Imonar the Soulhunter Strategy/Tactics for Normal/Heroic
Table of Contents
General Information
On this page, you will find a working strategy to defeat Imonar the Soulhunter in Antorus, the Burning Throne for both Normal and Heroic modes, which usually only differ by the tuning of the boss.
Here, we assume that you have read our descriptions of the abilities for this encounter.
The other pages of our Imonar the Soulhunter guide can be accessed from the table of contents on the right.
Positioning and Strategy
Phase One: Attack Force
Tanks should position Imonar the Soulhunter near the bridge, allowing maximum room for the Ranged DPS and Healers to occupy the platform. The Tanks should perform a taunt swap every time their Shock Lance debuff expires, ensuring that as few targets are affected by Electrify as possible. For the first taunt swap 3 stacks is perfectly fine.
The main platform is quite small, but the Ranged DPS and Healers should maintain a minimum spread of 10 yards at all times due to Imonar's Sleep Canisters. This allows the Canisters in ranged to be dispelled instantly without risk of Slumber Gas. The melee should stack on one side of the boss, and when the Canisters are deployed all the unaffected players move as a unit to the other side, allowing for a safe dispel. There is a grace period of several seconds that allow you to move before the Canister sleeps you, so quick melee can also get out of the group before they are even put under. The Ranged DPS and Healers should stay near the edges of the platform.
Pulse Grenades merely need to be avoided, as the Shocked debuff can be lethal. They persist forever, which is why it is important for the Ranged DPS and Healers to stay near the extremities of the platform. An alternate strategy is to stack and move as a group, however the extra movement due to Sleep Canisters is generally not worth it.
Do not stand on the bridge during this phase, as you will be bombarded by Infernal Rockets; the debuff stacks rapidly and will often result in death immediately or during the Intermission.
Intermission One: On Deadly Ground
When Imonar the Soulhunter reaches 66% health, he will enter his first Intermission.
Imonar the Soulhunter leaps across the bridge and begins his channel of Conflagration. Tanks should lead the way, detonating traps to clear a path if necessary. Mobile classes with immunities, such as Rogues and Hunters, can also run ahead and clear a path. On Normal and Heroic this is generally unnecessary unless the way is completely blocked.
Group-wide mobility is a must; Stampeding Roar, for example, is a huge boon to your group. It is important for at least one Healer to stay near the back of the group, as less mobile classes will certainly fall behind. Try to play this phase as a team, rather than trying to get to the other side as quickly as possible as an individual.
The traps themselves are very obvious and all highlighted with targeting circles and animations. Many of the obstacles deal raid-wide damage if triggered, so take care.
Flaming Orbs will roll down the platform in straight lines during the Conflagration channel. There are three invisible "lanes" that the Orbs can occupy (left, middle, right). Pay close attention to the traps that impede your path, the safe spots, and the position of the Flaming Orbs. It is not uncommon for an Orb to be rolling through a safe spot right as players try to move forwards; be patient but decisive in this phase.
It is very important that the first player(s) across the bridge do not immediately interrupt Conflagration, as this causes Phase Two to engage immediately. What this means is that any players still on the bridge will be bombarded by Infernal Rockets, which will likely result in their death. Even if these players are able to survive, they will almost certainly perish in Phase Two due to the Fire damage taken debuff, as much of the damage in that phase is Fire. Wait patiently for all your raid to make it across the bridge before interrupting the channel and entering Phase Two.
All traps in this phase persist until triggered.
Phase Two: Contract to Kill
The Tanks can move Imonar the Soulhunter near one of the back edges of the platform. Taunt swaps should be performed whenever the other Tank's debuff falls, as in Phase One. For the first taunt swap, 4 stacks is fine.
Shrapnel Blasts are sent out periodically, targeting several random Ranged DPS and Healers. The ground is marked by a targeting circle as the mines fly through the air, allowing plenty of time to avoid the blast. Ranged DPS and Healers should stay near the edges, as in Phase One, to bait the mine spawns. The initial blast must be avoided; doing so will allow you to completely avoid damage, provided no one triggers the mine later on.
Perhaps most important is Imonar the Soulhunter's Charged Blasts. Two Legion starfighters will stop near the platform, targeting two players before unleashing a Charged Blast on them after 7 seconds. The beam hits everyone in its path. The targeted players should take note of where their ship is hovering and move in a way that causes their blast to travel in a line across the edge of the platform. The rest of the raid is also responsible for noting the targeted players and ensuring they do not get hit by their allies' beams.
Intermission Two: On Deadly Ground
At 33% health, Imonar the Soulhunter leaps back across the bridge to his original platform, laying new traps in addition to any traps remaining from the first phase.
This Intermission is identical to the first, save for one key detail; there is a significantly increased number of traps, due to the persistence of the traps from the first Intermission.
In this phase, it is significantly more important for classes with mobile immunities to clear a path for their allies. Tanks are also capable of doing this, although they must choose their traps carefully to avoid falling under crowd control (or use cooldowns such as Anti-Magic Shell). Tanks are good candidates to clear Shrapnel Blasts, which present as red mines. In the event of an impassable section of the bridge, the order of priority for trap clearing is as follows:
- Stasis Traps (Magic Damage)
- Shrapnel Blasts (Physical Damage)
- Pulse Grenades (Magic Damage)
- Blastwires (Raidwide Magic Damage)
It is best to avoid Blastwires if possible, as the raid is already suffering ticking damage from Conflagration and healing can be difficult due to the movement. Throughput cooldowns that are unaffected by movement, such as Healing Tide Totem, can be invaluable for surviving this Intermission. This is likely to be the most difficult phase for most groups attempting Heroic, and therefore you should be ready to use healing and personal cooldowns liberally to survive.
As with Intermission One, hold off interrupting Conflagration until all players have arrived on the platform.
Phase Three: The Perfect Weapon
The Tanks should take Imonar near the entrance of the room, where there is likely to be the most Pulse Grenades remaining from Phase One. This leaves the Ranged DPS and Healers a lot of breathing room to spread out once again.
The Empowered Shock Lance debuff is permanent. We recommend taunt swapping with every stack to minimize the effects of Empowered Electrify. Empowered Pulse Grenades will also be going out often, and last for quite some time. Unlike their Phase One and Intermission counterparts, these Pulse Grenades stick to players and cause them to pulse damage to players within 5 yards, which is why the spread is so important.
Empowered Shrapnel Blast will call down a large number of targeting circles throughout the platform, each with a 3 yard radius. It is important to avoid these, as they apply a ticking debuff that persists until you die.
Healing Concerns
Imonar the Soulhunter features a high amount of spiky damage, which can be a Healer's worst nightmare. There are also a number of mechanics that require dispels, such as Sleep Canisters and accidentally triggered Stasis Traps. Quick fingers and reactive cooldown usage is very important, particularly during the Intermission phases.
The third and final phase is particularly threatening, due to the infinitely stacking Empowered Shock Lance. Empowered Electrify will start doing very serious damage to an ever-increasing number of players. While this is the only unavoidable damage in the phase, it starts to come in very hard and fast by the end of the fight.
We recommend planning out cooldowns for the Intermission phases to avoid overlap. The best cooldowns to save for the Intermissions are spells that can be cast on the move.
Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/ Heroism/ Time Warp after Conflagration has been interrupted, following Intermission Two. The final phase is the most intense of the three, due to Imonar's empowered abilities, and forces you to quickly finish the boss before the infinite duration and stacking abilities finish you.
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