Ragnaros Encounter Guide: Strategy, Abilities, Loot
Ragnaros is the seventh and final boss that players will encounter inside the Firelands, found only at the very end of the instance itself. Here players will need to once again face off against the Fire Lord Ragnaros himself and quell his undyielding flames.
Role-Specific Tips for Ragnaros
DPS Tips
- This fight is almost entirely movement based, prioritize proper positioning and placement above everything.
- Look for the beams of fiery light that show where the Son of Flames will spawn and quickly react to ones closest to the hammer.
- Do not be afraid to use a personal defensive cooldown during difficult sections of the fight, help your healers out as much as possible.
Healer Tips
- Prepare for a very long, healing and mana intensive fight.
- Quickly top up any low health players before
Hand of Ragnaros,
Wrath of Ragnaros, or
Magma Trap Eruption goes out; phase 1 deaths are very common.
- Be ready with raid-wide defensive cooldowns if any
Dreadflame fire patches spawn on top of the raid during phase 4.
Tank Tips
- Tank swap every 3-5 stacks of
Burning Wound.
- Save defensive cooldowns for whenever healers need to move from multiple mechanics at a time.
- Keep the Lava Scions near the Son of Flames so they can get AoE'd down together.
- Be mindful of the
Entrapping Roots position in phase 4, keep Ragnaros near them, but do not activate them early accidentally.
Ragnaros Abilities
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- Phase One
Sulfuras Smash
Lava Wave
Wrath of Ragnaros
Hand of Ragnaros
Magma Trap
Magma Trap Eruption
Magma Blast
Burning Wound
- Intermission #1
Splitting Blow
Lava Bolt
- Son of Flame
Burning Speed
Supernova
- Phase Two
Sulfuras Smash
Lava Wave
Magma Blast
Burning Wound
Engulfing Flames
Molten Seed
Molten Inferno
- Molten Elemental
- Intermission #2
Splitting Blow
Lava Bolt
- Son of Flame
Burning Speed
Supernova
- Lava Scion
Blazing Heat
- Phase Three
Sulfuras Smash
Lava Wave
Magma Blast
Burning Wound
Engulfing Flames
- Living Meteor
Meteor Impact
Combustible
- Heroic Only
Magma Trap Vulnerability
World In Flames
- Molten Elemental
Molten Power
Empower Sulfuras
Magma Geyser
Dreadflame
Superheated
- Cenarius
Breadth of Frost
Breadth of Frost
- Malfurion Stormrage
Cloudburst
Deluge
- Arch Druid Hamuul Runetotem
Entrapping Roots
Strategy for Ragnaros
Ragnaros is the final boss of the Firelands raid, and is an extremely challenging encounter that will require perfect execution from the entire raid to overcome the Fire Lord once and for all. This fight consists of 3 phases, with a brief intermission phase between each phase (hence forth referred to as intermission #1 and intermission #2); on heroic difficulty, players will also need to face Ragnaros in a special heroic-only phase 4. This fight can be overwhelming to learn as there are a staggering amount of new-abilities present during this encounter; we suggest learning the fight phase-by-phase, with phases 1 and intermission #1 being where most of the new abilities will be learned. Doing quick pulls back-to-back early on to practice phase 1 and intermission #1 is a great way to let the raid get a feel for the majority of the fight before moving on to the mechanics that get added in during later phases.
First, well start off by looking at the area we have; Ragnaros
will be present in the center of his lava pool (which will heavily damage any
players standing in it), while the rest of the wide platform in front of him is
open for the raid to use. Start by having the raid spread out into 4 group-like
positions with ranged and healers spreading at least 6 yards apart from each
other to avoid knocking up multiple players with
Wrath of Ragnaros.
Ranged DPS and healers will also need to stay at least 55 yards away from
Ragnaros to avoid being damaged and knocked back by
Hand of Ragnaros. Melee DPS should take advantage of
Ragnaross very large hitbox and attack him from maximum melee
range, allowing your healers to be able to reach you from further away.
Tanks will be dealing with Burning Wound the entire fight, a
stacking damage-over-time Fire debuff that Ragnaros applies to
his target with each attack; aim to tank swap every 5 or so stacks, depending on
what your healers can handle. If Ragnaross aggro target is not
in melee range, he will attack them with
Magma Blast instead,
dealing high Fire damage and increasing all Fire damage taken by 50% per
stack. The increased Fire damage taken will quickly kill the targeted tank if
they get hit by
Magma Blast 2 or 3 times in a row, so the current
tank needs to be sure to always be in melee range of Ragnaros, or
quickly move back in before taking too many
Magma Blasts.
