Mimiron - Ulduar boss guide

Tactics for Mimiron, Guardian of Ulduar 10/25 for WoW 3.3.5a: four phases (Leviathan Mk II, VX-001, Flying Command Unit, V0-L7R-0N), Big Red Button and Fireman hardmode, full loot.

Ulduar
10N10HC25N25HC
⏱ Berserk: Berserk after 15 minutes on normal. In hardmode, it self-destructs 10 minutes after pressing the Big Red Button.

Review

Mimiron is a genius engineer, the fourth Guardian of Ulduar, enslaved by Yogg-Saron. You don’t hit Mimiron himself: he chases you through his three cars, and in the finale glues them together into the V0-L7R-0N megazord. This is the longest and most difficult battle in Ulduar, the “Shadow of Aran” raid - four phases, dozens of mechanics, everything kills with the slightest inattention. Phase 1 - Tracked Leviathan Mk II (tank-and-spank with Plasma Burst, Shock Punch and mines). Phase 2 - VX-001 cannon (non-tankable, cones, lasers, one-shot missiles). Phase 3 - Flying command unit (range tank, bots, magnetic cores). Phase 4 - all at once, three parts of 50% HP, finish off synchronously. Hardmode is activated by the Big red button at the back of the hall: +hp/damage to everyone, fires throughout the hall and a self-destruct timer for 10 minutes.

10 NormalLeviathan Mk II 1,742,400 · VX-001 1,742,400 · Command Unit 1,161,600
10 Heroic+25% to all (Emergency mode; increased to +30% in patch 3.1.2)
General tips
  • A tank in phase 1 ALWAYS needs a ready protective CD for Plasma Burst (17000 fire/sec 6 sec, resistance is impossible) - personal or external, otherwise he will die. CD rotation is required.
  • Shock strike (100,000 from nature, radius 15 m, cast 4 sec): miles and the tank runs back, passing through the gap in the mines. He ran further - less damage.
  • Phase 2: VX-001 is non-tankable. Range and healers are spread out around the hall, but NOT in front of the boss. Red circle under your feet = Rocket salvo (5,000,000 fire, 3 m) - instant one-shot, run away.
  • Laser fire P3Wx2: after spinning up, VX-001 spins, mowing down everything in front of it (20000/0.3s, 10 sec). Follow the boss in a circle.
  • Phase 3: The command block hangs in the air - it is held by a range tank (usually a warlock) under the Plasma balls. Stormbots are kited and quickly killed, they drop a Magnetic Core, which pulls the block to the ground (−10 sec of flight, +50% damage to it).
  • Bombbots run at random targets and explode - the range shoots them with a macro immediately upon spawning. The magnetic field from the assault robot roots the tank and +30% damage - remove immediately.
  • Phase 4: three parts of 50% HP, finish off within ~10 seconds, otherwise Self-Repair will resurrect. Miles only reach the bottom and middle; Range tank holds his head. Shock + Laser can come almost simultaneously - this is the deadliest part of the battle.
  • Hardmode is only for the confident: Big red button = +hp/damage, fires throughout the hall and a 10-minute timer. Don't accidentally poke it - the button has an aura that draws players to it.

Combat phases

Phase 1 Phase 1 - Leviathan Mk II Leviathan Mk II Activation

A tracked vehicle, an analogue of the Fire Leviathan. The tank quickly takes the threat and turns the boss away from the raid.Plasma explosion burns the tank (needs rotational CD),Shock Punch periodically one-shots everything nearby after a 4-second cast, constantly scatteringShort-range mines, aNapalm Charge places a heavy fire DoT at range. Killed - transition to phase 2.

  • Rotation of tank CD underPlasma explosion
  • Running back fromShock Strike through the gap in the mines
  • Avoid touching mines
  • ProhilusNapalm Charge
Phase 2 Phase 2 - VX-001 Death of Leviathan Mk II

The VX-001 anti-personnel gun without a threat table is not tankable. Basic AttackInstant Explosion hits a random target and everyone near it with a frontal cone, so the range and heals are spread out across the hall and do not stand in front of the boss. Periodically Promotion →Laser Barrage P3Wx2 mows down everything in front of the cannon, spinning in a circle. Rocket salvoes drop red one-shot circles. Heat Wave puts weak fire + DoT on the entire raid.

