The Ruins of Zul'Gurub
Zul'Gurub is a 20 man instance dungeon with MC style scripted boss encounters. If you have any comments about this guide, or additional strategies to be added, please post on the
Zul'Gurub thread.
Finding Zul'Gurub
Zul'Gurub is located in
Stranglethorn Vale, directly east from Lake Nazferiti. (
View Map).
Interested adventurers should first get their quests at Yojamba Island, which is the tiny island at the northwestern side of Stranglethorn Vale. (Roughly due west from the Dungeon Entrance).
User Comments and Corrections:
Click here for
Zul'Gurub Chit Chat on the GW forums.
About Zul'Gurub
- The instance is designed for a 20 member raid party.
- Can be completed by organized hardcore raiding guilds in 2 hours.
- It is on a raid-timer similar to Onyxia's Lair and the Molten Core. Once you kill a boss, you are saved to the that instance for the next 3.5 days.
- "Over 120 new Epic and Superior items, including a new five piece set for each class!"
- It is mostly outdoors (with the exception of a temple), which means druids can cast root.
- Balanced for players without Molten Core (or greater) equipment.
Zul'Gurub Boss Tactics
The boss encounters within Zul'Gurub are 'highly scripted' and require special strategies to overcome.
- Bat Aspect - High Priestess Jeklik
When you pull Jeklik from her ledge, she morphs into bat form, and attacks. You need to tank her away from the casters because she occasionally casts an AOE silence. In addition to this, she summons packs of non-elite bats which should be killed by mage/warlock aoe.
Once she reaches 50% health, she changes back to humanoid form and no longer summons the packs of bats. Instead, she will lifedrain and heal herself while a bat rider drops magmadar-style 'fire globs'. If you get a glob dropped on you, you should stop casting/fighting and move immediately. She can be counterspelled, so use that to interrupt her from healing herself. If you get an immune message, it's because she is immune to the silence portion, but it will successfully interrupt her spell.
- Snake Aspect - High Priest Venoxis
For this fight, we had the main tank fight Venoxis at the top of the steps, while we sheeped his four snake pets. We then killed the snake pets one at a time, and then focused on Venoxis.
He casts an arcane explosion while in humanoid form and he is a slow steady fight.
When he reaches 50% he transforms into snake-form which has an AOE poison aura that does 450 damage a dot if you are next to him. In addition to this, he casts what
looks like a venom bolt that does about 1600 damage. His health goes down a lot faster while he is in snake form, so you have to burn him down with ranged damage while the healers keep the main tank alive.
You can avoid a complete wipe by dragging him outside of his little area. As soon as he leaves his post, Hakkar will do a shout, and he will clear his aggro, run back, heal to full and resummon his pets.
- Champion of the Spider Aspect - ?
- Champion of the Tiger Aspect - Assisted by two tigers.
- Champion of the Panther Aspect - ?
- Hakkar the Soulflayer - Ouch, Rumor has it killing the champions weakens him.

Zandalar Tribe Reputation
A "variety of rewards" will be available for people who raise their faction with the trolls who live on Yojamba Island.
New Tradeskill Recipes
Class Specific Items
Final rewards from that long tablet quest chain that nobody will finish now
Lore of Zul'Gurub
Hakkar the Soulflayer has been summoned by the Atal'ai cultists within the Zul'Gurub.
The high priests of the bat, panther, tiger, spider and snake aspects united to combat the evil Atal'ai, but were corrupted.
Zul'Gurub is the ruined capital city of the Gurubashi (troll) Empire. The empire fell apart due to civil war.
Source Links
Under Development: Zul'Gurub (WoW Europe)
Tigol - Zul'Gurub Update (WoW Forums)