Frequently throughout the fight, Ragnaros will place a
Magma Trap at the location of a random target, dealing massive
damage to anyone still in the landing location and knocking them back. The trap
will then arm itself, dealing raid-wide damage when activated and knocking up
the player who triggered it.
Magma Traps last forever and cover a
moderate amount of space, so the raid will need to activate the traps throughout
the fight to clear space. Wait until both
Hand of Ragnaros and
Wrath of Ragnaros are on cooldown, quickly heal up any low health
players and then trigger
Magma Trap Eruption by stepping on the
designated trap. As the
Magma Trap will knock the player up that
triggered it, we recommend having either a
Mage or
Warlock
be assigned to triggering them, as both
Blink and
Demonic Circle
removes fall damage taken and returns you instantly to the fight.
Next ability we will learn about is
Sulfuras Smash.
Ragnaros will choose a random player and smash his hammer down
on the ground at their location; the targeted area will show 3 orange circular
indicators to show where the hammer will land, as well as the way it will be
facing. Quickly move away from the indicated landing location of
Sulfuras Smash,
as anyone in the area will be killed and position yourself to avoid the 3
Lava Waves that will rush out from the hammer on impact with the
ground. These
Lava Waves will always follow the same set pattern
shown in the picture, but as the landing location of
Sulfuras Smash
will always be different, the raid must always be aware of where the hammer is
landing and make sure a
Lava Wave is not headed towards them. As
Sulfuras Smash does not send a
Lava Wave in the
direction of Ragnaros ever, players can always set forward in front
of the hammer for a second to avoid a nearby
Lava Wave.
That covers all the abilities in phase one, however many of these abilities will also be used in future phases, so don't forget about them! Phase one lasts until Ragnaros reaches 70% health, then he will submerge under his lava pool and begins Intermission #1.
Intermission #1 will start with Ragnaros using
Splitting Blow, smashing his hammer onto the ground before
submerging himself in lava, becoming unattackable. While submerged,
Ragnaros will attack random targets with
Lava Bolt,
dealing moderaately high Fire damage to the raid throughout the entire
intermission phase.
Splitting Blow is very similar to
Sulfuras Smash:
it will target a random area, 3 large orange circles will indicate its
landing area, and players will be instantly killed if they are in the landing
area. However, unlike
Sulfuras Smash,
Splitting Blow
does not generate any
Lava Waves. Instead, players will take deadly
Fire damage if they get close to the hammer, and 4 Son of Flames will
spawn on both sides of the room (8 Son of Flames total).
The Son of Flames have no aggro table and will simply run towards
Ragnaross hammer directly. All Son of Flames are
buffed with Burning Speed, which increases their movement speed
based on how high their current health is; with this increased movement speed,
they aim to reach the
Sulfuras Smash hammer location and
Supernova, exploding and dealing raid-wide damage based on their
remaining health. As
Sulfuras Smash can target any random area, some
Son of Flame may spawn very close to Ragnaross
hammer. Luckily the Son of Flames are vulnerable to most crowd
control, including: stuns, slows, knockbacks and other displacement (such as
Death Grip). Quickly group the adds up on both sides of the room and
AoE them down, coordinating stuns and knockbacks to prevent them from reaching
the hammer. Prioritize ones that are closest to the hammer to reduce their
movement speed from
Burning Speed as soon as possible.
If any Son of Flames reach the hammer they will explode with
Supernova, dealing raid-wide damage equal to their remaining
health. This is almost always a wipe if it happens, so make sure you have
coordinated all available crowd-control to keep all of the Son of Flames
under control for as long as possible. Intermission #1 will last 45 seconds, or
until all Son of Flames are dead.
Phase 2 will start with Ragnaros emerging from the lava. Tanks
will still need to deal with
Magma Blast and taunt swapping for
their
Burning Wound stacks; he will also continue using
Sulfuras Smash (which spawns the
Lava Waves). The
new, main mechanic of the phase is
Molten Seed, which
Ragnaros will cast every 60 seconds exactly.