  • Stretch out, don't stand in front of the boss
  • Move in a circle away from Laser Barrage
  • Leaving the red circlesRocket salvo
  • Miles run through the boss when turning the cone
Phase 3 Phase 3 - Flying Command Block Death of VX-001

The command block flies out of range of a mile; he is held by a ranged tank (usually a warlock) under constantPlasma balls (they hit the top threat). The block summons bots: Bomb Bots (explode upon death - range shooting), Trash Bots (harmless, finish off AoE), Assault Bots (hit like a truck, kite and kill quickly; Magnetic field roots the tank and +30% damage). A dead stormbot dropsMagnetic core — they pull the block to the ground for 10 seconds with +50% of the damage received.

  • Range tank on the block underPlasma balls
  • Shooting Bomb Bots at spawn
  • Kite/killStormbots, removal of the Magnetic field
  • SaveMagnetic cores and drop it under the block
Phase 4 Phase 4 - V0-L7R-0N Death of the Command Block

Three cars are glued together: bottom (Leviathan), middle (VX-001), head (Command Unit). Each part starts with 50% HP and must die within ~10 seconds of the rest, otherwiseSelf-fix resurrects them. Bottom saves Mines andShock Strike, middle -Rocket salvoes and Laser Barrage (withoutHeat Wave), head -Plasma balls (holds range tank). Plasma explosion andNapalm Charge disabled. The most dangerous thing is coincidenceShock Strike and Laser fire.

  • Balance the HP of three parts for a synchronized kill
  • Miles only on the bottom and middle, head on the range tank
  • SimultaneousShock Punch + Laser is the main threat
  • Tank minimize movement and quickly reposition
Phase 5 Hardmode - Big Red Button (Firefighter) Press the Big Red Button to Pool

Triggers self-destruction: 10-minute timer instead of 15, Emergency mode (+hp and damage to all vehicles) and constant fires throughout the hall. Mimiron helps put out fires (Flame Suppression in f1/f4, Frost Bombs in VX-001, Emergency Fire Bots in f3), but these same mechanics add damage and zones to avoid.

  • 10 minute self-destruct timer
  • Fires throughout the hall throughout the entire battle
  • Frost bombs (f2/f4) are thrown back and extinguishes the fire
  • Emergency fire bots (f3) extinguish and silence casters for miles

