Sindragosa Encounter Guide: Strategy, Abilities, Loot
Sindragosa is the eleventh boss encounter that players will face in Icecrown Citadel, and the last encounter of The Frostwing Halls. The raid will face an overwhelming assault of Frost attacks when engaging The Queen of the Frostbrood. Do not forget to be aware of the various Raid Buffs and Debuffs as you work to optimize your Raid Composition for this encounter's mechanics!
Role-Specific Tips for Sindragosa
DPS Tips
- Melee DPS should be sure to attack from exactly in the middle of Sindragosa to avoid the Cleave and Tail Smash.
- Physical DPS must always be aware of their Chilled to the Bone debuffs and stop attacking when hitting high stacks.
- Casters should always be watching the Unchained Magic timer and be ready if you are targeted with the debuff to quickly move out of the group.
Healer Tips
- Communication between healers on who is able to heal and who can not heal because of Unchained Magic is crucial to this fight to beat the massive incoming damage.
- Healers should always be watching the Unchained Magic timer and be ready if you are targeted with the debuff to quickly move out of the group.
- Coordinate defensive cooldowns with your tanks for each Frost Breath; you must always have a defensive cooldown up during this.
Tank Tips
- Positioning is key on the pull. Use any available movement speed boosts to keep the boss in her initial starting position.
- Be clear and vocal beforehand about any tank swaps that will happen as your healers will be behind most of the time on this encounter.
- Coordinate defensive cooldowns with your Healers for each Frost Breath; you must always have a defensive cooldown up during this.
Strategy for Sindragosa
Sindragosa Phase One
The pull should start with your main-tank running in with any form of movement speed increase, or simply staying mounted. You will want to keep Sindragosa in the center of the room close to where she initially stands, this simply helps with visual clarity for the raid. The tank will then need to quickly spin her sideways, keeping her tail and face away from the raid to avoid her killing players with Cleave and Tail Smash. Similar to Sapphiron in Naxxramas, Sindragosa also has a Frost Aura that will deal 6,000 Frost damage to the entire raid every 3 seconds for the whole encounter.
The main focus of the fight for tanks will be surviving each of the deadly Frost Breaths Sindragosa will cast every 20 seconds, dealing 55,500 to 64,500 base Frost damage. This must be mitigated with a defensive cooldown every time. Even with that, the damage taken will still be extremely high. It is worth noting that the slow from Frost Breath can not be dispelled, and can only be removed via Hand of Freedom.
It is highly recommended tanks aim for wearing 280 Frost Resistance. This guarantees that you will always resist at least 25% and will never take a full, unmitigated 100% hit. This will reduce your average damage taken down by 50% on each Frost Breath before any defensive cooldowns. As you will be taking a high amount of Frost damage from multiple sources, this is a huge boost to your overall survivability.
To reach this high of a number, you will need to combine multiple sources of Frost resistance. You should always have Frost Resistance Aura during the fight, and can easily fit in additional sources from consumables, enchants and gear. You will need to combine multiple sources of Frost resistance such as Lesser Flask of Resistance, Arcanum of the Frosty Soul and Icebane Girdle to reach this 280 break point, but it is well worth it. Reaching 280 Frost resistance does not mean you do not need a defensive cooldown for each Frost Breath, you should still plan to have at least something minor up each time.
Periodically throughout the fight Sindragosa will cast Icy Grip, pulling the entire raid on top of her. She will then start to cast Blistering Cold, dealing 60,000 Frost damage to all nearby players at the end of the cast. The entire raid must quickly move away at least 25 yards away from Sindragosa until the cast goes off to avoid dying. The tanks must be quick to get away from the boss and move back into position as soon as possible to prevent her from moving afterwards.
Sindragosa is infused with the very essence of chill itself and any Physical attacks made against her will debuff the attacker with Chilled to the Bone. This has a 20% proc chance from any physical attack made, but also has a 2 second cooldown, so at the very most you will gain 1 stack every 2 seconds if you are very unlucky. Physical DPS players must always be mindful of these stacks, and should stop attacking Sindragosa at about 6 stacks until the debuff falls off.
