Thorim - Ulduar boss guide

Tactics for Thorim, Guardian of Ulduar 10/25 for WoW 3.3.5a: arena and corridor, Storm Hammer, Unbalancing Strike, Chain Lightning, Lightning Bolt, hardmode with Sif and full loot.

Ulduar
10N10HC25N25HC
⏱ Berserker: Soft enrage through stacks of Lightning Bolt (62279): each charged pillar gives Thorim +15% damage/attack speed per mile and +10% nature damage, with no limit. Plus a hard Berserk (26662) 5 minutes after the start of phase 2. And separately: if the corridor group does not reach Thorim in 5 minutes, a wipe.

Review

Thorim - Guardian of Ulduar, god of thunder, enslaved by Yogg-Saron through the illusion of his murdered wife Sif. Mandatory boss from the Guardian block. The battle is divided in two: first, the raid is divided into two groups - one cuts down waves of enemies in the arena, the second makes its way along the corridor to Thorim's throne, where he watches from above and is invulnerable (Lightning Shell). As soon as the corridor group reaches Thorim, he jumps into the arena - the second phase begins, a classic battle in the center of the hall. Hardmode is all about speed: if you get to Thorim while Sif is still casting Touch of Power (150 sec in the script, ~2.5 minutes), she stays and helps him with frost spells, and Thorim himself receives +25% HP and damage. Thorim is not killed: at ~1% he surrenders.

10 Normal4 183 500
10 Heroic~5,229,000 (+25% from hardmode)
General tips
  • Divide the raid: arena - almost all miles + tank + 2 heals; corridor - range + tank + a couple of healers (there are a lot of mobs in the corridor that are deadly for miles).
  • Hardmode: get to Thorim while Sif is casting Touch of Power (~2.5 minutes). We succeeded - Sif remains, Thorim +25% HP/damage. If you don’t want hardmode, wait until the end of her cast and only then beat Thorim.
  • In the arena, focus Dark Rune Casters (heal/shield) first, then Dark Rune Champions (AoE damage). The Prior can use Mass Dispersal to disrupt their healing and shields.
  • In the corridor near the Runic Colossus: the raid shifts to the half where the Powerful Rune Strike does NOT hit (look at his hands), and after aggro stands behind him (he has Charge and Runic Barrier-Reflector - kills fast attackers).
  • For the Ancient Rune Giant: the tank has its back to the wall (Stomp spreads), the raid diverges from the target of the Rune Explosion. IMPORTANT: Rune Explosion's dispel makes it work INSTANTLY - don't dispel blindly.
  • Phase 2: miles in 2-3 groups around the boss, range scattered - Chain Lightning (62131) hits +100% for each jump and in late stacks one-shots after 2 jumps.
  • Unbalancing Strike (62130) removes 200 defense for 15 sec - the tank becomes vulnerable to crits and crushing blows. Tank swap immediately, the blow cannot be dodged/parried/blocked (but you can miss).

Combat phases

Phase 1 Phase 1 - Arena and Corridor Pool (Torim is invulnerable on the throne)

The raid is divided in two. ARENA: first Jormungar the Behemoth + enemy NPCs, then endless waves of rune dwarves (champions, spellcasters, warriors, commoners). Thorim hits the arena from aboveStorm Hammer and charges the pillars with a Charged Ball. CORRIDOR: the second group makes its way past the Rune Colossus (spawns mobs + Powerful Rune Strike along half of the corridor) and the Ancient Rune Giant (Stomp, Rune Explosion), then along the mined area along the walls to Thorim. The first blow to Torim throws him into the arena.

  • Divorce into 2 groups
  • Arena: Spellcaster Focus → Champions
  • Hallway: Dodging Rune Slam
  • Don't Step on Traps - Paralysis
  • Speed ​​decides hardmode
Phase 2 Phase 2 - Thorim in the Arena The corridor group reached Thorim

Thorim jumps down and fights in the center.Unbalancing Strike every ~8 sec on a tank,Chain Lightning every ~13 sec, and it periodically charges the pillar → Lightning bolt in a cone in an area in front of the pillar + Torimu stack of Lightning bolt (+15% melee/+10% nature). Stacks - soft enrage; plus hardBerserk at the 5th minute.

