Tank Guide Tuesday: Horridon aka Dinosaur of DOOOOOOOM!!

The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.


If you haven’t seen the Horridon encounter before, you can check out the Fatboss guide for it on 10 man here. Be warned, these guides do generally contain swearing.


The Talents that I recommend or this fight are;

Tier 1 – This choice is up to you, I generally use Tiger’s Lust but any of the three talents are fine.

Tier 2 – For this tier I use Chi Wave, but if you prefer Zen Sphere or Chi Burst then you can use them.

Tier 3 – I use Ascension for this tier for the huge quality of life change it provides.

Tier 4 – This tier is up to you, Ring of Peace is useful when dealing with the Gurubashi Door and Amani Door, but not very useful for the Farraki or Drakkari Door. Both Leg Sweep and Charging Ox Wave are useful for wrangling the adds that come down.

Tier 5 – For this encounter I use Dampen Harm.

Tier 6 – I use Rushing Jade Wind during this encounter as I find that Invoke Xuen, tends to pick up adds and tank them at a different spot then you, reducing the AoE/Cleave damage that you and your raid can do.


The Major Glyphs that I use for this fight are;

Glyph of Spinning Crane Kick

Glyph of Zen Meditation

Glyph of Fortifying Brew

The Fight

As a tank you have 2 separate roles to do during this fight. The first is to be able to gather the adds when they spawn and interrupt as much of the casting as you can, and the second is to tank Horridon, who through Triple Puncture, starts to deal a high amount of physical damage.

As a Brewmaster gathering the adds is not a difficult task, with the combination of Dizzying Haze, Provoke and Spinning Crane Kick you can pick up the adds easily. Once you have them, there are priority adds for each Door.

These adds are;

Zandalari Dinomancer: This add needs to be interrupted when it casts Dino-Mending. Once it reaches 50% health and drops the Orb of Control however, it stops becoming a priority.

Farraki Wastewalker: Three of these adds will spawn at the 1st Door, they place a magic debuff on players that should be dispelled by anyone that can. They also create Sand Traps that slowly expand over time and deal a large amount of damage to anyone standing in them.

Gurubashi Venom Priest: Three of these adds will spawn at the 2nd Door. The cast a spell called Venom Bolt Volley which deals nature damage to the raid and places a stacking DoT that lasts 60 seconds. This ability can, and should be interrupted and the DoT is a poison effect, which means we can use Detox to remove it. The Venom Priests will also summon adds called Venomous Effusion which casts Venom Bolt Volley and create pools of poison that move.

Drakkari Frozen Warlord: Three of these adds will spawn at the 3rd Door. These adds apply a Mortal Strike debuff, which will reduce the healing you receive by 50% for 8 seconds and also summon a Frozen Orb which will move around and cast Frozen bolt on any plater within 8 yards.

Amani Beast Shaman: These adds sit atop of the Amani Warbears that enter the arena during the 4th Door. They will use no abilities until the Warbear is killed. The Warbear will use Swipe which will deal a large amount of damage to anyone in front if them. The Beast Shaman will cast Chain Lightning which can and should be interrupted, they also place a Hex of Confusion on platers which gives them a chance to injured themselves with their abilities. The last ability they use is Lightning Nova Totem, which remain stationary and cast Lightning Nova on players within 8 yards of them.

The harder part of this fight as a Brewmaster is tanking Horridon. You should be tank swapping at each door, (so you would take Doors 1 and 3 for example) ideally you don’t want to be taking any more then 9 stacks of the Triple Puncture debuff. Set up a rotation of your cooldowns, and try to use them as close to the Triple Puncture as possible. Dampen Harm, Fortifying Brew, Guard and even Zen Meditation can be used when timed correctly. As a tip make sure you have the Chi to use Purifying Brew after each Triple Puncture, and either Expel Harm or Chi Wave up to help healers.

After all 4 Doors have been destroyed you enter the next phase. The War-God Jalak will enter the arena and needs to be tanked (You should have swapped after the 4th Door). Jalak casts Bestial Cry which deals a large amount of physical damage to everyone and increases the damage that he does with Bestial Cry by 25%. This is generally when you will want to use Bloodlust to burn Jalak down. Keep in mind that Jalak can be disarmed which will reduce the damage that he does with Bestial Cry and will reduce the damage you take by 5% due to Grapple Weapon.

Once Jalak dies, Horridon will enrage which will make him attack 50% faster and deal 100% more damage. Make sure all of your cooldowns are up for this part of the fight, and that healers are ready with whatever tank cooldowns that they have.

Brewmaster Tips

The top tips that I have for this fight are;

  1. You can use Detox during the 2nd and 3rd Door to help the healers out.
  2. Nimble Brew can be used if you get stunned at the 1st Door.
  3. Make sure you place your Black Ox Statue at each Door as you can out range it.
  4. Keep Expel Harm and Chi Wave for after Triple Puncture applications.
  5. Tiger’s Lust can be used to help your raid move from Double Swipe or move for Charge.

So that’s it from me today everyone, I hope that you have learned something from reading these. Do you have any tips for these fights as a Tank? Let me know through comments below this post. This is a bit of a new layout for these guides, so let me know what you think.

As always if you have any questions, suggestions or comment you can reply here, you can contact me on Twitter at @matthews9292 or you can email me at monkdownunder@gmail.com


~ by matthewsmonk on April 30, 2013.

4 Responses to “Tank Guide Tuesday: Horridon aka Dinosaur of DOOOOOOOM!!”

  1. This fight requires a heck of a lot of movement. My guild has been having trouble DPSing the adds quick enough so we are waiting to get everyone to minimum 500 iLVL. Really I am sure we could do it now if we just kept focusing. I will try and use Tiger’s Lust instead, a few times I have ended up rolling into sand traps and junk so be careful of that. I feel like a crazy drunken dwarf tossing around my Dizzying Haze everywhere.

    • It definitely gets tough. I find doors 2 and 4 the toughest to deal with, as door 2 has adds that charge around everywhere and on door 4 when the Warbears are killed the Beast Shaman come down with threat on no one, so tend to run everywhere.

      The main DPS check is how quickly you are able to get the priority add down. Ideally you want to kill the 1st add before the 2nd and 3rd adds spawn, and the 2nd add before the Dinomancer spawns. Our first kill we were two healing it, so that might be something to consider as well.

      • So with my other tank as a paladin I ended up tanking each door while the paladin would clear Horridon’s debuff stacks after each door. They key to victory for us was positioning Horridon. I had trouble getting the adds off the tank when we had Horridon Parallel to the door, so then we moved him perpendicular to the door, on the left side fo the door, this way we had space to move to the right to get toward the next door. This allowed me to easily go to the door then back toward the middle to pick up the larger adds .

  2. It’s hard to find knowledgeable people in this particular subject, however, you sound like you know what you’re
    talking about! Thanks

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