Serpentshrine Cavern Guide Sections

Main Page | Hydross | The Lurker Below | Karathress
Morogrim |
Leotheras | Lady Vashj

Morogrim Tidewalker

Morogrim Tidewalker is the fourth boss in our guide. He is sea giant that has several water based abilities that need to be dealt with, including calling in Murloc reinforcements.

Abilities

Morogrim is a huge sea giant with a large health pool (almost 5.5 million!) and the following abilities:

Watery Grave - Every 30 seconds he will teleport 4 non-tank players to a watery grave under each of the 4 waterfalls. This ability locks those players in place for 6 seconds. At the end of the time, they are released in an AoE explosion dealing up to 6,000 frost damage to the player and anyone near by. It also throw that player into the air, and they will suffer fall damage.

Tidal Wave - This is an AoE attack that hits everyone in his front arc. It hits for up to 5000 damage and applies a debuff that reduces attack speed by 400% for 15 seconds.

Earthquake - Morogrim causes an earthquake every 50-60 seconds that effects everyone within 35 yards. It inflicts roughly 3,500 damage per person effected and knocks them to the ground. It is followed immediately by...

Summon Murlocs - After each earthquake, Morogrim summons two groups of six elite murlocs. Each group comes into the room from one of the entrances to the room. They have a little less than 20,000 health a piece and can be AoE'd down once collected and tanked.

Summon Water Globules - Once Morogrim is down to 25% or less health he stops casting watery tomb and instead casts this spell. He casts it with the same regularity, but instead each waterfall spawns a watery globule that will move towards a set player and once it reaches them explode for up to 6,000 damage.

Preparation and Basics

Morogrim requires a MT and OT just in case his burst agro takes a tank down. Two paladin tanks used to pick up the Murloc spawns with AoE make the fight easier as they can hold agro over the other AoE casters.

Positioning throughout the fight is important as everyone should ensure they stay behind Morogrim so that they are not hit by Tidal Wave.

Tactics

The fight starts with the pull. Everyone should give the tank a few seconds to ensure they have an agro lock, at which point DPS can start in on him.

When watery grave is cast, players need to bandage or heal immediately after so that that are not killed by the following earthquake. Once you are healed you can re-enter combat. Healers should be assigned and kept out of earthquake range to heal the players that suffer watery tomb. Once the earthquake hits, the tanks assigned to the murlocs should start watching the tunnels for their appearance (they take a few second to enter viewable range).

Pick them up move to a converging spot to get both groups together and then have AoE start on them. Warlocks are a must for this part of the fight as they should seed of corruption as many of the murlocs as possible. Also anything that slows them down is helpful such as frost nova, hunter traps, piercing howl, etc. Your goal is to be able to kill them in less than 20 seconds, so that you can move back to Morogrim and not drain to much mana on them.

This process with repeat itself over and over again until you get Morogrim down to 25% of his health, at which point he starts summoning watery globules instead of watery tomb. Everyone should try to avoid the globules and kite them around as much as possible away from other players. Once this change happens the watery tomb healers should watch for players hit by the globules instead.

Serpentshrine Cavern Guide Sections

Main Page | Hydross | The Lurker Below | Karathress
Morogrim |
Leotheras | Lady Vashj

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Last Updated: Mar 13, 2016

About The Author

Byron has been playing and writing about World of Warcraft for the past ten years. He also plays pretty much ever other Blizzard game, currently focusing on Heroes of the Storm and Hearthstone, while still finding time to jump into Diablo III with his son.

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