  • Miles in 2-3 groups, scattered range
  • Tank swap byUnbalancing Impact
  • Moving away from the lightning discharge cone from the pillars
  • Race with stacks up toBerserker
Phase 3 Hardmode - Sif Reach Thorim in ~2.5 minutes (while Touch of Power is active)

After interrupting Sif's cast, you turn on hard mode: Thorim +25% HP and damage, and Sif descends and until the end of the battle fires at the raid with Ice Arrows, a Volley of Ice Arrows, Blizzard and Immobilizes with Ring of Cold. You can't kill her. Deadly combo: Ice Arrow +Chain Lightning/Lightning Bolt, or Ring of cold directly under the pillar cone.

  • All burst CDs at once on the debuffed Thorim
  • Save immunities/protections for late stacks
  • Do not stand in the pillar cone under the Ring of Cold
  • The snowstorm is driven towards the center

Abilities

Storm Hammer
Raid damage F.1
Phase 1, on a random player in the arena: 2451–2551 damage, knocks down and stuns for 2 sec, plus stuns everyone near the target with thunder.
Action: Range and healers in the arena stand scattered so that the thunder-stun does not hit several. It is because of this that casters and healers are kept scattered in the arena.
Charged Ball
Raid damage F.1
Thorim charges the nearest pillar-ball (cast 2.5 sec), which shoots static charges at those standing nearby for 15 sec. In phase 2, the charged pillar releases a Lightning Bolt (62466) - 17,344 - 20,156 nature damage in a cone from the pillar, and Thorim receives a stack of Lightning Bolt.
Action: Move away from the charging pillar and the cone in front of it. In phase 2, this is the main source of stack-enrage and an almost guaranteed one-shot in late stacks.
Unbalancing Strike
Tank F.2
Every ~8 sec on the current target: 200% weapon damage and -200 to defense skill for 15 sec. The tank becomes vulnerable to crits and crushing blows. Can't dodge/parry/block (but you can miss).
Action: Tank swap INSTANTLY for this debuff - the tank lives under it for 1-2 hits. The second tank has Taunt and CD ready. At later stacks of Lightning Bolt, the strike hits especially hard.
Chain Lightning
Raid damage F.2
Every ~13 sec on a random target: 3700–4300 nature damage, the discharge jumps to neighbors, +100% damage for each jump.
Action: Miles - in 2-3 separate groups, range - scattered throughout the hall. At 4-5 stacks of Lightning Bolt, Chain will one-shot after just 2 jumps (icy-veins refers to 49271, but the boss has 62131).
Lightning strike
Berserk F.2
For each pillar he charges, Thorim receives a stack of: +15% to damage and attack speed in miles, +10% to damage from nature forces. Has no limit.
Action: Soft enrage. A reference point for experienced raids - Thorim dies at about 10 stacks; Prepare the CD of tanks and heals starting from the 7th. Keep ~10% of his HP in reserve before each new stack.
Powerful blow
Other F.1
In the corridor before aggro: Runic colossus hits the left or right half of the corridor with fire (62057/62058), huge damage + knockback. At the same time, he will spawn waves of mobs until he gets aggravated.
Action: Look at the hands of the colossus - from which half the fire comes, that half explodes. The raid is shifting to the opposite direction. After aggro, he stops spawning and hitting with fire, but gets Charge (stand behind him) and Runic Reflector Barrier (be careful with fast attackers).
Rune Explosion
Other F.1
In the corridor: immobilizes the target with a runic barrier, after 4 sec an explosion of 11,250–13,750 fire damage around it.
Action: Run away from the marked player. IMPORTANT: Rune Burst's dispel causes it to work IMMEDIATELY (like Grobbulus' Mutating Injection) - do not dispel if there is a raid nearby.
Stomp
Other F.1
8313–10687 physical damage to those standing next to the garbage.
Action: The tank places the giant with his back to the wall so as not to fly away from the Stomp; the raid is kept to the sides.
Paralyzing Area
Other F.1
Traps on the platform in front of Thorim: those who step on are immobilized for 15 seconds.
Action: Go to Thorim CLOSE along the walls - there are no traps along the edges. Plus, the pedestal itself hits with an aura of ~3000/tick, so jump down to the raid immediately after aggroing Thorim.
Touch of Power
Other F.3
Sif channels Thorim for 2.5 minutes (150 seconds in the script), keeping him under the control of Yogg-Saron. If you get to Thorim and interrupt this cast, hardmode is activated.
Action: This is the hardmode timer. Made it in ~2.5 minutes - Sif remains, Thorim +25% HP/damage. If you don’t want hardmode, wait until the end of the cast, then hit.
Volley of Ice Arrows
Raid damage F.3 HC
Hardmode only. Every ~8 sec: Ice damage to everyone nearby + slow for 4 sec.
Action: Tolerable damage, dangerous in a combo with Chain Lightning/Lightning Bolt. Keep the raid at the top, the slowdown is treated with movement/dispel.
Blizzard
Raid damage F.3 HC
Hardmode only. Blizzard (62577) - a moving cloud of freezing rain across the hall; Cold/Ring of Cold (62469/62605) - immobilizes those standing nearby.
Action: From the Blizzard go to the center of the hall (like Aran). Cold Ring is deadly when paired with a Pillar Cone - if immobilized by Lightning Bolt, call Dispell. You can't kill Sif, you can only survive.
Berserk
Berserk F.2
Hard Berserk 5 minutes after the start of phase 2 (in the script `EVENT_THORIM_BERSERK, 5min`): damage +900%.
Action: In addition to Lightning Bolt stacks, there is also this timer - phase 2 should be within 5 minutes. Also wipe if the corridor does not reach Thorim in 5 minutes in phase 1.

