The Assembly of Iron - Ulduar boss guide

Tactics for the Iron Gathering in Ulduar 10/25 for WoW 3.3.5a: Steelbreaker, Runemaster Molgeim and Stormbringer Brundir, Supercharge, kill order like hardmode and full loot.

Ulduar
10N10HC25N25HC
⏱ Berserk: 15 minutes (in the script for all three `events.ScheduleEvent(EVENT_ENRAGE, 15min)` → spell 47008). Comments from players in 2009 talk about 10 and 12 minutes - these are pre-live values ​​before hotfixes; on 3.3.5a in the script it is 15.

Review

Three of Loken's generals in one encounter: the giant Steelbreaker, the runemaster Molheim and the stormpet Brundir. Advice - all three fight at once, all aggro together. The trick in Supercharge: when one dies, the two survivors are fully healed, receive +25% damage and unlock a new ability. That is, the further it goes, the angrier it gets. There is no hardmode as a button here - hardmode is a KILLING ORDER. Whoever was left last determines the difficulty and loot: Steelbreaker last = hardmode.

10 Normal2,998,175 for each of the three
10 Heroic2,998,175 (kill order does not change HP)
General tips
  • Loot drops ONLY from the last one killed. In the script, all three have `SetLootMode(0)` on reset and `ResetLootMode()` only in the third phase - that is, a boss with two stacks of Supercharge. Wowhead's loot tables show this incorrectly.
  • Order of difficulty: Brundir last - easiest, Molheim last - medium, Steelbreaker last - HARDMODE.
  • Achievements “I choose you, X” require you to kill X last (in the script, check `GetAuraCount(SPELL_SUPERCHARGE) >= 2`).
  • Steelbreaker's energy strike causes a magic pillbox to hit 15,000 per second - NOT removed = tank corpse. The paladin tank can remove it himself, the warlock can be devoured by the Void Hunter.
  • Molheim's runic shield must be knocked down: if the shield withstands 20,000 absorption and falls off on its own, Molheim will receive +50% damage for 15 seconds. Dispell or Spell Stealing.
  • Brundir's overload does not stop and is not interrupted - you can only run away from it (20,000 damage at 20 meters + knockback).
  • While the other two are alive, Brundir on the Overload channel is unkillable (in the `SetInvincibility(true)` script) - do not waste CD on him at this moment.

Combat phases

Phase 1 Phase 1 - all three are alive Pool (anyone aggroes - everyone pulls up)

Each boss works with a basic set. Steelbreaker: passive High Voltage (1500 nature damage to the entire raid every 3 sec) and Energy Strike every 15-20 sec. Molheim: Rune Shield every 27-34 sec and Rune of Power every minute. Brundir: Chain Lightning every 9-17 sec and Overload every 25-40 sec. Three tanks, three corners.

  • Dispell Dot Energy Strike
  • Shoot down Rune Shield
  • Chain Lightning Kick
  • Escape from Overload
  • Stand in the Rune of Power
Phase 2 Phase 2 - one dead, Supercharge ×1 Death of the first of the three

Two survivors are fully healed (in the `RestoreAssemblyHealth` script), receive +25% damage and one new ability each. Steelbreaker adds Static Glitch, Molheim adds Death Rune, and Brundir adds Lightning Vortex.

  • Full healing of survivors - don't panic from the stripe
  • +25% damage
  • Everyone has a new ability
Phase 3 Phase 3 - one left, Supercharge ×2 Death of the second

The latter is fully healed, receives a second stack (+50% damage in total) and a third ability. Steelbreaker - Overwhelming Energy, Molheim - Rune of Summoning, Brundir - Glowing Appendages plus Storm Shield. ONLY this boss drops loot. It also determines the “I choose you” achievement.