While casters do not need to worry about the Chilled to the Bone stacks, they get their own, similar version Unchained Magic. Every 30 seconds Sindragosa will debuff 3 Caster DPS players, and 3 Healers with Unchained Magic. Players debuffed by Unchained Magic will gain a stack of Instability each time they cast. This debuff lasts 5 seconds and will damage the player for 2,000 Arcane damage per stack after it expires. Casters will need to be mindful of their stacks and stop casting ideally after 3 or 4 stacks.
Dealing with the Unchained Magic will be the major focus for your healers, as this will greatly increase the damage the raid is taking, as well as prevent your healers from spamming healing spells to top everyone up. Healers will need to communicate openly their stacks and when they need to stop healing, so other healers can cover the raid or tanks as needed. Because of this mechanic, the absurdly high tank and raid damage, it is highly recommended to run additional healers; however, due to how Unchained Magic targeting works (will always debuff 50% of your healers, rounding up), you want to always run an even number of healers, or you are losing value. Running 6 or 8 healers for this fight is not uncommon, and is highly recommended early on while learning the fight.
Sindragosa Phase Two
After 1 minute of Phase One, Sindragosa will take off and start her air phase, which lasts 45 seconds. This phase starts with her targeting 6 random players with Frost Beacon, putting a blue mark above their heads. These players will then be hit by Ice Tomb 8 seconds later, freezing them in a block of ice. These players marked by Frost Beacon must quickly spread away from each other, and the entire raid as the coming Ice Tomb will splash onto any nearby allies and freeze them as well. Even 1 person messing this up and hitting others will likely cause a wipe.
After fully taking off into the air, Sindragosa will start to drop a total of 4 Frost Bombs, 1 every 8 seconds. These MUST be avoided with line of sight; luckily the players recently frozen by the Ice Tombs will provide the rest of the raid with the much needed line of sight hiding spot. This mechanic plays out exactly the same as Sapphiron with his Icebolt + Frost Breath combo in Naxxramas, requiring players to hide behind a block and line of site the big blast.
However, unlike the ice block in the Sapphiron encounter, the Ice Tombs on the Sindragosa fight have 450k health points, and must be killed to free the trapped player inside. A common strategy is to DPS the Ice Tombs down to about 10-20% (depending on how many DoTs you have and how closely stacked they all are), and wait for the final Frost Bomb to go off before finally killing any remaining Ice Tombs. It is worth noting that you may choose to immediately break out healers if too many are trapped as you should not need every single Ice Tomb alive for line of sight, and too many healers being trapped will likely result in numerous deaths.
Lastly, while your allies trapped inside the Ice Tombs are safe from the Frost Bombs, they will start dying to Asphyxiation after 20 seconds inside due to the lack of air, taking 8% of their total health in damage each second. These players are untargetable and can not be healed, and must be broken free from their Ice Tomb before they die after roughly 30 seconds.
The most ideal way to position the Ice Tombs is to have 3 pre-determined stack locations and have 2 players marked with Frost Beacon run to each marker. This will cause both players to take 16,000 damage from their nearby allies Ice Tomb splash damage, so be sure to roll shields and HoTs on these marker players to ensure they are topped back up quickly after. If your raid is struggling with this, you can also put 3 Ice Tombs near the stairs, and 3 slightly more towards the middle of the room. Just be sure your ranged DPS are splitting their damage evenly on all tombs so you can break everyone out when needed. If you find yourself in a bad position with Frost Beacon, it is always better to run to a bad spot and die instead of hitting others; even a couple additional players being hit with this can easily cause a wipe.
After 45 seconds of her air phase, Sindragosa will land and return to her Phase One abiilities. Tanks should be ready to quickly pick her up and keep her in the center of the room, quickly facing her head and tail away from the raid. This cycle will repeat until Sindragosa reaches 35% health.
Sindragosa Phase Three
After hitting 35% health, Sindragosa will enter Phase 3. She will no longer take off into the air anymore, and will remain grounded for the rest of the fight. During this phase however, she will continue to use Ice Tombs on random players every 15 seconds. In addition to this she gains a new spell, Mystic Buffet, that she will cast every 6 seconds on the entire raid. Each stack of Mystic Buffet increases ALL Magic damage taken by 20%, quickly stacking up.
