Terros Raid Guide in Vault of the Incarnates
TankNotes
I also have my own website dedicated to both tanks and raid leaders where I share my insight on the bosses with strategy and preparation advice which I will update after my guild has completed progress. If you are interested in this or want to discuss it on Discord, the links to them are below:
Strategy Guide: Quick TLDR Guide
As this fight is very static in how it plays out, I've provided a raid plan link to show a step-by-step visual explanation for movement on this encounter. Click the numbered tabs at the top of the page to work through the boss encounter.
Before you pull
- Assign areas for
Awakened Earth players to run to. For example Ranged players move left, and melee players move right.
- Assign how you will move around the room ahead of time for each 100-energy cone. For example, always move clockwise.
During the pull
Rock Blast should be placed near melee so that all players can stack in it and split the damage. (This is only necessary for Mythic as in Normal/Heroic you can safely soak it with half of the raid).

Awakened Earth should be in two distinct clumps so that the tanks can destroy them with
Concussive Slam.
- Tanks: Aim
Concussive Slam at pillars. Do not stand in the line if you are not tanking.
- Tanks: Swap after two casts of
Concussive Slam. The period between the two casts is where you will be at the most risk.
- Tanks: Always have one tank in range of the boss, else Terros will
cast
Tectonic Barrage on the raid.
- Avoid
Shattering Impact - Dodge the swirlies.
- At 100 Energy Terros will cast
Resonating Annihilation, which fill one-quarter of the room with
Resonant Aftermath making it unusable for the rest of the fight.
- Repeat until he dies.
Strategy Guide: Full Guide
Fight Sequence
The fight has a rigorous flow of events. The following will always happen in order.
Rock Blast - Stack together near the boss.
- During
Rock Blast, several players will have
Awakened Earth; they should move away from the raid but stay together.
- Try to have two distinct clumps of pillars. For example, ranged move left, melee move right.
Concussive Slam is cast on the tank. They should aim this at the
Awakened Earth pillars to destroy them.
- Terros will then cast
Shattering Impact.
Concussive Slam happens again; use this to break the remaining pillars.
- The above cycle repeats once more, and then Terros will reach 100 Energy and
cast
Resonating Annihilation.
- The raid should move in a set direction to the next quarter of the room, and the entire cycle begins again.
Strategy
Your goal for this fight is to manage your Awakened Earth pillars
to be broken effectively and not be overwhelmed by them.
- Use
Bloodlust /
Heroism on the pull, as this would be the most efficient time to use it.
- Terros has a huge hitbox. Melee can be much further than they'd expect.
- When Terros casts
Rock Blast this will also apply
Awakened Earth on several players. These players should move to pre-designated areas and stack together. You can see the players with
Awakened Earth on the video below as they have yellow arrows on their heads.

- Every time Terros gets to 100 Energy, an additional player will receive
Awakened Earth.
- Healers: Each active
Awakened Earth pillar will deal a small amount of Nature damage to the raid. Be mindful of when many pillars are up as this can start to become a large amount of damage.
- Tanks: Always have one tank in range of the boss, else Terros will
cast
Tectonic Barrage on the raid.
- Tanks: When Terros casts
Concussive Slam aim the line at the
Awakened Earth pillars. This will destroy the pillars and apply a DoT to the entire raid. Additionally, this will apply a debuff to any player hit by the line, which increases their damage taken by 30% for 45 seconds. Do not stand in the line if you are not tanking.

- Healers: When
Awakened Earth are destroyed the DoT on the raid will deal damage based on the number of pillars broken. If more than 3 are broken at once, you may need a Cooldown to survive.
Shattering Impact works as a two-part spell. Part 1 is Terros will slam an area of the room, this is indicated by a circle on the ground; move out of it to avoid taking additional damage. Part 2 is Fractured Rubble will fall from the ceiling near player locations and leave
Resonant Aftermath pools on the ground, dodge these as well.

- The very first
Resonating Annihilation is cast at a random players location, you should ideally be somewhat grouped for this to ensure no players get left behind.

