Blackhand

Previous: The Iron Maidens

Heroic Overview

Blackhand is the final boss in the Blackrock Foundry raid instance. There are a lot of interesting mechanics to this encounter and how we plan to overcome these challenges I will detail in our strategy section below but for now lets go over the basics of this fight. This is a three stage encounter that takes place in The Crucible. Stage One is pretty simple avoid falling debris from his Demolition and Massive Demolition abilities. Move behind Debris Piles when Marked for Death. Move away from Slag Bombs. Don't stand in fire. When Blackhand reaches 70% he will summon an Exploding Iron Star that crashes through the floor causing the raid to fall down to the Storage Warehouse beginning Stage Two. In Stage Two the raid will have to contend with all of his previous abilities from Stage One, specifically Shattering Smash and Marked for Death with the exception of Demolition and Massive Demolition which have been replaced with two types of adds, Siegemakers and Iron Soldiers. With Siegemakers the raid will need to avoid their Battering Rams, Fixated players will need to kite them over Slag Bombs, and Dps will need to kill them before they cast Mortar. Players who are Marked for Death now need to line of sight the boss behind Siegemakers. Iron Soldiers need to be dispatched by players who are thrown up into the balcony by Shattering Smash. At 30% Blackhand will cast Shattered Floor destroying the floor beneath him causing the raid to drop down to the Iron Crucible initiating Stage Three of this encounter. In this stage players need to run out for Marked for Death and Attached Slag Bombs. Everyone needs to avoid standing in Slag Eruption and Huge Slag Eruption. The raid will now be require to stack to split the damage from Shattering Smash. Healers will need to battle against the environmental damage from Overheated. Lets start off this overview by looking at Blackhands abilities in more detail.

Stage One: The Blackrock Forge

  • Molten Slag is an environmental mechanic that causes molten slag to slowly flow inwards from the edges of the room and serves as a soft enrage timer for this stage. The initial damage taken from standing in Molten Slag is light however for every 0.5 seconds a player remains standing in Molten Slag the damage dealt is increased by 50%.
  • Demolition is an ability Blackhand casts that causes chunks of debris to fall from the ceiling. The small debris has a 12-yard range, however the larger debris called Massive Demolition deals raid-wide damage upon impact. The damage from Massive Demolition is proximity based, meaning the further a player is away from the point of impact the less damage it inflicts. The impact locations for Demolition and Massive Demolition debris are telegraphed and should be avoided at all costs.
  • Marked for Death is a debuff that Blackhand places on a random raid member. When marked a player has 5 seconds before he casts Impaling Throw at them. During this 5 second window players who are marked can maneuver behind a Debris Pile to block Impaling Throw. If Impaling Throw is blocked by a Debris Pile it destroys the pile leaving the player unharmed.
  • Impaling Throw is an ability Blackhand casts at players Marked for Death that deals a large amount of Physical damage to his target and debuffs them with a 30 second non removable DoT.
  • Throw Slag Bombs is an ability that Blackhand uses where he throws Slag Bombs at random locations on the floor around himself. These bombs have an effective range of 10-yards and detonate if a player triggers them or if they come into contact with Molten Slag. When they explode they inflict a large amount of Fire damage and debuff struck players with Slagged increasing their damage taken by 100% for 15 seconds.
  • Shattering Smash is an ability Blackhand casts at his current tank that deals a massive amount of Physical damage split amongst all players within 6-yards of his target. Everyone who is struck by Shattering Smash are stunned, lose all threat, and are sent flying through the air a great distance.

Stage Two: Storage Warehouse

  • Siegemaker is an add that Blackhand summons in Stage Two. This add does not need to be tanked, instead it will Fixate on the closest raid member to it. Siegemakers have three abilities.
    • Mortar is an ability a Siegemaker casts upon reaching 100 Energy. Mortar launches a projectile at the location of a random raid member and on impact sets the floor a Blaze. Players who stand in Blaze will suffer damage from Burning. After firing Mortar Siegemakers will gain Overdrive causing them to generate Energy more quickly.
    • Blackiron Plating reduces the damage taken by Siegemakers by 90%. Blackiron Plating can be removed by Impaling Throw or by kiting them over Slag Bombs.
    • Battering Ram is an ability Siegemakers use that inflicts a large amount of Physical damage in a cone in front of them. Players who are struck are knocked backwards.
  • Iron Soldiers are adds that spawn on the balconies surrounding the room. Iron Soldiers cannot be attacked from the floor and therefore will require the raid to send groups of players up to dispatch them via Shattering Smash. If these adds numbers are not maintained they will overwhelm the raid with Explosive Round.
  • Marked for Death functions exactly the same as detailed in Stage One.
  • Impaling Throw functions exactly the same as detailed in Stage One. The only difference is players who are Marked for Death will now need to use Siegemakers to block Impaling Throw in lieu of Debris Piles.
  • Throw Slag Bombs functions exactly the same as detailed in Stage One.
  • Shattering Smash functions exactly the same as detailed in Stage One.