As you might have guessed, Mystic Buffet is extremely deadly, as it will buff everything shes assaulting the raid with, from Frost Aura to Frost Breath, everyone will be taking much higher damage in this final phase. This is when you must use all of your major offensive cooldowns and burn Sindragosa down quickly before your healers become overwhelmed.
Fortunately, similar to the Frost Bombs, the Ice Tombs can be used to line of sight Sindragosa herself and stop players from gaining further stacks of Mystic Buffet. Players will need to be constantly aware of their stacks of Mystic Buffet and be ready to move being an Ice Tomb whenever they need to and reset their stacks.
These Ice Tombs will be coming out frequently enough that you will have 2 up at a time. If you still have 2 alive and a 3rd one is coming, you must quickly finish off the lower health Ice Tomb to allow space for the new tomb. It is important to note that the Ice Tombs must be placed outside of the red-targeting circle underneath Sindragosa; and any physical DPS must stop attacking when hiding behind the Ice Tomb.
With a bit of practice, you will be able to consistently place an Ice Tomb in a spot where your healers are line-of-sight from Sindragosa and thus not gaining stacks of Mystic Buffet, but still in line-of-sight of your tanks and able to keep them topped. Getting this positioning down is a huge boost to your odds of beating this phase, as this allows your healers to have much more up-time on the raid, and especially the tanks.
Finally, the last mechanic to worry about will be the Frost Breaths. While this is the same spell tanks were dealing with before, the added debuff of Mystic Buffet will also increase the damage taken by this breath, easily killing any tank. The easiest strategy to deal with this, is to have one tank always line-of-sight behind the Ice Tombs, while the other tank rotates defensive cooldowns to survive. After 3 Frost Breaths, these tanks will swap "roles", with one taunting off the other and the tank with high stacks of Mystic Buffet going line-of-sight behind the Ice Tomb to reset their stacks. With the recommended 280 Frost Resistance as shown above, and a great rotation of defensive cooldowns and tank swaps, your tanks should easily be able to manage each Frost Breath during this phase. Below you can find an example of what the tank cooldown rotation should look like:
Frost Breath # | Defensive |
---|---|
Frost Breath #1 — (1 Mystic Buffet) | Nothing needed, 280 Frost Resistance covers. |
Frost Breath #2 — (4-5 Mystic Buffet) | Minor defensive cooldown such as: Divine Guardian or Hand of Sacrifice. |
Frost Breath #3 — (8-9 Mystic Buffet) | Major defensive cooldown such as: Divine Protection or Pain Suppression. |
Prioritize using raid-defensive cooldowns first, as the raid will be taking higher damage early on while buffed by Heroism / Bloodlust. Tanks should aim to use stronger, personal defensive later into the fight. It is worth noting that Blood Death Knight tanks are an extremely powerful choice for this encounter as Anti-Magic Shell can absorb a large portion of the Frost Breaths damage, especially when paired together with temporary health increase buffs, such as Satrina's Impeding Scarab.
Sindragosa Heroic Changes
The only difference in Heroic difficulty versus normal, aside from the overall increased health and damage values, is how Unchained Magic functions. Instead of only dealing damage to yourself, your Instability debuffs will now explode around you, dealing damage to all nearby allies. For this reason, you will want to pre-assign positions for players to run to. Since the Unchained Magic targeting will always choose 50% healers and 50% caster DPS, we recommended having a stack point towards Sindragosas head for the healers, and a stack point towards her tail for the caster DPS. Be mindful of your stacks and of those around you on Heroic difficulty, as you can easily die from burst damage if not high enough health when multiple stacks go off around you.
Sindragosa Abilities
Ground Phase
- Cleave — Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
- Blistering Cold — Deals 60,000 Frost damage to enemies within 25 yards.
- Frost Aura — Deals 6,000 Frost damage to all nearby enemies every 3 seconds.
- Frost Breath — Inflicts 55,500 to 64,500 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed is decreased by 50% and movement decreased by 15% for 90 seconds.
- Icy Grip — Extend tendrils of frigid wind to pull all nearby enemies to the caster.
- Permeating Chill — Causes those who attack Sindragosa with physical attacks to be chilled to the bone, dealing 1,000 Frost damage every 2 seconds for each application.