Abilities

Plasma explosion
Tank F.1
Phase 1. Plasma beam on the tank: 17000 fire damage per second for 6 seconds, resistance is impossible.
Action: Tank and healers keep a protective cooldown for EVERY Plasma Explosion (Shield Wall, Pain Suppression, Guardian Spirit, Divine Guardian, etc.), plus rehealing. Without CD the tank dies. With good DPS, only 2-3 Explosions will have time to go through a phase.
Shock Punch
Raid damage F.1
Phases 1 and 4. Cast for 4 sec, then 100,000 nature damage to everyone within a 15 m radius - guaranteed close one-shot.
Action: How the cast began - miles and the tank runs back 15 m, passing through the gap in the mines. The tank can charge back after being hit so as not to carry the boss. In phase 4 it is extremely dangerous in conjunction with Laser fire.
Short-range mines
Raid damage F.1
Phases 1 and 4. Scatters mines 15 m around itself; trigger when approaching 3 m, inflicting 12,000 fire in a radius of 3 m (in patch 3.1.2 it was reduced from 25,000, activation time was added).
Action: Melee and the tank always keep in mind where the mines are so that they have a clear path to escape from the Shock Strike. One mine is not lethal, two or more kill.
Napalm Charge
Raid damage F.1
Phase 1. On a random target (priority - further than 15 m): 7540–8460 fire instantly + 32000 fire over 8 sec DoT.
Action: Range and heals are spread out so that the explosion does not hit several. The goal is to press the protective CD and re-heal through DoT.
Instant Explosion
Raid damage F.2
Phase 2: VX-001's main attack (non-tankable): a frontal cone at a random target and anyone near it.
Action: Range and healers are spread evenly around the hall and do not stand in front of the boss. Miles when turning the cone run through the boss to the other side. Standing closer to the boss is more profitable - the cone is narrower.
Laser Barrage P3Wx2
Raid damage F.2
Phases 2 and 4. Spin up for 4 sec, then random fire: 20000 fire damage every 0.3 sec to everyone in front of the cannon for 10 sec, spinning in a circle.
Action: Move in a circle after the boss, staying behind him. Don't go too far into the center, otherwise it will hit you. In phase 4, when rotating, the bottom (Leviathan) can be rotated separately so that the tank does not fall under the beam.
Rocket salvo
Raid damage F.2
Phases 2 and 4. Missile at a random target; at the point of impact (red circle under your feet) deals 5,000,000 fire damage within a 3 m radius - instant one-shot. The same damage “in scientific notation.”
Action: If you see a red circle under your feet, run away immediately. In phase 4, due to the general commotion, they are especially easy to overlook; Shrinking the bottom (Shrinking Elixir) helps you see the circles.
Heat Wave
Raid damage F.2
Phase 2. Whole raid: 1885–2115 fire instantly + 10,000 fire over 5 sec DoT. In phase 4 it is disabled.
Action: Constant raid damage - healers keep the raid at the top. In phase 4 it is absent, which significantly facilitates treatment.
Plasma Ball
Tank F.3
Phases 3 and 4. Command block hits the target with the greatest threat (not random!) - so it can be “tanked” by range DPS or heal.
Action: Keep a ranged tank (usually a warlock with Soullink) on block and top heal him between each ball. The prot-warrior can also: Provoke + Attraction + Spell Reflection.
Magnetic field
Raid damage F.3
Phase 3. Assaultbots hit very hard (non-tank one-shot). When approaching the tank, cast Magnetic Field: immobilize for 6 sec + 30% to damage received.
Action: The tank holds the threat and kites the assault robots, they quickly finish off the miles without dragging the threat (slowdowns, redirects). Remove/interrupt the magnetic field immediately, otherwise the tank will die.
Magnetic core
Other F.3
Phase 3. Drops from a killed Stormbot. When thrown under a Command Block, it pulls it to the ground for 10 seconds and increases the damage it takes by 50%. Valid for 1 minute after picking up.
Action: Assign a player to collect cores. Collect 2-3 and drop them in a row to keep the block on the ground longer, or at once for a stack of +50% damage. Don't hold it for more than a minute - they'll disappear. The core can be brought to phase 4 by dropping it under V0-L7R-0N for +50% damage to the head.
Bombbot
Raid damage F.3
Phase 3. Fast bots running at random targets; upon death they explode, killing everyone nearby.
Action: The entire range keeps the macro “/target Bomb Bot” and shoots them immediately upon spawning (falling from the air). If a bombbot runs towards you, run away. Assault/trash bots are tanked away from where bomb bots fall.
Self-healing
Other F.4
Phase 4. If one of the three parts of V0-L7R-0N remains alive longer than ~10 seconds after the others die, it is repaired and restores health, rolling back the phase.
Action: Divide the DPS into three parts and watch the percentages: the bottom, middle and head should die almost simultaneously. Miles only reach the bottom and middle, the head is on range-dps.
Emergency mode
Raid damage F.5 HC
Hardmode. Emergency mode gives all vehicles +25% damage and health (in patch 3.1.2 increased to +30%), fires constantly break out around the hall. VX-001 (f2/f4) drops Frost Bombs: after a few seconds, an explosion of 9425–10575 (10n) damage in a 30 m radius with knockback - at the same time extinguishing the fire.
Action: Put out the fire with Mimiron's mechanics: Flame Suppression (f1/f4), Frost Bombs (f2/f4), Emergency Fire Bots (f3, casters are not nearby - they are silent for miles). If you run away from Frost Bombs, they throw you back and hit you. Hard timer: 10 minutes.
Berserk
Berserk F.4
Hard Berserk after 15 minutes on normal; in hardmode, the self-destruction of the hall ends 10 minutes after pressing the button.
Action: Keep the pace throughout all phases. In hardmode, 10 minutes for all four phases is a tight DPS race, especially with the +hp from Emergency Mode.

