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Resources
| Datum | Description |
|---|---|
| 1st potion | On pull |
| 2nd potion | Phase 2 / ASAP |
| Lust | Phase 2 |
| Utility talents | CCs / AoE stops |
Overview
Larodar is a 2-phase, healing-centric fight that focuses on area denial and raid communication.
Phase 1 has a repeating pattern up to three times based on the boss's energy. It's all about managing the Seed of Life to keep the arena clear and safe. Fiery Treants spawn that must be killed and healed back to full so they empower the central Seed of Life. Assigned players use the Seed to clear fire around the room and allow the raid to kill Scorching Roots (opens in a new tab), which keep us safe during the Raging Inferno (opens in a new tab) the boss casts at full energy. Then this process repeats up to two more times.
After the third Raging Inferno (opens in a new tab) (or when the boss reaches 35% HP), Phase 2 begins.
Phase 2 begins with a massive Consuming Flame (opens in a new tab) raid-wide AoE, then we're in a soft-enrage scenario to defeat Larodar before the room is too full of fire from his abilities and the CCable Ashen Treants spawns.
Overall order of events:
| Timestamp | Event | Count | Note |
|---|---|---|---|
| 00:00 | Phase 1 | ||
| 00:05 | Fiery Treants | 1 | |
| 00:40 | Scorching Roots (opens in a new tab) | 1 | Kite roots |
| 00:45 | Seed of Life | 1 | Seed team 1 hit Roots & patches |
| 01:45 | Raging Inferno (opens in a new tab) | 1 | Stack in Renewed Bramble Barrier and |
| 02:05 | Fiery Treants | 2 | |
| 02:40 | Scorching Roots (opens in a new tab) | 2 | Kite roots |
| 02:45 | Seed of Life | 2 | Seed team 2 hit Roots & patches |
| 03:35 | Raging Inferno (opens in a new tab) | 2 | Stack in Renewed Bramble Barrier and |
| 03:55 | Fiery Treants | 3 | |
| 04:40 | Scorching Roots (opens in a new tab) | 3 | Kite roots |
| 04:45 | Seed of Life | 3 | Seed team 3 hit Roots & patches |
| 05:25 | Raging Inferno (opens in a new tab) | 3 | Stack in Renewed Bramble Barrier and |
| 05:30 | Phase 2 |
Key mechanics
Phase 1
- Fiery Treants - Spawn at the start of the fight and after every Raging Inferno (opens in a new tab) cast. They must be tanked and killed, then healed back to full health to transform into Renewed Treants.
- Tactic
Tanks should pick up Fiery Treants and get them into cleave range of the boss ASAP.
Healers should heal Charred Treants ASAP.
- Tactic
- Scorching Roots (opens in a new tab) - Spawn at ~30 energy and fixate on a random player.
- Tactic Must be kited and killed.
- Seed of Life (opens in a new tab) - Gains energy from Renewed Treants channeling Nature's Gift (opens in a new tab) into it. Interacting with the Seed allows you to clear Burning Ground patches and lets the raid kill Scorching Roots. A private circle indicator appears, showing the maximum distance the player can move away from the Seed before breaking their tether.
- Tactic See the Phase 1 > Seed of Life tab for assignments.
- Raging Inferno (opens in a new tab) - Cast at 100 energy, dealing massive raid-wide damage. This damage is reduced by 90% while standing within the radius of a Renewed Bramble Barrier (a killed them healed Scorching Roots), which applies the Nature's Bulwark (opens in a new tab) debuff.
- Tactic Everyone must stack within the radius of a Renewed Bramble Barrier during Raging Inferno (opens in a new tab) casts.
- Blazing Coalescence (opens in a new tab) spawns a handful of orbs that move toward Larodar. Soaking these orbs applies a moderate DoT over 10 seconds, but increases critical strike chance by 20%.
- Tactic
DPS should soak these orbs to increase their damage output. Use a personal CD for the initial hit.
- Tactic
Tank Countdown Furious Charge (opens in a new tab) - Cast on the current
tank, causing the boss to charge to the current
tank location after 4 seconds, dealing damage to anyone in his path and dealing raid-wide damage, reduced by distance from the boss.
