Sindragosa - CLK boss guide

Tactics for Sindragosa in CLK - Queen of the Ice Dragons, the penultimate boss before the Lich King. Phases, abilities, formation, role tips and loot.

Icecrown Citadel
10N10HC25N25HC
⏱ Berserker: There is no hard berserker. Soft enrage starts at 35% HP - the stack of Mystic Buffet endlessly increases incoming magical damage, so in fact the raid is limited in time from the third phase.

Review

Sindragosa is the Queen of the Ice Dragons, the final boss of the Icewing Halls wing and the last obstacle before the Lich King in the Central League. Classic dragon encounter: the tank puts her sideways to the raid, miles under her hind legs, range and heals at a distance and spread. The battle consists of three phases: ground → air → ground soft enrage with 35% HP.

General tips
  • Save BL/Ger and personal CD for the third phase (from 35%) - this is where the raid most often suffers from stacks of Mystic Squall.
  • Balance your damage with the incoming one: when Unleashed Magic is stacked, a large cast will return damage to you.
  • When Sindragosa attracts the raid with Icy Grasp, immediately run 25+ meters away from the Severe Cold.
  • During the third phase, hide behind the ice tombs to drop stacks of Mystic Barrage through the line of sight gap.

Combat phases

Phase 1 Phase 1 - Ground 100–35% HP (between air phases)

Sindragosa stands on the ground, the tank holds her sideways towards the raid. There is stable magic damage throughout the raid and switching on debuffs. Every ~30 sec after the pull (and 30 sec after each air phase) she pulls down the raidWith an icy grip and castsFierce cold.

  • Frost Aura — constant pulsating damage to the raid
  • Frost Breath / Cleave / Tail Strike on the tank - keep the boss sideways
  • Unleashed Magic for 3 casters and 3 healers - watch the stacks
  • Icy grip → Bitter cold — run up 25+ meters
Phase 2 Phase 2 - Airborne On a timer, alternating with the ground phase

Sindragosa takes off. Tags playersA beacon of cold, after which he chains them inIce Tombs (450k HP), which must be quickly broken to free the prisoners. Simultaneously rolls 4Ice bombs, from which they hide behind blocks along the line of sight. After the cycle is completed, it sits down and returns to the ground phase.

  • Beacon of Cold → Ice Tomb — those marked spread out, the rest move away
  • Ice Tombs 450k HP - break, but hold one for shelter from bombs
  • Ice Bomb (x4) - hide behind tombs/blocks in LoS
  • Prisoners suffocate (Asphyxiation) - after release, keep in healing
Phase 3 Phase 3 - Ground soft enrage 35% HP

Sindragosa no longer takes off, all ground mechanics remain plusMystical Flurry— endlessly stacking debuff on incoming magic damage. Hangs on a random playerIce Tomb: it is used as cover to drop stacks by breaking the line of sight. Turn on BL/Ger and all CDs.

  • Mystical Flurry — +magic damage per stack, reset through LoS behind the tomb
  • Ice Tomb for a random player - a shelter for dumping stacks
  • Icy Grasp → Bitter cold continue - dashes are the most dangerous
  • DPS race: finish before the stacks kill the raid

Abilities

Icy Aura
Raid damage
A passive aura that deals ice damage to the entire raid every ~3 seconds throughout the battle.
Action: Hilam to keep the raid at the top, remember about the constant damage tick.
Cleave
Tank
Hit the cone in front of the boss, hitting everyone in front of Sindragosa's face.
Action: The tank turns the boss to face away from the raid; no one should stand in front of the boss.
Powerful tail strike
Tank
Damage to targets within a ~20 m radius behind Sindragosa.
Action: Don't stand behind the tail; The miles are kept at the side of the hind legs.
Ice Breath
Tank
Powerful cone damage with ice magic to the tank and those in front of the boss, plus a decrease in attack and movement speed. The main danger for the tank.
Action: Tanks press protective CD with every breath; Frost resist (up to 280) is useful to reduce damage.
Frosty Grasp
Raid damage F.1 | 3
Pulls the entire raid close to Sindragosa. Used as a prelude to Bitter Cold.
Action: As soon as you are attracted, you immediately run away from the boss.
Burning cold
Raid damage F.1 | 3
A 5-second cast that deals massive ice damage to everyone within a ~25 m radius of the boss. Follows Ice Grasp.
Action: Run at least 25 meters before the cast completes, otherwise death.
Unleashed Magic
Debuff
Debuff on DD casters and healers. Each cast/use of magic gains stacks of Instability, which, when triggered, cause damage to the owner and others. On hardmode the mechanics are stricter - you need to watch the stacks especially strictly.
Action:Under the debuff, reduce the casting rate, balance the damage/healing, and do not stand in a bunch.
Penetrating cold
Debuff
Debuff primarily for miles: a chance when dealing damage to receive a stack that increases the damage received from ice magic.
Action: Miles monitor the stacks, if the number is high, move away/slow down and pick up the healers.
Frostbite
Debuff
A stacking debuff that increases the damage a character takes from Frost magic and slows them down.
Action: Count as an amplifier for all ice damage in the raid; Hilam close.
Ice Mark
Raid damage F.2
Mark on random players (2 at 10k / up to 6 at 25k) in the air phase - a harbinger of the Ice Tomb.
Action: Those marked will quickly spread ~10 m away from each other and from the raid; don't run up to them.
Ice Crypt
Raid damage F.2 | 3
Encases tagged players in a block of ice (~450k HP). The prisoner loses ~8% HP/sec from Asphyxiation after 20 sec and cannot be healed or targeted until the block is broken. The boulders also serve as cover from Ice Bombs and for dropping stacks of Mystic Barrage.
Action: Quickly destroy the tombs, but hold one as a shelter from bombs; those released should be kept in recovery.
Ice Bomb
Raid damage F.2
During the air phase, Sindragosa drops 4 bombs that explode with huge damage to everyone in the line of sight.
Action:Hide from the explosion behind ice tombs/blocks (LoS gap).
Mysterious energy
Raid damage F.3
Appears at 35% HP. Every ~6 sec it places a stack on players that increases the magic damage received (≈+20% per stack), stacks almost endlessly - the actual soft enrage of the battle.
Action: Drop stacks while hiding behind an ice tomb (breaking line of sight); press BL/Ger and CD on DPS.