Positioning

Each phase requires its own arrangement, but the general rule is: range and heals are spread throughout the entire hall and NEVER stand in front of the boss (cones, lasers). Miles provide a clear path for running away from Shockstrike through gaps in the mines. Do not stand on the central circle of the hall in the transition to phase 2 - the floor opens and throws back.

🛡 Tank
Phase 1: ground tank keeps Leviathan facing away from the raid, rotates CD under Plasma Blast, charges back after Shock Strike. Phase 2: no tank needed (gun is non-tankable). Phase 3: range tank (warlock/anti-warrior) on the Command block + ground tank kites Assaultbots. Phase 4: ground tank to the bottom/middle (minimal movement, quick reposition), range tank to the head.
✨ Healer
Constantly heavy raid damage: Napalm charge (f1), Heat wave + cones (f2), bots (f3), all at once (f4). The tank in phase 1 requires rehealing from Plasma Explosion. The battle is long - take care of your mana (regen-gear, potions between phases). Stretch, but in the pre-raid range.
⚔DD
Phase 1 - stable damage to Leviathan. Phase 2 - damage to windows between dodging lasers/missiles. Phase 3 - priority to bots (Bombbots > Stormbots), then windows on the block with cores. Phase 4 - distribution into three parts for a synchronized kill. Less miles = easier (based on the experience of many raids).

Role Tips

🛡 Tips for the tank
  • Phase 1: without ready CD underPlasma explosion you will die - Shield Wall/external CD rotation is required.
  • AfterShock Strike charge back exactly to the spot, avoiding the mines so as not to drag the boss.
  • Phase 3: The magnetic field from the Assault Bot is rooted and +30% damage - call for removal/interruption immediately.
  • Phase 4: Move V0-L7R-0N minimally and quickly reposition afterShock strike; the bottom is rotated separately from the laser.
✨ Tips for healer
  • Keep an external CD for the tank for eachPlasma explosion phase 1.
  • Phase 2 is the heaviest gear check for the raid:Heat Wave + the cones hit constantly.
  • The fight is very long - save mana, use mana potions between phases (for example, after f2).
  • In phase 4 there is noHeat waves — raid damage is lower, but watch out for one-shots (missiles, shock, laser).
⚔ DD Tips
  • Range keeps a macro on Bomb Bots and shoots them instantly when they spawn.
  • Phase 3: priority Assaultbots (kite + quick kill), collectMagnetic cores and drop it under the block.
  • Phase 4: keep track of the percentages of the three parts - out of sync =Self-fix and rollback.
  • Don't be greedy with position and damage if it puts you or others underShock/laser/missile.
  • Can you conveyMagnetic core in phase 4 and drop under V0-L7R-0N for +50% head damage.