- Tactic The current
tank should run directly out into the existing fire when Furious Charge (opens in a new tab) is being cast.
- Tactic The current
Phase 2
- Consuming Flame (opens in a new tab) - Massive raid-wide AoE at the start of Phase 2.
- Tactic
Healers should be ready with significant raid healing & CDs.
- Tactic
- Falling Embers (opens in a new tab) - Every ~25 seconds, Larodar creates 4-5 small circle locations around the room that deal minor damage to players within the radius. Failing to soak a puddle applies Searing Ash (opens in a new tab) to the entire raid.
- Tactic The raid should spread out and ensure at least one player is in every puddle soak.
- Ashen Call (opens in a new tab) - Every ~45 seconds, Larodar summons a ring of Ashen Treants around the outside of the room. These are fully CCable and attackable and will fixate on random players. Upon death, they cast Explosive Bark (opens in a new tab) within 3 yards and, more importantly, spawn a Burning Ground (opens in a new tab) patch at their location.
- Tactic Ranged
DPS use knocks and CCs to keep the Ashen Treants away from the raid, then kill them ASAP.
- Tactic Ranged
Tank Countdown Smoldering Backdraft (opens in a new tab) - Larodar deals massive cleave damage and applies Smoldering Suffocation (opens in a new tab) to the current
tank. This reduces direct healing by 100% and applies a DoT over 30 seconds.
- Tactic
Tanks MUST keep the boss facing the outside of the room when this cleave hits, then taunt swap immediately afterward. - The Smoldering Suffocation (opens in a new tab)
tank should stack on the raid to leech their health to counteract the DoT.
- Tactic
Strategy
Phase 1
At the start of the fight and after every Raging Inferno (opens in a new tab) cast, Larodar summons a set of three Fiery Treants that can be tanked and killed. When killed, they transform into Charred Treants that can be healed. When healed to full, they transform into Renewed Treants that channel Nature's Gift (opens in a new tab) into the Seed of Life, increasing the Seed's energy up to a maximum of 100.
While active, Fiery Treants will cast Fiery Flourish (opens in a new tab), which deals AoE damage to nearby players. When Fiery Treants die, they cast Explosive Bark (opens in a new tab), hitting players within 3 yards of their corpse.
Tactic
Tanks should pick up Fiery Treants and get them into cleave range of the boss ASAP.
- Death Knights can use Death Grip (opens in a new tab) / Gorefiend's Grasp (opens in a new tab) to pull Fiery Treants into range quickly.
- Fiery Treants will stack Blistering Splinters (opens in a new tab) on their target, dealing stacking fire damage over time.
DPS should cleave off of Fiery Treants until they're dead.
Interrupt the Fiery Flourish (opens in a new tab) casts.
Healers should heal Charred Treants to full health, at which point they'll transform into Renewed Treants and automatically make their way to the Seed of Life.- Melee should stand at max range to avoid taking damage from Explosive Bark (opens in a new tab) when Fiery Treants die.
Phase 2
The transition into Phase 2 begins with a massive Consuming Flame (opens in a new tab) raid-wide AoE. Players take significant damage if standing under the boss while this occurs.
Healers should be ready with significant raid healing & CDs.
- Critical Falling Embers (opens in a new tab) - Every ~25 seconds, Larodar creates 4-5 small circle locations around the room that deal minor damage to players within the radius. However, failing to soak a puddle applies Searing Ash (opens in a new tab) to the entire raid.
- Tactic The raid should spread out and ensure at least one player is in every puddle soak.
DPS Ashen Call (opens in a new tab) - Every ~45 seconds, Larodar summons a ring of Ashen Treants around the outside of the room. These are fully CCable and attackable and will fixate on random players. Upon death, they cast Explosive Bark (opens in a new tab) within 3 yards and, more importantly, spawn a Burning Ground (opens in a new tab) patch at their location.
- Tactic Ranged
DPS use knocks and CCs to keep the Ashen Treants away from the raid, then kill them ASAP. - Death Knights can use grips to pull the Ashen Treants ontop of each other for increased AoE damage.
