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.
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.
- 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
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
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
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
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
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
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.
Role Tips
- 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.
- 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).
- 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
| Slot | Item | Classes | Note |
|---|---|---|---|
| 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. |