  • +50% damage
  • Third ability
  • Loot only from here

Abilities

Supercharge
Other
Triggers when any of the three die: survivors regain ALL health, receive +25% damage and unlock a new ability. Stacks - the last survivor has two stacks, that is, +50% damage and two additional abilities.
Action: This is the whole encounter design. The bars roll back to zero - this is normal, don’t panic. Count how many CDs you have left for the third phase, not for the first.
High voltage
Raid damage
Passive aura, hangs on Steelbreaker when he is hit and hangs while he is alive: 1500 nature damage to the entire raid every 3 seconds.
Action: A constant background due to which the raid is worth a bunch for the sake of chain healing. It disappears only with the death of Steelbreaker - another reason to leave him last only if the heals are pulling.
Energy Strike
Tank
Cast for 3 sec every 15–20 sec on target: 18,850–21,150 weapon damage PLUS magic pillbox for 15,000 nature damage per second for 4 sec.
Action: The pillbox IS REMOVABLE - and it is necessary to remove it, otherwise 60,000 from above will kill the tank. The paladin tank cleans it himself (the best option is that he sees the cast). Warlock: macro on Devouring Magic by the Void Hunter. DK: The anti-magic shell eats everything entirely.
Static failure
Debuff F.2
Unlocks after the first death. Cast 1 sec every 20–40 sec: 5000 nature damage to the target and everyone within 5 meters, plus +75% to nature damage received.
Action: In the script, the target is selected PREFERABLY outside the mile distance - that is, the range and heals arrive. The wearer runs away from neighbors: the splash is only 5 meters, but the +75% debuff to nature damage under High Voltage and Chain Lightning is death.
Overwhelming energy
Tank F.3 HC
Only if Steelbreaker is the last one left (hardmode). Every 61 sec (10) / 36 sec (25): the target receives +200% damage dealt, and after 1 MINUTE - melting, that is, guaranteed death. Dying a player from Melting gives the Steelbreaker an Electric Charge: +25% damage permanently.
Action: This is what hardmode is. A tank with a debuff must die - but each death strengthens the boss by 25%. Tank-swap: picked it up, ran away for a minute, died, held the second tank. In 25, the interval is 36 seconds - stacks of Electric Charge accumulate like an avalanche, hence the legends about 58,000 damage through Dispel.
Electric charge
Other F.3 HC
Only in the third phase of Steelbreaker: +25% damage dealt per stack. The stack drops for EVERY player he kills - both from the melee and from the melting of Overwhelming Energy.
Action: A direct consequence of hardmode: the more people died, the faster the rest will die. Spiral. Keep the raid alive at all costs - each death increases the cost of the next.
Runic Shield
Other
Cast 1.5 sec every 27–34 sec: shield for 20,000 absorption. If the shield holds up and falls on its own, Molheim receives +50% damage for 15 seconds.
Action: Shoot down. Dispell, Mage Spell Steal, any magic removal. Breaking through 20,000 damage is also good - in the script, the bonus is given only if the shield falls off due to expiration, and not because it was broken.
Rune of Power
Other
Every minute under the most wounded ally (usually under one of the bosses): +50% damage to EVERYONE within 5 meters - both Molheim's allies and you. Lasts 1 minute.
Action: Double blade. The tank takes his boss away from the rune, and ranges and miles, on the contrary, stand in it and burn. A trick: kill Molheim immediately after he placed the rune and bring the last boss to it - the raid will receive +50% damage for the entire finish.
Death Rune
Raid damage F.2
Unlocks after the first death. Every 30-40 seconds under a random player: 2750 shadow damage every HALF SECONDS to everyone within 13 meters, 30 seconds.
Action: 5500 damage per second - exits immediately. The radius is 13 meters, so the area burned is large; tanks have to rearrange bosses. At the same time, Molheim shouts - focus on the cue.
Rune of Summoning
Other F.3
Only if Molheim was the last one left. Every 30-45 sec near a random player: the rune periodically summons electrified elementals (NPC 32958), which run towards random players and explode with a Flash of Lightning - 9425-10,575 nature damage to everyone within 30 meters, and the elemental dies.
Action: The elementals must be killed BEFORE they reach them, or they must run away. The explosion radius is 30 meters - “running away” in practice means that the raid is scattered and the elemental is slowed down. Killing the rune stops spawning.
Chain Lightning
Raid damage
Casts 2 sec every 9–17 sec on a random target: the discharge jumps to 5 adjacent targets.
Action: Kicks and stuns - assign interrupts to Brundir from the very beginning. At the same time, this is half of the achievement “You can’t do that when you’re stunned!”
Overload
Raid damage
Channel 6 sec every 25-40 sec: the ball grows and explodes for 20,000 nature damage to everyone within 20 meters with knockback. The channel does NOT stop or be interrupted.
Action: The only answer is to run up 20 meters. Hence the arrangement: range and healers stand in a wide semicircle at maximum distance, so that it is not far to run. IMPORTANT: while the other two are alive, Brundir is unkillable on this channel (in the `SetInvincibility(true)` script) - do not burn CD in vain.
Lightning Whirlwind
Raid damage F.2
Unlocks after the first death. Channel 5 sec every 10-25 sec: Hurls balls of lightning at random enemies once per second, each for 3770-4230 nature damage.
Action: Kicks and stuns - higher interrupt priority than Chain Lightning. We missed the channel entirely - that's ~20,000 damage spread across the raid.
Glowing Appendages
Raid damage F.3
Only if Brundir is the last one left. Every ~35 sec he flies up for 16 sec, resets aggro and flies to random targets (changing them every 6 sec), dealing 3000 nature damage per second to everyone around him. It does not stop and is not interrupted.
Action: The one you choose kites, the rest scatter. In 16 seconds he will change the target 2-3 times. When landing, it resets the threat and returns to the old goal - the tank to be ready.
Storm Shield
Other F.3
Hangs on Brundir along with the third phase: 250 nature damage to attackers on impact and complete immunity to stun.
Action: This is where your whole kick-stan strategy dies. From this moment on, Chain Lightning and Lightning Whirlwind can only be interrupted by interrupt castes (Kick, Shield Bash), stuns no longer work. At the same time, that’s why the achievement “You can’t do that when you’re stunned!” you need to do it exactly on Brundir, the last one, and not miss a SINGLE Chain Lightning or a SINGLE Whirlwind during the entire battle.
Berserk
Berserk
15 minutes after the pool, each of the three: damage +900%, attack speed +150%.
Action: The timer is generous - you can only hit it on hardmode with Steelbreaker last, when stacks of Electric Charge have already taken away the raid.