Ragnaros will throw a projectile at each player, spawning a
seed at their location a few seconds later. After landing, the
Molten Seed
deals moderate Fire damage to any enemies in the 6-yard impact radius and
spawns a
Molten Seed at the location.
Molten Seed is a projectile with travel time, allowing players
ample time to move away from the impact area after the projectile has been
launched. Since Ragnaros uses
Molten Seed exactly
every 60 seconds, with a little practice your raid leader will be able to call
for the required movement here. The goal is to be completely stacked up on one
side of the room and spawn all of the
Molten Seeds in one spot,
but to move away before any impacts occur to avoid the impact AoE damage.
10 seconds after landing the
Molten Seeds will explode with
Molten Inferno, dealing raid-wide AoE damage that is greatly
reduced the further away from the seeds that you are. Moving about halfway
across the platform is enough to prevent most of the damage, so be sure to
quickly get away from the seeds as soon as the call is made. Upon exploding, a
Molten Elemental will spawn in from each
Molten Seed.
These Molten Elementals have low-health and will fixate on a
random target, ignoring everyone else but them. Simply AoE them down quickly
while kiting away from them if needed.
Remember that Molten Seed is cast every 60 seconds exactly,
giving you a perfect timer for when you need to group and move. Be prepared and
in position for each
Molten Seed cast as even 1 seed out of place
can easily cause multiple deaths.
The last new ability in phase 2 is
Engulfing Flames; this will
target one of three areas on the platform and cover the area in deadly fire. The
area selected will briefly show orange circles, indicating the area players must
avoid, before fire covers the area. While
Engulfing Flames is not
very dangerous by itself, the main threat it brings is when it occurs at the
same time as other spells, such as
Molten Seed or
Sulfuras Smash. Everyone must be ready with any available
movement speed abilities, especially if
Engulfing Flames targets
the area where your raid is stacked, use a raid-wide movement speed ability and
get to a safe area before the fires erupt.
Personal responsibility and positioning are crucial to getting through this
phase. Stay focused and keep an eye out for each Sulfuras Smash
positioning and avoid the subsequent
Lava Waves, stack and move
quickly when called for every
Molten Seed, and always be aware of
Engulfing Flames timer and be ready to change areas if needed.
Phase 2 ends once Ragnaros reaches 40% health and begins
Intermission #2.
At 40% health Ragnaros will smash his hammer into a
random spot again with
Splitting Blow, submerge in the laval again
and repeat the Intermission #1 from earlier. Same as before, group the
Son of Flames together on both sides of the room, use stuns and
knockbacks to control them, and prioritize killing the ones closest to the hammer.
The only new mechanic this phase are the 2 Lava Scions that spawn
in. These must be tanked and will frequently debuff random raid members with
Blazing Heat, causing them to spawn patches of fire at their
feet every second. This fire deals very high Fire damage and heals any
Son of Flame standing in the fire; players targeted with
Blazing Heat will have 3 seconds to get away from any other
players and any nearby Son of Flames, ideally running the fire on
the outer edges of the platform.
As with Intermission #1, Intermission #2 will end after 45 seconds or when all Son of Flames are dead; this means that it is best to keep 1 Son of Flame alive at very low health, crowd controlled to prevent it from reaching the hammer. Keeping a Son of Flame will allow you to damage both Lava Scions down as low as possible during the full 45 second timer of Intermission #2, ideally having both below at least 20% health before Ragnaros emerges again.
Phase 3 starts after the second Intermission and lasts until Ragnaros
reaches 10% health, when he will be defeated. Ragnaros will
continue to use
Magma Blast and
Burning Wound on the
tanks, as well as
Sulfuras Smash and
Engulfing Flames.
Phase 3 adds a new element to the mix, Living Meteors; these
meteors will spawn in every 50 seconds, and doubles the number of meteors that
spawn every other time, for example:
Number of Living Meteors | Timer (Estimated) |
---|---|
1 | 0:50 |
1 | 1:40 |
2 | 2:30 |
2 | 3:20 |
4 | 4:10 |
This means the Living Meteors act as a soft-enrage as they
will begin to overwhelm your raid once you get too many out at once. Players
must avoid the small impact area where the Living Meteor will land
to avoid certain death. The Living Meteors take greatly reduced
damage and should not be damaged; instead, they will fixate on a random player
and chase them around, slowly gaining speed over time. The entire raid must
avoid any nearby Living Meteor, if anyone gets within 4 yards of
the meteor it will explode with Meteor Impact, killing all
players within 8 yards. Kite the meteor to the back of the room and use any
available movement speed abilities to kite for a longer period of time.
