Zekvoz Herald of Nzoth W.png


Zek'voz is the fourth encounter in the Uldir instance and is three phase encounter with a wide variety of mechanics including burst add ae/cc, single target add focus/interrupts, spreading for c'thun style eye beams, mind controls, and moving out of large ground effects. With the variety of mechanics separated by phases on Heroic, it is quite manageable.

Raid Composition

  • 2 Tanks
  • 4-5 Healers
  • 14-13 DPS




(Long spell queue seems to place the actual transition more typically around 65%)


Surging Darkness

A series of three novas will occur centered on the boss, with 3 concentric circles of effect. A safe area will be present each cast in either the outer, middle, or inner ring. Also a significant amount of raid damage will occur as each of the 3 novas goes off.

Silithid Warriors (adds)

A set of small adds will spawn in the room and fixate on random players in the raid. These adds will apply a bleed and slow on you when you are hit.

Eye Beam

Zek'voz will pick players to mark with a c'thun style eye beam which does chain damage within an 8 yard radius.

Positioning & Strategy

Boss should be tanked near the center of the room. Raid should stay lightly behind boss except for when Silithid Warriors are up, at which point they should tightly stack under the boss. Staying lightly spread as the default positioning can lessen the amount of danger presented by the 8 yard range Eye Beam which is the more dangerous mechanic in this phase as compared to the Silithid Warriors.

When the Silithid Warriors are up, raid should collapse under boss and rotate stuns to keep them from placing bleed/slow stacks on who they have fixated. Saving burst to kill them fast is also important so that they are preferably dead before the next eye beam cast.

The eye beam has a short debuff placed on targeted players before being cast, but this is only 1.5s so it is preferable to be pre-spread instead of trying to run out after targeted. Anyone with a teleport can be an exception.

Mechanic Order

  1. Nova
  2. Eye Beam (quickly after)
  3. ADDS - Silithid Warriors
  4. Eye Beam
  5. Surging Darkness
  6. ADDS - Silithid Warriors (during Surging Darkness)
  7. Eye Beam (immediately after Surging Darkness)

Around this point the boss should be transitioning to phase 2, (it appears it won't be immediately at 70% due to a long spell queue on the boss).


Role Tips


The tank debuff comes in the form of a 3 move combo, where the first move, Void Lash, places a 50% healing debuff on you for 8s, the second move, Shatter, places 50% physical damage taken debuff for 40 seconds, and then a second Void Lash for a total of 100% healing reduced. It is possible Blizzard intends for the swap to happen between the second and third move, but as of testing, it seems quite possible to swap after all 3 moves occurs using cooldowns. Also note for positioning, the Void Lash move are frontal cleaves.


Raidwide healing damage is significant from 2 sources. Titan sparks will be frequently hitting the raid with unavoidable damage, and Surging Darkness novas do very considerable damage when exploding. There will be 3 of these explosions per cast, about 5 seconds apart. One healing cd during or after each Surging Darkness is advisable.

Phase 2



Rolling Deceit

A 12-second dot is placed on players, and leaves a cloud on the ground when it expires. These clouds can move slowly, and must be avoided as they spawn an extremely potent add if stepped in. If the add does spawn, it will do extremely high raid damage upon either reaching 100 energy or death.

Anu'bar Voidreavers (adds)

3 of these adds will spawn in a triangle in the center of the room, too far apart for any cleave damage, and cannot move. They chain cast Voidbolt, which does high single target damage to random players in the raid. These adds can be interrupted and cc'd.

Positioning & Strategy

Boss should, outside of Surging Darkness, be tanked on top of one of the 3 Voidreaver locations, and moved around the triangle to the next voidreaver upon death. Raid must be careful of the frontal cleave tank ability while boss is being moved.

Interrupts should be assigned ahead of time, with the 'first' add of each set being done by the longer range interrupts, as it will die quickly enough to not need to be interrupted many times. The second and third adds should have melee assigned as it seems 3 interrupts will be enough to lock down the adds as long as interrupts are held to near the end of the cast. This rotation can be interfered with however, if one of the assigned must run out with Roiling Deceit. Stuns can and should be applied liberally.

Roiling deceit should be placed at the edges of the encounter area, to minimize chance anyone will run into the clouds dropped.


  1. Rolling Deceit/Voidreaver combo
  2. Surging Darkness
  3. Rolling Deceit (during Surging Darkness)
  4. ADDS - Anub'ar Voidreaders (immediately after Surging Darkness)
  5. Rolling Deceit
  6. Surging Darkness
  7. ADDS - Anub'ar Voidreavers (after Surging Darkness)
  8. Rolling Deceit

Around this point the boss will be transitioning to p3.


Role Tips


Same as p1, except boss should be dragged to each Voidreaver add.


In general same as p1, a single target healing cooldown could help with anyone who must drop Roiling Deceit cloud during Surging Darkness.

Phase 3




Titanspark unavoidable damage is increased and occurs more frequently.

Orb of Corruption

Orbs of corruption fall down at the encounter area and must be soaked. Once soaked they place a 30 second debuff on affected players which increases damage and healing done. When this debuff expires the affected player becomes mind controlled.

Immediately upon being mind controlled the player releases a Void Wall, which fears players within 8 yards. Afterwards they will continue to cast Psionic Blast which will fear players if not interrupted.

Positioning & Strategy

Boss should, outside of Surging Darkness, be tanked in the center of the room.

Players to soak orbs of corruption should be assigned ahead of time, likely with priority to players with execute damage. These players should move away from the raid group, to the side of the boss when their debuff is about to expire to avoid fearing anyone. After this, they can be death gripped back to the group to be cleaved down with the boss. Interrupts of Psionic Blast are very important as well, as fears can easily walk players over existing Roiling Deceit clouds.


Role Tips


Same as p1.


General raid healing will be higher in this phase due to Overload.

Other Info

Wombo Combos

Eye Beam/Surging Darkness Overlap

Eye beam occurs directly following the first surging darkness in the encounter and raid needs to be prepared to spread asap.

Roiling Deceit/Surging Darkness Overlap

This occurs during the first surging darkness of p2. If possible immunities should be used to drop as far away as usual. It is possible only the first affected player will have to drop during the Darkness and the others will be able to drop very quickly afterwards.

Orb of Corrptuion/Surging Darkness Overlap

This occurs during any Surging Darkness cast in p3 as orb drops are constant throughout this phase. They must continue to be soaked. And if they will hit the ground in a covered area during the explosion, a player with an immunity/large cd should handle it. Also any mind controlled players alive during surging darkness must continue to be interrupted by range, or death gripped if possible.

When to Lust?

Recommending lust in the final phase as it can be a bit of a dps race as you lose raid members to mind controls, and also this amplifies the effect of the damage increase buff from the Orb of Corruption debuff.

Possible Changes from Beta to Live

Nothing sticks out in the journal as notably different than latest testing.