Positioning

The three bosses are dispersed to different points in the hall. Classics from ru-realms: Steelbreaker at the entrance with the main tank, Molheim and Brundir - to the side near the second (and third in 25) tank. The raid and heals are worth a bunch for the sake of a chain heal under High Voltage, BUT 20 meters from Brundir due to Overload. In Brundir's third phase, the raid spreads out in a wide semicircle at maximum range.

🛡 Tank
MT on the Steelbreaker is the hardest job: Energy strike with a pillbox every 15-20 sec. The paladin is the best here, he removes the pillbox himself. OT on Molheim takes him away from the Rune of Death and does not allow him to stand in his own Rune of Power. The third (in the 25th place) is on Brundir, you must add miles with a kick to it. In hardmode - tank rotation under Overwhelming Energy: pick it up, run for a minute, die, next one.
✨ Healer
Constant background of High Voltage (1500 times every 3 sec for all) + peak damage to MT from Energy Strike. Rezto the shaman reveals himself here like nowhere else: the raid is already worth a heap. One heal hard on the MT with a ready big heal right before the landing of the Energy Strike. The carrier of Static Glitch receives +75% nature damage - under High Voltage this is critical.
⚔DD
First of all, assign: who will kick Brundir, who will dispel Molheim’s Runic Shield, who will clean the pillbox from the tank. Stand in the Rune of Power (+50% damage) - free DPS, don't be lazy. Get out of the Death Rune instantly and run 20 meters away from Overload. Hit the one you decided to kill first, and not everyone in a row - you won’t get three stripes at the same time.

