather than a group).

Time to activate the Black phase

The timing of activating the Black phase is not described. The goal is to get the boss into the Black phase as often as possible, after having bounced the ball as much as possible. This will put the boss in the state where more damage is done, and the damage increase will be greater. However, keep in mind that every time the ball bounces the damage from its bounce increases by 20% (and this effect stacks).

Knowing this, you have to have a rather small trajectory for the bounces, since the number of bounces that can be made in a short period of time will be greater (although you will have to wait a few seconds before being able to bounce the ball another time). It must then lead to the Black phase. We recommend activating the Black phase every 60 seconds, and after making the ball bounce between 5 and 10 times.

Disturbing Shadows

Bouncing-ball-lfr

Bouncing Balls LFR

Players affected by

Disturbing shadows they must always be dissipated. At 10 and 25 dissipating must be done carefully:

  • Players only dissipate when they have enough health to survive the damage, about 60.000 they will take (and any further damage they can take from the ball);
  • When dispelled it is important that the player has not been hit by the ball (so he would die when dispelled) or dispelled outside the group (so that the damage of the ball does not kill him, but the rest of the group will receive more damage) .

For this reason, it is best to have one assigned to dispel in 10 players and one or two in 25 players, thus avoiding confusion.

If the raid is maxed out at the time of the skill, a priest can use Mass dissipation.

In LFR, players have to be dispelled immediately (to minimize all damage), as they do not suffer negative effects when dispelled.

Black phase

After spending some time in the Ping Pong phase, the raid will activate the Black phase causing the boss to come into contact with the ball and lose his rage (

Focused Anger) and do more harm to him. This phase lasts exactly 30 seconds, during which time the raid must be healed for the large amount of damage it will take and DPS the boss. After 30 seconds, it restarts to the Ping Pong phase.

Skills in the black phase

During the Black phase, the raid will be immobile, the raid will take damage from two abilities:

  • Go'rat's Black Blood: This is a disadvantage that Zon'ozz puts on all members of the band. Lasts for 30 seconds and deals shadow damage every second (7,500 in LFR and 10,000 in 10 and 25 players).

  • Zon'ozz generates several Go'rath Eyes. These NPCs cannot be attacked or tanked, and they deal damage to random raid members (

    Gaze of the shadows).

Strategy in the black phase

The strategy for this phase is very simple. You just have to position the band at the same point and heal the damage.

After exiting the Black phase, Zon'ozz will summon another ball, and 5 seconds later, he will throw

Psychic drain. As soon as the ball has been summoned, the tank has to remove the leader of the band.

Tips

When to use Heroism / Bloodlust

Heroism/Bloodlust/Temporal distortion should be used during the Black phase, because the boss takes more damage. In addition, healers will cast spells more quickly.

Maximize DPS

All cooldowns and potions must be cast in the Black phase as the boss takes more damage.

The fight

The most important thing to do when learning and practicing the match against Zon'ozz is to keep the entire band aware of their positions and the management of the bounces of the ball (Void of Destruction). By doing this properly and ensuring a good alternation between the ping-pong phase and the Black phase, the match becomes almost trivial.

Both the damage caused by

Focused Anger and the damage in the Black phase are not problematic (at least in the current version).

Closing remarks

This concludes the strategy guide for Zon'ozz. Overall, this encounter is not difficult, but it does feature some interesting and new mechanics, which have not yet been used before and which can be challenged by gangs trying to learn the encounter.

{tab = Strategy 2}

At the beginning of the fight, ranged dps should be spread around the room around the boss (always with a couple of healers within reach) alone or in small groups, while the tank is placed in the center of the circle with Zon'ooz.

Its main ability is Void of Destruction, which will channel to a random location in the room where a sphere will come out. Said sphere will begin to roll towards one of the ends of the room, a couple of members of the band must get in its way so that it bounces off them and goes to the opposite side where the boss should be, thus causing the sphere to collide with Zan'ozz so any player in the trajectory at that point will have to step aside. Colliding Zan'oz will lose stacks of Focused Anger and taking a debuff will increase damage taken. This debuff will increase in percentage based on the number of people Void of Destruction has previously bounced off. At the same time that this will invoke the Eyes of Iso'rath that will deal damage in area, so it would be convenient for the entire raid to focus on one point at that time until they disappear, to facilitate healing.