Positioning

Phase 1: two sites. Arena - the tank collects waves with its muzzle from the raid, miles and some of the heals are clustered, range and heals scatter from the Storm Hammer; whoever is closest to Thorim's throne will be the first to be aggrated by adds - healers should not run ahead of the tank. The corridor is a compact column, displaced by the powerful blow of the rune, and stands at the edges of the giants. Phase 2: Torim in the center, miles in 2-3 groups, range in a wide ring around the perimeter, away from the pillars.

🛡 Tank
Two (or three in 25) tanks: one in the arena holds the waves, one leads the corridor through the Colossus and the Giant (with their back to the wall from the Stomp). In phase 2 - tank swap for Unbalancing Strike, CD for late stacks of Lightning Bolt. The Paladin Tank is especially good, blocking a fair amount of acceleration attacks.
✨ Healer
Arena: keep the tank waves and victims of the Storm Hammer. Corridor: Peak damage from Rune Slam and Rune Blast. Phase 2: peak tank damage from Unbalancing Strike + raid damage from Chain Lightning/Lightning Bolt, growing with stacks. In hardmode, a permanent Sif background is added - take care of the dispels for the Ring of Cold under the cone.
⚔DD
Arena - quick focus: spellcasters → champions → rest. Corridor - ranged DPS with threat redirect to the tank (mobs will constantly stun). Phase 2: miles in 2-3 groups, scattered range; in hardmode - all burst CDs and hero immediately on the debuffed Thorim, while the entire raid is alive.

Role Tips

🛡 Tips for the tank
  • Unbalancing Strike you can’t block/parry/dodge - you can only miss; swap is immediate, don't wait.
  • In the corridor, place the Ancient Rune Giant with its back to the wall, otherwise the Stomp will scatter you and the raid.
  • At the Rune Colossus, stand in a raid behind him - this way he will not Charge into the distant ones.
  • A paladin tank with a block cap removes 8-10% of Thorim's white damage - this is huge on accelerating hits.
✨ Tips for healer
  • Stacks of Lightning Bolt constantly raise all Thorim's damage - plan for the CD on 7+ stacks rather than reacting after the fact.
  • VictimStorm Hammer Heal up in the arena: stun + damage is dangerous under adds.
  • In hardmode, keep a dispel ready: Sif's Ring of Cold under the cone of the pillar = death without removal.
  • Prior's mass dispel removes Runic Healing and Runic Shield from arena adds - spellcasters stop saving them.
⚔ DD Tips
  • Hardmode - corridor race: fight your way without stopping to catch the end of Sif's cast (~2.5 minutes).
  • If you don't want hardmode, wait until the end of Touch of Power, only then beat Thorim.
  • Phase 2: range strictly scattered -Chain lightning+100% for jumping and one-shots on stacks.
  • Dispell the Explosion rune in the corridor detonates it instantly - do not remove it near the raid.
  • Save immunities (Ice Block, Cloak of Shadows, Divine Shield) for late stacks - Lightning Bolt is an almost guaranteed one-shot.