Role Tips

🛡 Tips for the tank
  • A paladin on a Steelbreaker is not a luxury, but an economy: he cleans the Energy Strike pillbox himself, without spending GCD heals.
  • DK can eat an entire Energy Strike with Anti-Magic Shell - but he won’t wait until 15,000/sec if the shell is on cooldown.
  • Molheim places a Rune of Power under the most wounded ally - often right under your boss. Move away, but don't stop Range from getting into it.
  • Hardmode: Overwhelming energy every 61 seconds in 10 and every 36 sec in 25 - in 25 you need a rotation of three to four people, not two.
✨ Tips for healer
  • It is necessary to stand in a bunch due to the High Voltage, but at the same time 20 meters from Brundir - that’s the whole geometry of the battle.
  • Dot with Energy Strike - 15,000 per second. If no one has removed it, there is no point in healing it, it must be removed.
  • Let the carrier of the Static Glitch run away: +75% to nature damage while under the constant aura of the Steelbreaker is a death sentence.
  • After each boss death, the survivors are fully healed. This is not a bug - plan your mana for all three phases, not just one.
⚔ DD Tips
  • Molheim's runic shield must be removed: if it falls off on its own, Molheim will receive +50% damage for 15 seconds.
  • Kiki on Brundir - from the first second. In the third phase, his Storm Shield and stuns stop working altogether, leaving only real Interrupts.
  • Step into the Rune of Power: +50% damage for a minute, it's free.
  • A trick for hardmode: finishing off Molheim immediately after he placed the Rune of Power and dragging Steelbreaker to it - the raid gets +50% for the entire final burst.
  • If you don't want hardmode, kill Steelbreaker first. You want to be the last, but remember: every death in the raid gives him +25% damage forever.