Positioning

The raid starts from the balcony; The main tank picks up Sindragosa as she descends and places her sideways to the entire raid. Miles - at the hind legs, range and heals - at a distance and quite compact, but with the ability to quickly spread in the air phase.

🛡 Tank
The tank holds the boss sideways to the raid, the muzzle and tail are directed away from the pack to exclude Cleave and Tail Strike on the raid; for each Frosty Breath - protective CD.
✨ Healer
Heals stand at a distance from the boss (outside of Severe Cold) and next to each other for effective AoE healing; those liberated from the tombs and the tank are intensively treated for breathing. In the third phase, keep an eye on stacks of Mystic Squall.
⚔DD
Miles under the hind legs at the side (outside the tail area); range/casters at range and spread due to Unleashed Magic. In the air phase they quickly switch to Ice Tombs, in the third phase - maximum burst with BL/Ger.

Role Tips

🛡 Tips for the tank
  • Press the protective CD under eachFrost Breath — even with 280 frost resist, breathing remains deadly.
  • Keep Sindragosa directly facing the raid toCleave andTail Strike did not touch the pack.
  • In the third phase, if there is a lack of DPS, keep a second tank so that you can take turns hiding behind the tomb and dumping stacksMystical squall.
✨ Tips for healer
  • Coordinate which healers are underWith magic unleashed cannot cast calmly.
  • Link defensive CDs to tanks for eachFrosty breath.
  • Keep those freed fromIce Tombs in enhanced healing - increased damage is dealt to them.
⚔ DD Tips
  • Balance damage with incoming damage: when stackingUnleashed Magic hold back the big cast, otherwise you will get a response.
  • In the air phase, instantly switch toIce Tombs, leaving one for bomb shelter.
  • Save your burst CD and BL/Ger for the third phase - it's a race against stacksMystical squall.

Loot

SlotItemClassesNote
Necklace Sindragosa's Claw of Cruelty RogueDruidHunterWarrior Agility Necklace: +90 Lvk, +90 Con, speed rating, attack power, armor penetration, blue socket. Under the horn, Fer-Druids, Khanty, Arm-Vars. NM 25 - id 50421. HC version has a different id.
Ring Memory of Malygos MageWarlockPriestDruidShaman Caster ring with spell power, ilvl 264 (25N). HC version - different id.
Accessory Talisman of the Nameless Lich MageWarlockPriestDruidShaman Caster DPS accessory: crit rating + chance (30%) with periodic damage to receive +1074 spell power for 20 sec. BiS for dot classes (ShP, Affl-locks, Balance Druids, Ele-Shamans, Fire Mages). NM 25 - 50360, HC 25 - 50365.
Accessory Sindragosa's Flawless Fang PriestDruidPaladinShaman Healer accessory. NM 25 - 50361, HC 25 - 50364.
Accessory Sundial of Eternal Sunset MageWarlockPriestDruidShaman Custer tome in the left hand (off-hand), ilvl 264 (25N). HC - another id.
Accessory Sign of the Conqueror's Consecration MageRogueDeath KnightDruid Tier token set T10 (Conqueror). NM 25 - 52025, HC 25 - 52028.
Accessory Protector's Sign of Consecration WarriorHunterShaman Tier token set T10 (Defender). NM 25 - 52026, HC 25 - 52029.
Accessory Conqueror's Sign of Consecration PaladinPriestWarlock Tier token set T10 (Conqueror). NM 25 - 52027, HC 25 - separate id.