At a Glance
| Field | Details |
|---|---|
| Raid Type | 25-player |
| Location | Caverns of Time, Tanaris |
| Tier | 6 |
| Bosses | 5 (linear, all mandatory) |
| Trash | 8 waves before each of the first four bosses |
Hyjal Summit is a unique raid where trash waves come to you. You defend the Alliance camp (first two bosses), then the Horde camp (next two), and finally face Archimonde near the World Tree. Efficient wave clears and mana management are just as important as the boss fights themselves.
Attunement (The Vials of Eternity) is no longer required to enter in later phases, but completing it is still useful for Scale of the Sands ring upgrades and the Hand of A’dal title path.
Raid Lead Snapshot
Use this as the raid-night checklist for wave pacing, mana management, Doom handling, decurses, fear breaks, and Archimonde survival.
Priority Checklist
- Assign Infernal tanks, Doom handling, decursers, Tremor Totem coverage, and Archimonde fear-break backups before the first wave.
- Keep mana discipline between waves; Hyjal punishes players who spend boss resources cleaning up sloppy trash.
- On Archimonde, survival outranks damage. One death can trigger Soul Charges and turn a stable pull into a wipe.
What Everyone Needs to Bring
Hyjal is a marathon of waves + short boss checks. Mana sustain and personal survival matter more than pure burst on most fights.
Core Consumables
- Flasks / Elixirs
- Physical DPS: Flask of Relentless Assault
- Caster DPS: Flask of Pure Death or Flask of Blinding Light
- Healers: Flask of Distilled Wisdom or Elixir of Healing Power + Elixir of Draenic Wisdom
- Tanks: Flask of Fortification / Guardian elixir setups
- Mana Sustain: Super Mana Potions + Dark Runes / Demonic Runes (especially critical on Kaz’rogal)
- Food: Fisherman’s Feast, Golden Fish Sticks, etc.
- Weapon Oils / Stones + Scrolls
- Utility
- Free Action Potions (Frost Armor / War Stomp)
- Living Action Potions or PvP Trinkets (Medallion of the Alliance / Horde) for Icebolt and other stuns
- Elixir of Demonslaying (huge for physical DPS on demon bosses)
- Shadow Resistance pieces (helps on Howl of Azgalor and some trash)
- Warlocks: Master Soulstones ready for Azgalor Dooms
- Everyone for Archimonde: Tears of the Goddess (given by Tyrande before the fight)
Recommended Raid Composition
- Tanks: 3–4 (Warrior preferred for Archimonde due to Berserker Rage fear immunity; Paladins strong early for Infernal pickup and Freedom)
- Healers: 6–9 (higher on Anetheron and Azgalor)
- Key utilities: Shamans (Tremor Totem is extremely valuable on Archimonde), Mages/Druids for decurses, consistent healing reduction (Mortal Strike / Wound Poison / Aimed Shot) on Anetheron
General Raid Rules
- Keep mana topped between waves. Do not burn everything on trash.
- Protect Jaina (Alliance) and Thrall (Horde) — they help significantly.
- Spread out when called. Move out of ground effects immediately.
- Clear call-outs for Icebolt, Infernal spawns, Doom, Mark of Kaz’rogal, Air Burst, Grip of the Legion, etc.
- One death on Archimonde often snowballs into a wipe via Soul Charges. Survival > DPS.
Trash Waves Overview
There are 8 fixed waves before each of the first four bosses. Mobs are consistent every time.
Common Trash Types & Priorities
| Mob | Key Abilities | Priority / Notes |
|---|---|---|
| Ghoul | Frenzy | AoE once tanked |
| Shadowy Necromancer | Shadow Bolt, Unholy Frenzy | Interrupt & kill fast |
| Abomination | Disease Cloud, Knockdown | Kite or carefully tank |
| Banshee | Banshee Curse, Anti-Magic Shell | Decurse Curse immediately; physical DPS preferred |
| Gargoyle | Gargoyle Strike | Pull down so melee can hit |
| Frost Wyrm | Frost Breath (AoE) | Kill quickly |
| Giant Infernal | Immolation | Fire resist tank or separate them |
| Fel Stalker | Mana Burn | Kill or CC quickly |
Tips:
- Tanks gather quickly.
- Casters and healers conserve mana for the boss that spawns after wave 8.
- Reset and fully top off before engaging each boss.
Boss 1: Rage Winterchill (Alliance Camp)
Lich. Relatively straightforward single-phase fight after the waves.
Key Abilities
- Icebolt — Random target: large Frost damage + 4s stun + heavy DoT. Biggest killer on the fight.
- Frost Armor — Self-buff that slows melee attackers.
- Frost Nova — Roots nearby players.
- Death & Decay — Large ground AoE (15% max HP per second as Shadow damage).
Strategy
- Spread out. Move out of Death & Decay immediately (tank may need to reposition the boss).
- Icebolt targets: Use PvP trinket, Living Action Potion, or class tools (Blink, Ice Block, etc.) to break the stun/DoT. Healers prioritise these players hard.
- Melee: Free Action Potion or Blessing of Freedom to ignore the Chill from Frost Armor.
- Dispel Frost Nova quickly so people can escape Death & Decay.
- Fully top mana and health before the pull.
Summary: Respect Icebolt and ground effects and the fight is easy.
Boss 2: Anetheron (Alliance Camp)
Dreadlord. More hectic due to adds and healing reduction.
Key Abilities
- Vampiric Aura — Heals himself (and nearby Infernals) for 300% of melee damage dealt. Must keep healing reduction up (Mortal Strike / Wound Poison / Aimed Shot).
- Carrion Swarm — Cone toward a random player: large Shadow damage + 75% healing reduction for 20 seconds.