Loot

SlotItemClassesNote
Head Helm of the Wayward Conqueror PaladinPriestWarlock 10. T8 Helmet Token for Paladin, Priest, Warlock.
Head Helm of the Wayward Protector WarriorHunterShaman 10. T8 helmet token for warrior, hunter, shaman.
Head Helm of the Wayward Conqueror RogueMageDruidDeath Knight 10. T8 Helmet Token for Rogue, Mage, Druid, DK.
Shoulders Absorption Shoulderguards Druid 10, ilvl 225. Leather, heal/caster: 82 stamina, 56 int, 49 spirit, haste, 96 SP.
Back Stylish Cape of Power WarriorPaladinDeath Knight 10, ilvl 225. Cloak, physical dps: 72 strength, 71 stamina, crit, AP.
Hands Static Charge Gloves PriestMageWarlock 10, ilvl 225. Fabric, heal/caster: 72 stamina, 59 int, 41 spirit, accuracy, 97 SP.
Belt Metrognome Cable Paladin 10, ilvl 225. Plate, heal/caster: 73 stamina, 60 int, haste, 30 mp5, 97 SP.
Weapons Pulsating Baton PriestMageWarlockDruidShamanPaladin 10, ilvl 225. One-handed crushing weapon, heal/caster: 47 stamina, 38 int, crit, 20 mp5, 515 SP, 604 AP in the form of a beast.
Head Mimiron's flight goggles RogueDruid 10 HARDMODE, ilvl 239. Skin, physical dps: 110 agility, 102 stamina, crit, haste, 187 AP, meta + red sockets.
Legs Molten Alloy Legplates WarriorDeath Knight 10 HARDMODE, ilvl 239. Plate, physical dps: 129 strength, 147 stamina, crit, accuracy, yellow + blue sockets.
Feet Tempered Quicksilver Greaves HunterShaman 10 HARDMODE, ilvl 239. Chain mail, physical dps: 65 agility, 75 stamina, 46 int, crit, accuracy, 157 AP, 2 sockets.
Feet Greaves of the Iron Host WarriorPaladinDeath Knight 10 HARDMODE, ilvl 239. Plate, tank: 63 strength, 116 stamina, defense/parry/mastery, 2 blue sockets.
Weapons Blade of Energy PriestMageWarlockShamanPaladin 10 HARDMODE, ilvl 245. One-handed sword, heal/caster: 58 stamina, 41 int, crit, accuracy, 624 SP, yellow socket.
Shoulders Flexible steel-woven mantle Druid 25, ilvl 232. Leather, heal/caster: 68 stamina, 69 int, 59 spirit, haste, 95 SP, red socket.
Back Asimov's Cloak PriestMageWarlockShamanDruidPaladin 25, ilvl 232. Cloak, heal/caster: 49 stamina, 44 int, 44 spirit, crit, 78 SP.
Hands Gauntlets of the Wayward Conqueror PaladinPriestWarlock 25. T8.5 glove token for paladin, priest, warlock.
Hands Gauntlets of the Wayward Protector WarriorHunterShaman 25. T8.5 glove token for warrior, hunter, shaman.
Hands Gauntlets of the Wayward Vanquisher RogueMageDruidDeath Knight 25. T8.5 glove token for rogue, mage, druid, DC.
Belt Creator's Waistband RogueDruid 25, ilvl 232. Skin, physical dps: 82 agility, 89 stamina, crit, haste, 121 AP, blue socket.
Accessory Pandora's Plea PriestMageWarlockShamanDruidPaladin 25, ilvl 232. Trinket cast: 114 int + proc 794 SP for 10 sec (10%, CD 45 sec).
Weapons Grip of Madness RogueShamanDruidHunter 25, ilvl 238. Fist weapon (right hand), physical dps: 55 agility, 54 stamina, crit, 85 AP, mastery, 1846 AP in beast form.
Weapons Hot Touch RogueShamanDruidHunter 25, ilvl 232. Fist weapon (left hand), physical dps: 40 agility, 61 stamina, crit, 107 AP, AP, 2210 AP in beast form, yellow socket.
Accessory Shard of Val'anyr PaladinPriestShamanDruid 25. Legendary Fragment: 30 shards = Val'anyr, Hammer of Ancient Kings.
Head Crown of Cold Light PriestMageWarlock 25 HARDMODE, ilvl 252. Fabric, heal/caster: 126 stamina, 105 int, 80 spirit, crit, 149 SP, meta + red sockets.
Back Titan Leather Cloak WarriorPaladinDeath Knight 25 HARDMODE, ilvl 252. Cloak, tank: 54 strength, 109 stamina, defense, accuracy, skill, red socket.
Wrists Baillam Bedlam WarriorPaladinDeath Knight 25 HARDMODE, ilvl 252. Plate, physical dps: 84 strength, 92 stamina, crit, haste, red socket.
Ring Conductive Print PriestMageWarlockShamanDruidPaladin 25 HARDMODE, ilvl 252. Heal/caster ring: 59 stamina, 54 int, 44 spirit, haste, 85 SP, blue socket.
Weapons Star Shard PriestMageWarlockShamanDruidPaladin 25 HARDMODE, ilvl 252. One-handed dagger, heal/caster: 45 stamina, 62 int, 49 spirit, accuracy, 665 SP, 970 AP in beast form, blue socket.