Loot

SlotItemClassesNote
Head Crown of true vision HunterShaman 10, Brundir last. Chain mail, physical dps: 74 agility, 101 stamina, 57 int, crit, accuracy, 166 AP, meta + blue socket.
Back Cloak of the Iron Assembly WarriorPaladinDeath Knight 10. Tank Cloak: 52 strength, 95 stamina, blocking, defense, mastery.
Wrists Wristwraps of Runic Touch PriestMageWarlock 10. Fabric, heal/caster: 55 stamina, 44 int, 31 spirit, 49 crit, 73 SP.
Belt Belt of the Iron Minion Shaman 10. Chain mail, heal: 73 stamina, 63 int, 41 haste, 31 mp5, 98 SP.
Legs Leggings of Quick Reaction RogueDruid 10. Skin, physical dps: 112 agility, 97 stamina, 56 crit, 80 haste, 171 AP.
Shoes Boots of the Petrified Forest Druid 10. Leather, heal/caster: 73 stamina, 60 int, 55 spirit, 56 haste, 98 SP.
Shoes Greaves of Iron Strength WarriorPaladinDeath Knight 10. Plate, physical dps: 96 strength, 95 stamina, 48 crit, 59 accuracy.
Weapons Spear of the Storm PriestPaladinShamanDruid 10. Dagger in the right hand 1.80, heal: 35 stamina, 37 int, 36 spirit, 56 haste, 515 SP.
Weapons Runed Nightblade RogueHunterShamanDruid 10. One-handed sword 1.40: 49 agility, 53 stamina, 34 crit, 59 AP, 27 AP.
Ring Lady Mae's Sapphire Ring PriestPaladinShamanDruid 10. Hilian Ring: 54 stamina, 45 int, 47 spirit, 34 haste, 75 SP.
Neck Watchful Eye of Fate PriestPaladinShamanDruid 10 HARDMODE (Last Steelbreaker), ilvl 239. Hil's neck: 58 stamina, 41 int, 42 spirit, 45 haste, 84 SP.
Belt Crystal Tree Belt Druid 10 HARDMODE, ilvl 239. Leather, heal/caster: 102 stamina, 53 int, 58 spirit, 45 haste, 111 SP.
Weapons Kneader RogueShamanDruid 10 HARDMODE, ilvl 245. Fist weapon 2.70: 48 agility, 51 stamina, crit, accuracy, 91 AP, 1983 AP in beast form.
Weapons Bane's Bite RogueDruid 10 HARDMODE, ilvl 245. One-handed dagger 1.80: 58 agility, 60 stamina, 39 accuracy, 70 AP, 27 AP, 1982 AP in beast form.
Ring Loop movable RogueHunterShamanDruid 10 HARDMODE, ilvl 239. 71 agility, 59 stamina, 51 crit, 36 haste, 86 AP.
Head Ancient Iron Tophelm Paladin 25. Plate, healing: 105 stamina, 86 int, 71 crit, 64 haste, 122 SP, meta + yellow socket.
Neck Unbridled Zeal WarriorPaladinDeath Knight 25. Neck str-dps: 76 strength, 76 stamina, 49 crit, 38 haste.
Neck Unblinking Eye PriestPaladinShamanDruid 25. Hil's Neck: 49 stamina, 45 int, 43 spirit, 52 crit, 78 SP.
Shoulders Iron Ornamented Mantle HunterShaman 25. Chain mail, physical dps: 63 agility, 77 stamina, 47 int, 47 accuracy, 180 AP, 49 AP.
Back Drape Lita RogueHunterShamanDruid 25. Cloak physical dps: 67 agility, 67 stamina, 38 accuracy, 49 haste, 89 AP.
Chest Vestments of the Iron Assembly PriestMageWarlock 25. Fabric, heal/caster: 105 stamina, 86 int, 61 spirit, 74 haste, 122 SP, 2 sockets.
Chest Felia's clothes from young shoots Druid 25. Leather, heal/caster: 90 stamina, 91 int, 80 spirit, 72 crit, 131 SP.
Chest Steelbreaker's Garb WarriorPaladinDeath Knight 25. Plate, physical dps: 128 strength, 137 stamina, 87 crit, 61 mastery.
Hands Runemaker's Gloves Shaman 25. Chain mail, heal/caster: 77 stamina, 66 int, 43 crit, 68 haste, 95 SP.
Hands Enclave Handguards WarriorPaladin 25. Plate, tank with shield: 89 strength, 134 stamina, blocking, defense, skid +143 to block indicator.
Legs Surge Breeches PriestMageWarlock 25. Fabric, DPS caster: 90 stamina, 91 int, 86 accuracy, 70 haste, 140 SP.
Shoes Runed Ironhide Boots RogueDruid 25. Skin, physical dps: 82 agility, 95 stamina, 104 AP, 52 AP, 59 mastery.
Ring Shining Signet PriestPaladinShamanDruid 25. Hilian Ring: 67 stamina, 44 int, 49 haste, 19 mp5, 78 SP.
Weapons Storm Rune Blade HunterDruid 25, ilvl 238. Two-handed sword 3.40 on DEX: 128 agility, 127 stamina, 91 crit, 169 AP, 74 AP - hunter stat stick.
Neck Sapphire Amulet of Renewal PriestPaladinShamanDruid 25 HARDMOD (Last Steelbreaker), ilvl 252. Hil's neck: 79 stamina, 54 int, 53 spirit, 40 haste, 85 SP.
Shoulders Intruder's Shoulderpads RogueDruid 25 HARDMODE, ilvl 252. Skin, physical dps: 99 agility, 109 stamina, 63 accuracy, 139 AP, 54 mastery, 2 sockets.
Back Drape of Death PriestMageWarlock 25 HARDMODE, ilvl 252. DPS caster cloak: 69 stamina, 58 int, 49 crit, 46 accuracy, 85 SP.
Belt Belt of Monstrous Fury WarriorPaladinDeath Knight 25 HARDMODE, ilvl 252. Plate, physical dps: 106 strength, 123 stamina, 73 crit, 54 accuracy, 2 sockets.
Shoes Greaves of Lightning Slaughter HunterShaman 25 HARDMODE, ilvl 252. Chain mail, physical dps: 79 agility, 63 stamina, 56 int, 48 crit, 48 accuracy, 130 AP, 2 sockets.
Weapons Fang of Oblivion RogueDruid 25 HARDMODE, ilvl 252. One-handed dagger 1.80: 53 agility, 61 stamina, 33 crit, 27 haste, 91 AP, 2133 AP in beast form.