When the Living Meteor eventually begins to catch-up to its
fixate target, it should be attacked to trigger its Combustible
buff. This buff will cause any attack made against the meteor to knock it back
in the direction that the attacking player is facing;
Combustible
should only be procced when you can no longer kite safely, or if the
Living Meteor is approaching a group of players. Always be aware
of where you are knocking the Living Meteor to, as knocking it into
other players will kill everyone near the meteor.
This phase can be extremely chaotic when multiple abilities are going off at
the same time. Always be aware of your positioning and which abilities that
Ragnaros will use next, being ready to begin moving to a safe
area when needed. Having a couple ranged DPS assigned to attacking any
Living Meteors that can't be kited will keep them away from the
raid and allows you to stack as a group for easier healing and get more damage
on the boss rather than losing DPS players to kiting. This is where you
want to use all major DPS cooldowns such as Bloodlust, ideally right
after a
Engulfing Flames goes off. Phase 3 lasts until
Ragnaros reaches 10% health, where he will retreat back
into the Elemental Plane to lick his wounds. If engaging Ragnaros
on heroic difficulty, it is ideal to push into phase 4 before more than 2
Living Meteors spawn, as anymore makes phase 4 extremely
chaotic.
Heroic Difficulty
Heroic Ragnaros adds an entire new phase 4 to the fight; after reaching 10% health, Ragnaros will attempt to flee through his lava back into the Elemental Plane, only to be stopped by Cenarius, Malfurion Stormrage, and Arch Druid Hamuul Runetotem. They will force Ragnaros out of his lava, solidifying it behind him to trap him on Azeroth, aiding your raid to help defeat Ragnaros once and for all. In addition to the entirely new phase four, a few new mechanics are added into each phase, which we will briefly go over.
- Phase 1
- Every time a
Magma Trap is detonated the raid will be debuffed with
Magma Trap Vulnerability. This puts a timer on how often you can trigger a trap, meaning you will want to trigger the first one as soon as possible to start the timer on this debuff. This will also mean that you will likely have a couple of traps up when heading into Intermission #1; wait till your debuff is gone and clear any remaining traps before the end of the Intermission, using any raid-wide defensives if popping multiple in a row (heal up first between each).
- Intermissions #1 & #2
- The only difference in each Intermission is that the Son of Flames
now spawn in random locations rather than predetermined locations. Players will
need to quickly adapt to the Son of Flame spawn locations and
damage any that are close to the hammer while getting down needed stuns and
knockbacks.
Death Grip is a must here to group up any stragglers to allow for AoE to quickly clear the adds out.
- Phases 2 & 3
Engulfing Flames is replaced by
World In Flames, which will chain 4
Engulfing Flames in a row, each on a different area. Be mindful of where the indicators that show where the fire will erupt from and stand just outside of the flames so that you can quickly move to where the flames just were (when it's safe).
- In phase 2, Molten Elementals will gain
Molten Power, increasing their damage dealt by 25% for every other nearby Molten Elemental, and size by 10%. This causes them to essentially 1-shot anyone they hit, and the size grants them larger attack range. Follow the phase 2 picture above to properly kite the Molten Elementals while AoEing them down and finishing off any remaining adds from a distance. Use of a
Hand of Protection here on a strong AoE class is a great way to get some damage off safely.
With all of the previous phases new heroic mechanics out of the way, let's dive
into the entitely new phase 4. Phase 4 starts once Ragnaros
reaches 10% health in phase 3. Shortly after, he will submerge into his
lava only to emerge with 50% and legs to move around the platform. The
first spell we will go over is
Dreadflame; Ragnaros
will cover random areas on the platform in patches of fire that quickly spreads
around to nearby areas. The longer that phase 4 lasts, the more fires that
Ragnaros will spawn in until the entire platform is covered.
Luckily, Malfurion Stormrage will create a
Cloudburst at the beginning of phase 4, allowing 3 players (1
on 10-man) to gain the
Deluge buff. The
Deluge
buff makes the player immune to
Dreadflame and allows them to
extinguish the flames by simply walking over them. You will need to assign
players to keep the fires at bay, especially around the area the raid is
stacking.