Over the course of battle he will randomly cast the Disruptive Shadows debuff. It is dissipable, but doing so will bring down the affected person so it must be dispelled with caution.

Towards the tank it will launch, apart from the white hits, Psychic Drain, a frontal cone in which no member should be affected except the tank. The damage that he deals with the Psychic Drain will be absorbed by him as life, this being multiplied by the amount of Focused Anger he has accumulated at that moment.

Zon'ooz will go through both phases several times before falling at our feet, when that happens… Congratulations!

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Pending

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Tier 13
Object Neighborhood Class
Gauntlets of the Corrupted Conqueror (LFR, Heroic) Hands Paladin, Priest, Sorcerer
Gauntlets of the Corrupted Protector (LFR, Heroic) Hands Guerrero, Hunter, Shaman
Gauntlets of the Corrupted Vanquisher (LFR, Heroic) Hands Rogue, Death Knight, Wizard, Druid
Armor
Object Armor Groove Main Stats
Cord of the Slain Champion (LFR, Heroic) Fabric Belt Intellect
Belt of Flayed Skin (LFR, Heroic) Leather Belt Agility
Grotesquely Writhing Bracers (LFR, Heroic) Mesh Armband Intellect / Spirit
Graveheart Bracers (LFR, Heroic) License plate Armband Force / Dodge
Treads of Crushed Flesh (LFR, Heroic) License plate Feet Strength / Mastery
Weapons
Object Type Statistics
Horrifying Horn Arbalest (LFR, Heroic) Crossbow Agility
Finger of zon'ozz (LFR, Heroic) Items Intellect
Rings and trinkets
Object Type Statistics
Signet of Suturing (LFR, Heroic) Ring Intellect / Spirit
infinite loop (LFR, Heroic) Ring Intellect / Hit
Seal of Primordial Shadow (LFR, Heroic) Ring Agility
Breathstealer Band (LFR, Heroic) Ring Strength / Mastery
Hardheart Ring (LFR, Heroic) Ring Strength / Parry
Windward heart (LFR, Heroic) trinket Intellect / Extra Healing
Seal of the Seven Signs (LFR, Heroic) trinket Intellect / Haste on Heal
Cunning of the Cruel (LFR, Heroic) trinket Intellect / Area Damage
Vial of Shadows (LFR, Heroic) trinket Agility / Extra Damage
Bone Link Fetish (LFR, Heroic) trinket Strength / Area Damage
Indomitable Pride (LFR, Heroic) trinket Stamina / Shield

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Earrings

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Earrings

{tab = English}

aggro
  • Vwyq agth sshoq'meg N'Zoth vra zz shfk qwor ga'halahs agthu. Uulg'ma, ag qam.
Once more shall the twisted flesh-banners of N'Zoth chitter and howl above the fly-blown corpse of this world. After millennia, we have returned.
  • Zzof Shuul'wah. Thoq fssh N'Zoth!
Victory for Deathwing. For the glory of N'Zoth!
Disrupting Shadows
  • Sk'shgn eqnizz hoq.
Your fear drives me.
  • Sk'magg yawifk hoq.
Your suffering strengthens me.
  • Sk'uuyat guulphg hoq.
Your agony sustains me.
Black Blood of Go'rath
  • N'Zoth ga zyqtahg iilth.
The will of N'Zoth corrupts you.
Void of the unmaking
  • Gul'kafh an'qov N'Zoth.
Gaze into the heart of N'Zoth.
Killing a player
  • Sk'tek agth nuq N'Zoth yyqzz.
Your skulls shall adorn N'Zoth's writhing throne.
  • Sk'shuul agth vorzz N'Zoth naggwa'fssh.
Your deaths shall sing of N'Zoth's unending glory.
  • Sk'yahf agth huqth N'Zoth qornaus.
Your souls shall sate N'Zoth's endless hunger.
  • Ywaq ma phgwa'cul hnakf.
They are the whisperer on the shivering wind.
Death
  • Uovssh thyzz… qwaz…
To have waited so long…for this…

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Thanks to the database Wow head, Icy-Veins, L2R y MMO-Champion.


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