Loot

SlotItemClassesNote
Head Form of the Midgard Serpent RogueDruid 10. Skin, physical dps: 107 agility, 82 stamina, crit, 155 AP, mastery, meta + blue socket.
Weapons Legacy of Thunder WarriorPaladinDruidDeath Knight 10. One-handed blunt weapon 1.70, tank: 37 strength, 73 stamina, defense, evasion, mastery, 1612 AP in beast form.
Hands Gloves of Resonance PriestMageWarlock 10. Fabric, heal/caster: 62 stamina, 63 int, 56 spirit, 55 crit, 105 SP.
Belt Blood Cauldron Belt HunterShaman 10. Chain mail, physical dps: 56 agility, 71 stamina, 48 int, haste, 167 AP, ArP.
Legs Flash Leggings PriestMageWarlock 10. Fabric, DPS caster: 113 stamina, 86 int, 56 spirit, 74 crit, 131 SP.
Shoulders Spaulders of the Wayward Conqueror PaladinPriestWarlock 10. T8 Shoulder Token for Paladin, Priest, Warlock.
Shoulders Spaulders of the Wayward Protector WarriorHunterShaman 10. T8 shoulder badge for warrior, hunter, shaman.
Shoulders Spaulders of the Wayward Vanquisher RogueMageDruidDeath Knight 10. T8 Shoulder Token for Rogue, Mage, Druid, DK.
Neck Shallow Grave Pendant PriestMageWarlockShamanDruidPaladin 10 HARDMODE, ilvl 239. Neck heal/caster: 51 stamina, 49 int, crit, haste, 84 SP, yellow socket.
Hands Thunder God's Gauntlets Paladin 10 HARDMODE, ilvl 239. Plate, healing: 58 stamina, 64 int, crit, haste, 113 SP, 2 sockets.
Weapons Combatant's Bootblade RogueDruid 10 HARDMODE, ilvl 245. One-handed dagger 1.40: 50 agility, 45 stamina, crit, haste, 84 AP, 1987 AP in beast form.
Accessory Mjolnir Runestone WarriorRogueHunterShamanDeath KnightDruidPaladin 10 HARDMODE, ilvl 239. Physical DPS trinket: 115 crit + proc 751 ArP for 10 sec (15%, CD 45 sec).
Accessory Sif's Memory PriestMageWarlockShamanDruidPaladin 10 HARDMODE, ilvl 239. Cast/heal trinket: 124 SP + proc of replenishing 220 mana every 5 sec for 15 sec.
Head Crown of the Wayward Conqueror PaladinPriestWarlock 25. T8.5 helmet token for paladin, priest, warlock.
Head Crown of the Wayward Protector WarriorHunterShaman 25. T8.5 helmet token for warrior, hunter, shaman.
Head Crown of the Wayward Conqueror RogueMageDruidDeath Knight 25. Helmet token T8.5 for rogue, mage, druid, DC.
Belt Belt of the Deceived HunterShaman 25. Chain mail, physical dps: 60 agility, 71 stamina, 45 int, crit, 180 AP, AP.
Legs Leggings of Lost Loves PriestMageWarlock 25. Fabric, heal/caster: 105 stamina, 86 int, 91 spirit, haste, 122 SP, 2 sockets.
Ring Sif's parting words WarriorPaladinDeath Knight 25. Ring str-dps: 76 strength, 76 stamina, crit, skill.
Accessory Scale of Fates PriestMageWarlockShamanDruidPaladin 25. Cast/heal trinket: 132 SP + yuz 457 haste for 20 sec (CD 2 min).
Weapons Valmir, northern storm RogueShamanDruid 25, ilvl 238. One-handed blunt weapon 2.60: 55 agility, 54 stamina, accuracy, 78 AP, mastery, 1846 AP in beast form.
Head Defender Military Helmet WarriorDeath Knight 25 HARDMODE, ilvl 252. Plate, physical dps: 139 strength, 165 stamina, crit, accuracy, meta + yellow socket.
Shoulders Combatant's Pauldrons Shaman 25 HARDMODE, ilvl 252. Chain mail, heal/caster: 93 stamina, 79 int, haste, 35 mp5, 105 SP, 2 sockets.
Chest Gladiator's Garb RogueDruid 25 HARDMODE, ilvl 252. Skin, physical dps: 128 agility, 145 stamina, crit, haste, 160 AP, 3 sockets.
Ring Fatal vice WarriorPaladinDeath Knight 25 HARDMODE, ilvl 252. Tank ring: 58 strength, 109 stamina, defense, evasion, skill.
Left hand Stronghold of Wisdom PaladinShaman 25 HARDMODE, ilvl 252. Shield, heal/caster: 8563 armor, 79 stamina, 54 int, crit, haste, 85 SP, blue socket.
Ranged Skyforged Crossbow Hunter 25 HARDMODE, ilvl 252. Crossbow 2.80: 45 agility, 45 stamina, crit, accuracy, 65 AP.
Accessory Shard of Val'anyr PaladinPriestShamanDruid 25. Legendary Fragment: 30 shards = Val'anyr, Hammer of Ancient Kings.