- Tactic Ranged
Tanks Countdown Smoldering Backdraft (opens in a new tab) - Larodar deals massive cleave damage and applies Smoldering Suffocation (opens in a new tab) to the current
tank. This reduces direct healing by 100% and applies a DoT over 30 seconds.
- Tactic
Tanks MUST keep the boss facing the outside of the room when this cleave hits, then taunt swap immediately afterward. - The Smoldering Suffocation (opens in a new tab)
tank should stack on the raid to leech their health to counteract the DoT.
- Tactic
Healers Flash Fire (opens in a new tab) - Every ~45 seconds, Larodar applies Flash Fire (opens in a new tab) to a few random 
non-tank players, absorbing significant healing and lasting 8 seconds. After the debuff expires, players deal moderate AoE damage to anyone else within 8 yards. If the absorb is not healed up in time, the player is afflicted by a 20-second Encased in Ash (opens in a new tab) stun.
- Tactic
Healers should prepare for burst healing on afflicted players.
- Targeted players should spread out around the edge of the room before the explosion goes off.
Healers can
Dispel the Encased in Ash (opens in a new tab) stun if necessary.
- Tactic
- Fire Whirl (opens in a new tab) - Spawns some tornadoes that deal damage and knock back.
- Tactic Avoid the tornadoes.
Mythic
- Igniting Growth (opens in a new tab) - At ~15 energy, Larodar applies Igniting Growth (opens in a new tab), causing afflicted players to drop Burning Ground (opens in a new tab) pools at their feet for 15 seconds. This effect is reduced when standing next to existing Burning Ground (opens in a new tab).
- Tactic Players should spread out and drop their Burning Ground (opens in a new tab) pools around the outside of the room, next to existing pools.
- Soaking a Blazing Coalescence (opens in a new tab) orb applies a stack of Everlasting Blaze (opens in a new tab), increasing damage taken from Blazing Coalescence (opens in a new tab) by 250% for the remainder of the fight.
- Tactic Most players should only soak (1) Blazing Coalescence (opens in a new tab) orb per fight. Those with strong cooldowns can soak more.
Seed of Life
The Seed of Life tethering now requires a team of (3) players to activate and tether together.
- The first / Close player clicks the Seed of Life and becomes tethered, with a small circle around the Seed.
- The second / Middle player moves within 3 yards of the Close player and becomes tethered to that player. The Middle player will see a circle around the Close player, indicating the maximum distance they can move away from the Close player before breaking their tether.
- The third / Far player moves within 3 yards of the Middle player and becomes tethered to that player. The Far player will see a circle around the Middle player, indicating the maximum distance they can move away from the Middle player before breaking their tether.
In effect, the Close player is tethered to the Seed of Life, the Middle player is tethered to the Close player, and the Far player is tethered to the Middle player, as illustrated below:

- Mythic Seed of Life example: https://youtu.be/Xl-YWAjGuuM?t=2039 (opens in a new tab)
- Mythic Seed of Life example: https://youtu.be/pEV7NUkxqCA?t=54 (opens in a new tab)
- Mythic Seed of Life example: https://youtu.be/kr1jAOoj9-U?t=268 (opens in a new tab)
| Position | First | Second | Third | Fourth |
|---|---|---|---|---|
| Close | Smazoo | Larra | Nerd | Daddio |
| Middle | Dougall | Ppg | Xinastra | Jopher |
| Far | Cutsman | Morguth | Hasted | Mashanu |
| Backup | Mashanu | Jopher | Daddio | Kainhighwind |
In addition to the basic Seed of Life rules from Heroic, Mythic difficulty adds the following:
- Critical ONLY the Far player (the third in the chain) will shoot a conal attack in front of their character and is able to clear Burning Ground (opens in a new tab) and disable Scorching Roots (opens in a new tab).
- Tethered teams MUST communicate and move as a group.
- The movement pattern can best be thought of as the hand of a clock, where all three players form a straight line and move together in a circular pattern around the Seed of Life.
- Although time is limited, the team should move slowly and deliberately to avoid breaking tethers, with the inner players moving slower than the outer player who is clearing the ground.