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#4996732 Sep 26, 2011 at 08:31 AM · Edited 10 years ago
Site Admin
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*Boss not fully scripted so this is just a Tank and Spank fight*

Deathbringer Saurfang is the fourth boss in the Icecrown Citadel raid. He is described as being the Lich King's most powerful death knight.[1] It's mainly a DPS race with an interesting twist (Blood Power).

After falling to Frostmourne at the Battle of Angrathar the Wrathgate, Dranosh Saurfang was raised in undeath by the Lich King and brought to Icecrown Citadel. Imbued with the power of the Scourge, the Deathbringer bars the way of any attackers trying to enter the Upper Spire.


Blood Link - Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures. Also increases his Energy by 1 each time Blood Link triggers.
blood Power - Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.
Blood Nova - Blood explodes outward from a random enemy target, inflicting 10,000 Physical damage to nearby enemies.
Bloiling Blood - Boils the blood of an enemy, inflicting 9,500 Physical damage every 3 seconds for 24 seconds.
Call Blood Beast - Saurfang calls forth 2 blood beasts every 40 seconds.

Frenzy - Saurfang goes into a frenzy, increasing his attack speed by 30%.

Mark of the Fallen Champion - Causes Deathbringer Saurfang's melee attacks to splash to this target, inflicting 5,700 to 6,300 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. Cannot be dispelled or removed by any means, including death.

Rune of Blood - Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5,100 to 6,900 health from an enemy target and heals Saurfang for 10 times that amount. Lasts for 20 seconds.


The fight has only one phase. Saurfang does hard enrage after 8 minutes. At 30% there's a soft enrage (Frenzy), DPS cooldowns are normally saved for that point (although some raids have success using them early, and thus delaying the first Mark as long as possible).

Mages can use Amplify Magic during this fight, as all of the damage is Physical.
Blood Power Edit

Saurfang starts with 0 Blood Power. He can accumulate up to 100 in his Energy bar (akin to death knights). He gains Blood Power whenever one of his special attacks hits or ticks. When Blood Power reaches 100, he casts Mark of the Fallen Champion on a random raid member, resetting his Blood Power to 0.

Each active Mark increases the rate at which he gains Blood Power. For this reason, it's imperative to limit the amount of Blood Power he gains. Saurfang should be at 60% or lower before he casts the first Mark.


Saurfang should be tanked right where he spawns, his melee damage is not high. Tanks must pay attention though that Saurfang doesn't gain Blood Power from [Rune of Blood]ω δ — . If a tank gets it, another tank must quickly taunt and take over. The debuff lasts 20 seconds.


The melee should stand right on Saurfang. Ranged damage dealers can stand closer to the boss, while healers should be furthest away. Healers need to be well spread out, so that all raid members are in range of several healers.

All non-melee raid members must stay at least 12 yards away from each other to avoid activating [Blood Nova]ω δ — , else Saurfang receives extra Blood Power.

Blood Beasts

Saurfang summons Blood Beasts every 35 seconds. In:

10-player – two are summoned: one left, one right.
25-player – five are summoned: one in front of him, two at his sides, and two behind (pentagon shape).

Saurfang gains Blood Power whenever a Blood Beast deals melee damage, thus they must be slowed and kited, and killed by ranged DPS. Since Blood Beasts are resistant to AoE it's pointless to use such abilities. Melee in particular should avoid using any multi-target abilities (such as Heart Strike, Seal of Command, Improved Revenge, Hammer of the Righteous, or Divine Storm) in order to avoid drawing aggro. The Blood Beasts must leave the platform ASAP (in hard mode they're also likely to one-shot melee).

Blood Beasts are immune to crowd-control. They are susceptible to root, snare, slow and stun. Be careful not to root them within melee range of anybody. Classes with a root, snare, or stun ability should use this macro whenever the Blood Beasts spawn:
/tar Blood
/cast (Name of ability)
/tar Death

This immediately uses the ability on the closest Blood Beast and then targets Saurfang.

The Beasts normally aggro healers after some time, therefore healers should stand away from the boss. Alternately, healers can stand on the platform among the melee. Initially the Beasts can be pulled away by the DPS pretty easily, later on they move back towards the platform when they aggro a healer. At this point, it helps a lot if the healer can temporarily reduce aggro, such as a priest using Fade.

Ranged DPS should target the beast furthest away, and as soon as the beast gains aggro, switch away to another one. Ping-ponged between different ranged DPS prevents anyone from being hit in melee. Melee players (or the tank) can help by taunting Beasts that are far away from them. If a Beast gets close to its target, that target must run away and start kiting — do not let them hit anyone.

If the raid is too melee-heavy, it is possible to stunlock one Beast and kill it with melee, while the other beasts are kited by ranged.

Heroic Mode

The primary differences of Heroic mode are a shorter enrage timer (6 minutes), Blood Beasts catching Scent of Blood - 5 seconds after spawning, reducing the movement speed of the entire raid by 80% for 10 seconds, and Saurfang healing for 20% HP upon a mark of the fallen champion death. His blood power gain is also much faster compared to normal. Blood Beasts also hit hard enough to one shot any non tank.

On a first kill, prepare for at least two marks on 10-man and six marks on 25-man. Assign one dedicated healer per mark. If healers are struggling towards the end of the fight, they can stop healing one of the tanks because of the mechanics of Rune of Blood.
[info from]
See video below:
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