- Every other
Resonating Annihilation is cast in a quarter of the room based on a random player's location (Similar to Sire Denathrius.
- Once the fourth and final
Resonating Annihilation is cast Terros will enter his enrage, which deals considerable pulsing damage to the raid. Hopefully you will not see this part of the fight!
Mythic changes:
- You will start with 6
Awakened Earth pillars. This does not change your strategy, but it does mean that you will take more raid damage each time you destroy them.
- Every time Terros slams the ground, the raid will have
Infused Fallout applied to them.

- This is a permanent debuff that deals ticking damage and can only be removed by running into another player that also has the debuff.
- Clearing the debuff will deal a small amount of damage to the raid and create a circle on the ground that explodes after a few seconds. If any players are in this when it explodes, they will take a large burst of damage and be knocked into the air.
- The damage from multiple people clearing their debuffs did not seem very deadly. We found it was easiest just to clear them ASAP every time they appeared as holding onto the debuff was more deadly than the burst of damage.
Mythic Strategy:
The strategy on this encounter differs slightly from how it was handled on
Heroic as
Awakened Earth spawn in higher quantities,
Rock Blast
will deal damage to the entire raid based on the number of people who took the initial hit
and the addition of the
Infused Fallout mechanic.
For the Awakened Earth changes, you should aim to destroy every
pillar just after they spawn, as the DoT from destroying them is easier to handle
if its one big burst of damage rather than two moderate bursts of damage. You will
require a similar amount of healer attention if it's one or two, so you should aim
to have one healing challenge rather than two per cycle. To achieve this when
Rock Blast
spawns have all players marked for
Awakened Earth move to the left side
of the circle and the rest of the raid in the middle or on the right.
Infused Fallout applies a permanent DoT to every player in the raid
and can only be removed by moving into another player. When you remove
Infused Fallout
it will deal a small amount of damage to the entire raid and leave a pool on the
ground, which will explode. Players inside this pool will be knocked into the air and
take additional damage.
You can stack on another player before Infused Fallout is
applied and remove the debuff instantly; however, if the entire raid does this at
once, this will create an additional tough healing challenge. I would recommend that
you have 6 Ranged DPS players stay away from the raid and have the rest of the raid stacked
together. Once the raid is healthy (above 50% HP), the last 6 can clear their debuffs.
With all of the above in mind, the encounter flow changes slightly to the below.
- On
Rock Blast players with
Awakened Earth move to the left of the circle, and everyone else is in the middle or right.
- Everyone moves out of
Rock Blast before it detonates.
- Tank A will destroy all of the pillars with
Concussive Slam.
- Every Melee DPS stands together to bait
Shattering Impact (this will only target Melee players.
- Every melee moves to the right to force the puddles to spawn on them.
- Every player apart from the 6 assigned Ranged DPS stack on top of each other
for
Infused Fallout.
- They all move out of the pools that spawn.
- The last 6 players remove their
Infused Fallout.
- Tank A aims their
Concussive Slam away from the raid.
- Repeat the above cycle with Tank B.
- Move out of
Resonating Annihilation.
- Stack as you did previously for
Infused Fallout.
- Repeat the entire list until the boss is defeated.
Changelog
- 18 Mar. 2023: Added Mythic Strategy section.
- 12 Dec. 2022: Fixed hyperlinks, added tags, added video clip descriptions.
- 11 Dec. 2022: Guide added.
This guide has been written by Panthea, who raids in Catalyst and is the author of TankNotes. He plays all tanks and is a Moderator for the Hammer of Wrath Paladin Discord. You can follow him on Twitter.
- Time-Lost Proto-Drake Vanishes! A Painful Lesson for Dragon Hunters
- New Cataclysm Classic Valor Cap Set to Week 2 Due to Bug
- Patch 11.1 PTR Hotfixes: More Updates to Season 2 Dungeons & Mythic+ Tuning
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning
- Warcraft Short Story: “The Tipping Point” About Renzik the Shiv
- War Within 11.0.7 Mythic+ DPS Log Rankings, Week 9
- Curio Vendor Location in Undermine
- Season 2 “Spelunker” Achievement No Longer Grants Class Set Tokens