- Tail Smash — Inflicts 11,250 to 18,750 damage on enemies within 35 yards of the tail's impact point, knocking them back.
- Mystic Buffet — Buffets all nearby foes with Arcane energy, increasing all magic damage taken by 20% per application.
- Unchained Magic — Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 5 seconds. Multiple spellcasts by the afflicted target will intensify the backlash.
Air Phase
- Frost Beacon — Marks a target for imprisonment in an Ice Tomb.
- Ice Tomb — Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15,600 to 16,400 Frost damage.
- Frost Bomb — Deals 188,500 to 211,500 Frost damage to all nearby targets.
Sindragosa Loot
Icecrown Citadel bosses have 4 varying difficulties that they can be engaged on, with each difficulty dropping geared tailored to match its' challenges. Below you can find a list of gear dropped on each and every difficulty for this boss encounter.
10-Man Normal Loot
Item | Type/Slot |
---|---|
Rimetooth Pendant | Neck |
Shoulderguards of Crystalline Bone | Mail Shoulder |
Robes of Azure Downfall | Cloth Chest |
Vambraces of the Frost Wyrm Queen | Leather Wrist |
Icicle Shapers | Leather Hands |
Etched Dragonbone Girdle | Plate Waist |
Legplates of Aetheric Strife | Plate Legs |
Scourge Fanged Stompers | Plate Feet |
Wyrmwing Treads | Mail Feet |
Bleak Coldarra Carver | Main-Hand Dagger |
Splintershard | Off-Hand Fist |
Lost Pavise of the Blue Flight | Shield |
10-Man Heroic Loot
Item | Type/Slot |
---|---|
Rimetooth Pendant | Neck |
Shoulderguards of Crystalline Bone | Mail Shoulder |
Robes of Azure Downfall | Cloth Chest |
Vambraces of the Frost Wyrm Queen | Leather Wrist |
Icicle Shapers | Leather Hands |
Etched Dragonbone Girdle | Plate Waist |
Legplates of Aetheric Strife | Plate Legs |
Scourge Fanged Stompers | Plate Feet |
Wyrmwing Treads | Mail Feet |
Bleak Coldarra Carver | Main-Hand Dagger |
Splintershard | Off-Hand Fist |
Lost Pavise of the Blue Flight | Shield |
Conqueror's Mark of Sanctification | Set Token |
Protector's Mark of Sanctification | Set Token |
Vanquisher's Mark of Sanctification | Set Token |
25-Man Normal Loot
Item | Type/Slot |
---|---|
Sindragosa's Cruel Claw | Neck |
Memory of Malygos | Ring |
Phylactery of the Nameless Lich | Trinket |
Sindragosa's Flawless Fang | Trinket |
Sundial of Eternal Dusk | Off-Hand |
Conqueror's Mark of Sanctification | Set Token |
Protector's Mark of Sanctification | Set Token |
Vanquisher's Mark of Sanctification | Set Token |
25-Man Heroic Loot
Item | Type/Slot |
---|---|
Sindragosa's Cruel Claw | Neck |
Memory of Malygos | Ring |
Phylactery of the Nameless Lich | Trinket |
Sindragosa's Flawless Fang | Trinket |
Sundial of Eternal Dusk | Off-Hand |
Conqueror's Mark of Sanctification | Set Token |
Protector's Mark of Sanctification | Set Token |
Vanquisher's Mark of Sanctification | Set Token |
Sindragosa Achievements in Wrath of the Lich King
Achievement | Description |
---|---|
All You Can Eat (10 player) | Defeat Sindragosa in 10-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. |
All You Can Eat (25 player) | Defeat Sindragosa in 25-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. |
Further Reading
Sindragosa is just one of the twelve encounters present in the Icecrown Citadel raid of Wrath of the Lich King. If you would like to learn more about the others, please see our other pages for the raid below.
Changelog
- 01 Jan. 2024: Updated for Phase 5.
- 09 Oct. 2023: Page added for Phase 4 release.
This guide has been written by Abide, TBC and WotLK veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina Horde. You can find him in the Icy Veins Discord if you have any questions or concerns.
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