Ragnaros will constantly attack the raid with
Superheated, dealing moderate Fire damage and applying a stacking
debuff that increases all Fire damage taken by 10% per stack. To stop this
constant damage, players must stand on a patch of
Breadth of Frost,
doing so not only removes your stacks of
Superheated, but also
makes you immune to the damage it deals. Ragnaros will attempt
to prevent you from using the
Breadth of Frost patch by attacking
grouped players with
Magma Geyser, dealing high Fire damage to
grouped players and destroying any
Breadth of Frost patches in
the area. To prevent this, players must never stack together with more than 9 (4
in 10-man) players total; to achieve this, we will be stacking in 3 groups in a
triangle formation inside the
Breadth of Frost, allowing the entire
raid to keep the
Breadth of Frost buff and be entirely immune to
Superheated. This requires very precious movement from the entire
raid to get into position, and everyone must stack tightly in position to prevent
a
Magma Geyser from wiping the raid. On 10-man difficulty, 1
player will need to be constantly outside of the
Breadth of Frost
as you can not stack together with 4 players on 10-man; simply have the 2 tanks
rotate back-and-forth to reset their
Superheated stacks.
In the original 4.3 patch of Cataclysm, Ragnaros had his
Magma Geyser ability removed as it was not functioning properly
and Blizzard did not want to BUFF the boss that no-one was able to kill.
In Cataclysm Classic, we have the version of Ragnaros without
Magma Geyserm making phase 4 arguably the easiest phase in the
encounter! Without
Magma Geyser, the raid can simply stack
together as 1 on the
Breadth of Frost patch and move together as
a group from patch to patch every time they spawn.
Any Living Meteors from phase 3 will remain on the platform during
phase 4. At the beginning of phase 4, all Living Meteors will be
frozen in place with a constant
Combustible buff activated; use
this transition period time to attack both Living Meteors and
push them to the very far edge of the platform, buying your raid as much time as
possible before they return.
Another function that the Breadth of Frost ice patches have is
that they will freeze any Living Meteors that touch them
(and will be consumed in the process); while frozen, Living Meteors
take 15,000% increased damage, allowing them to be quickly killed off.
You are, however, limited on the number of
Breadth of Frost you
get; Cenarius will spawn one at the start of phase 4, and a new
one every 45 seconds. Use the first
Breadth of Frost to avoid
Superheated, and when they second
Breadth of Frost
patch spawns, have whoever is kiting the Living Meteor get it into
the
Breadth of Frost and quickly kill it. You can do this for the
second remaining Living Meteor after the 4th
Breadth of Frost patch has spawned.
Ragnaros will occasionally cast a 5-second spell,
Empower Sulfuras; once completed,
Empower Sulfuras
will cause any melee attacks that Ragnaros makes to instantly
wipe the raid. This is where Arch Druid Hamuul Runetotem comes in to
assist the raid; he will place a
Entrapping Roots down in a
random area, indicated by a large, green circle of roots. The tank will need to
run away from Ragnaros whenever he begins to cast
Empower Sulfuras and force him to walk through the
Entrapping Roots. This will stun Ragnaros for 10
seconds and cause him to take 50% increased damage for the duration,
preventing him from attacking at all during
Empower Sulfuras.
From here on the phase repeats until either Ragnaros dies or
he overwhelms the raid with the ever increasing Dreadflame
spawns.
Ragnaros Loot
Below you will find all of the loot available for this boss encounter. Use the different buttons to view the different loot between both Normal and Heroic difficulties.
Normal Difficulty Loot
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Below you will find all of the loot available for this boss encounter. Use the different buttons to view the different loot between both Normal and Heroic difficulties.
Heroic Difficulty Loot
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Ragnaros Achievements
Achievement | Description |
---|---|
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Defeat the bosses in Firelands. |
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Defeat the bosses in Firelands while in a guild group. |
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Defeat Ragnaros in Firelands on Heroic Difficulty. |
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Defeat Ragnaros in Firelands on Heroic difficulty while in a guild group. |
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First guild on the realm to defeat Ragnaros in Firelands on Heroic Difficulty while in a guild group. |
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Defeat Ragnaros while three Living Meteors are ignited by Lava Wave. |
Further Reading
Ragnaros is just one of the seven encounters present in the Firelands raid of Cataclysm. If you would like to learn more about the others, please see our other pages for the raid below.
Changelog
- 01 Oct. 2024: Page added.
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.
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