- Inferno — Spawns a Towering Infernal on a random player (~every 60s) + short stun.
- Sleep — Puts 3 random players to sleep (broken by any damage).
Strategy
- Main tank on boss (high avoidance preferred).
- Off-tank (preferably with some Fire Resist) picks up Infernals and tanks them away from the boss (near Jaina works well). High-DPS raids can offtank multiple; lower DPS groups should kill Infernals.
- Healers must spread out around the boss so Carrion Swarm doesn’t hit multiple healers at once. Assign tank healers on opposite sides. Infernal healers can stand very far out.
- Keep healing reduction on the boss at all times.
- Demonslaying elixir is excellent here.
- Watch for Sleep on key healers and be ready to cover.
Main wipe causes: Multiple healers hit by Carrion Swarm + poor Infernal management.
Boss 3: Kaz’rogal (Horde Camp)
Doomguard. Soft enrage via mana drain. Pure DPS + mana management check.
Key Abilities
- Mark of Kaz’rogal — Hits every mana user. Drains 600 mana per second for 5 seconds (3000 total). If you hit 0 mana you explode for ~10–11k Shadow damage in a 15-yard radius. Cast frequency increases over time (soft enrage around 3:40).
- War Stomp — Melee-range stun + damage.
- Malevolent Cleave — Frontal cleave (damage split among targets).
- Cripple — Random slow.
Strategy
- Tank faces the boss away from the raid and Thrall so Thrall hits from behind.
- Every mana user must stay comfortably above 3000 mana before every Mark. Plan Super Mana Pots, Dark Runes, Evocation, Shadowfiend, Mana Tide, etc. Ice Block / Divine Shield can skip one Mark.
- If you are about to explode, run far away from the group.
- Melee: Free Action Potion for War Stomp. Demonslaying elixir.
- Priests: Prayer of Shadow Protection helps resist Marks.
- Kill him before Marks become unmanageable.
This is the purest “don’t go OOM” fight in the raid.
Boss 4: Azgalor (Horde Camp)
Pit Lord. Drops Tier 6 Glove tokens. Silence + Doom + Rain of Fire.
Key Abilities
- Doom — Random player dies after 20 seconds and spawns a Lesser Doomguard. Cast roughly every 50 seconds.
- Howl of Azgalor — Raid-wide Silence (5 seconds; reduced by Improved Concentration Aura).
- Rain of Fire — Targets a random player within 30 yards: ground fire + Unquenchable Flames DoT.
- Cleave — Frontal.
- Lesser Doomguards: Cripple + War Stomp.
Strategy
- Main tank faces the boss away from everyone (and Thrall if using him).
- Ranged DPS and healers stand >30 yards away so Rain of Fire never hits them. Melee dance in and out of Rain of Fire.
- Doom handling:
- Warlocks Soulstone the doomed player.
- Two common methods:
- Send doomed players to Thrall’s area so NPCs kill the Doomguards.
- Dedicated “Doom squad” (1–2 tanks + healers + a few DPS) kills them away from the raid.
- Healers: Pre-HoT the tank before every Howl. Improved Concentration Aura in the healer group is excellent. Shadow resist pieces help resist the silence.
- Demonslaying elixir is strong again.
Silence + Doom + Rain of Fire force good positioning and cooldown timing.
Boss 5: Archimonde
The final boss. Single-phase survival fight near the World Tree. Tyrande and the wisps help finish him at low health. 9-minute enrage exists but is rarely relevant.
Do not die.
Key Abilities
- Doomfire — Spawns at his feet and chases players, leaving persistent fire. Standing in it = heavy Fire damage + burn DoT. Multiple active at once.
- Fear — Raid-wide (~every 40 seconds). Remove as fast as possible.
- Air Burst — Random target (+ nearby players in ~13 yards): Nature damage + launched high into the air. Use Tears of the Goddess just before landing.
- Grip of the Legion — Curse DoT on a random player. Decurse immediately.
- Soul Charge — Gained on any player death. Unleashes a powerful raid-wide ability based on the class that died. One death often chains into more.
- Finger of Death — Only cast if no one is in melee range (one-shots + grants Soul Charge). Keep the tank on him at all times.
Strategy
- Warrior main tank with Berserker Rage for permanent fear immunity is strongly preferred. Extra tanks should DPS or heal.
- Spread out. Stay far from active Doomfires — especially before Fears. Being feared into Doomfire is the #1 killer.
- Shamans: Keep Tremor Totems up and in range of as many people as possible. Backup fear breaks: PvP trinkets, Will of the Forsaken, Fear Ward, Cloak of Shadows, etc.
- Mages / Druids: Aggressive and fast decursing of Grip of the Legion.
- Air Burst: If targeted, run away from others. Activate Tears of the Goddess a couple of seconds before you land (too early or too late = death).
- Everyone prioritises not dying. A single death can cascade via Soul Charges into a wipe. Melee may have to back out when Doomfire is heavy.
- Keep someone (the tank) in melee range at all times.
This fight is pure execution and personal responsibility. Once the raid is disciplined about positioning, fears, Air Burst, and decurses, it becomes very consistent.
Final Tips for Success
- Practice wave efficiency and mana conservation first. Bosses are short once waves are clean.
- Assign clear roles (Infernal tank, Doom squad, primary/secondary tank healers, decursers, etc.).
- Call major abilities clearly. Use raid markers for positioning if needed.
- On Archimonde especially: survival first, always.
- Bring the consumables listed. Hyjal rewards preparation more than most raids.
This guide covers the post-nerf environment currently used in TBC Classic. Review individual boss abilities the night before, assign roles, and the raid becomes a smooth Tier 6 farm.
Good luck — see you under the World Tree.