Stage Three: Iron Crucible

  • Overheated is a passive ability that Blackhand gains that deals increasing raid-wide Fire damage.
  • Slag Eruption is an ability that Blackhand uses where he ignites Slag Holes causing them to spew fireballs in a small area around them. Players who are hit by these fireballs will suffer a moderate amount of Fire damage. Slag Holes will persist for the remainder of this encounter.
  • Marked for Death functions exactly the same as detailed in Stage One.
  • Impaling Throw functions exactly the same as detailed in Stage One. The only difference is that in this final stage there are no obstacles to block Impaling Throw.
  • Attach Slag Bombs is an ability that Blackhand casts at random raid members causing Slag Bombs to be attached to them. Afflicted players have 3 seconds before they explode. Like Slag Bombs from Throw Slag Bombs, Attached Slag Bombs have an effective range of 10-yards and inflict a large amount of Fire damage when they explode and debuff all struck players with Slagged. Attach Slag Bombs leave behind Slag Holes.
  • Massive Shattering Smash is an ability that Blackhand uses that deals a significant amount of Fire damage split amongst all players within 6-yards of his target. This ability inflicts twice as much Fire damage as its weaker sister Shattering Smash. Players who are struck by Massive Shattering Smash are sent flying through the air over a great distance, and receive a 12-second Fire damage DoT. Massive Shattering Smash does not cause loss of threat and leaves behind an ignited Slag Crater at its point of impact.

Mythic Changes

Coming soon!

General Positioning

Position Blackhand on the outer perimeter of the room next to the encroaching Molten Slag. As he throws Slag Bombs around himself move him clockwise around the room in a spiral pattern. Slag Bombs have an effective range of 10-yards and explode if either triggered by a player or when they come in contact with Molten Slag so it is important that when the boss is moved so that he is repositioned out of range of Slag Bombs. Everyone else should be loosely spread out 6-yards apart from one another.

Shattering Smash

Tanks perform a tank switch on each Shattering Smash. Its imperative that the off-tank avoids being struck. Remember tanks, Blackhand casts Shattering Smash upon reaching 100 Energy. Shattering Smash drops all threat, the damage from Shattering Smash is split amongst all players within 6-yards of his target and knocks back all affected players a great distance. The direction players get launched is relative to their position to the targeted player, not Blackhand himself. Tanks need to be mindful to not face Blackhand towards the melee group for Shattering Smash during this stage. Intuitively you would think that splitting the damage is a good thing however the amount of damage this ability inflicts in this first stage can be managed by his tank alone making it completely unnecessary to stack up. Infact the knock back effect on melee just translates into a dps loss for the raid.

The Demolition

Everyone must avoid being hit by the falling debris from Demolition and Massive Demolition. Like the ability Pulverize from the Twin Orgron encounter in Highmaul, the damage inflicted by the falling debris from Demolition and Massive Demolition is proximity based, meaning the closer a player is to the impact location the more damage they suffer. The debris from Massive Demolition does near lethal damage and must be avoided at all costs.

Marked for Death

When a player is Marked for Death, he/she has approximately 5 seconds to move behind a Debris Pile and position himself/herself in such a way that the Debris Pile is directly in between him/her and the boss. This is important because when Blackhand casts Impaling Throw at the marked player it will hit the Debris Pile rather than the player. Everyone else must avoid intercepting the Impaling Throw by moving out of the path between Blackhand and the Marked for Death target.

  • Position Blackhand on the outer perimeter of the room next to the encroaching Molten Slag. As he throws Slag Bombs around himself move him clockwise around the room in a spiral pattern. Slag Bombs have an effective range of 10-yards and explode if either triggered by a player or when they come in contact with Molten Slag so it is important that when the boss is moved he is repositioned out of range of Slag Bombs.
  • Tanks must perform a switch on each Shattering Smash. Its imperative that the off-tank avoids being struck. Remember tanks, Blackhand casts Shattering Smash upon reaching 100 Energy.Shattering Smash drops all threat, the damage from Shattering Smash is split amongst all players within 6-yards of his target and knocks back all affected players a great distance. The direction players get launched is relative to their position to the targeted player, not Blackhand himself.
  • Tanks need to be mindful to not face Blackhand towards the melee group for Shattering Smash during this stage. Intuitively you would think that splitting the damage is a good thing however the amount of damage this ability inflicts in this first stage can be managed by his tank alone making it completely unnecessary to stack up. Infact the knock back effect on melee just translates into a dps loss for the raid.
  • Everyone must avoid being hit by the falling debris from Demolition and Massive Demolition. Like the ability Pulverize from the Twin Orgron encounter in Highmaul, the damage inflicted by the falling debris from Demolition and Massive Demolition is proximity based, meaning the closer a player is to the impact location the more damage they suffer. The debris from Massive Demolition does near lethal damage and must be avoided at all costs.
  • Tanks will suffer a large amount of Physical damage from Shattering Smash, so make sure they are at full health before being struck.
  • Be mindful of players who are hit by Impale as they will require a lot of healing.
  • Be aware that players who are afflicted with Slagged take 100% more damage for 15 seconds.
  • Healers should be careful not to trigger Slag Bombs. When Slag Bombs explode have an effective range of 10-yards. Be aware that Slag Bombs will also explode when they come into contact with Molten Slag so position yourself accordingly.
  • When a player is Marked for Death, he/she has approximately 5 seconds to move behind a Debris Pile and position himself/herself in such a way that the Debris Pile is directly in between him/her and the boss. This is important because when Blackhand casts Impaling Throw at the marked player it will hit the Debris Pile rather than the player. Everyone else must avoid intercepting the Impaling Throw by moving out of the path between Blackhand and the Marked for Death target.
  • Everyone must avoid being hit by the falling debris from Demolition and Massive Demolition. Like the ability Pulverize from the Twin Orgron encounter in Highmaul, the damage inflicted by the falling debris from Demolition and Massive Demolition is proximity based, meaning the closer a player is to the impact location the more damage they suffer. The debris from Massive Demolition does near lethal damage and must be avoided at all costs.
  • Dps Blackhand.
  • During this stage Melee Dps needs to avoid being struck by Shattering Smash.
  • Dps should be careful not to trigger Slag Bombs. When Slag Bombs explode have an effective range of 10-yards. Be aware that Slag Bombs will also explode when they come into contact with Molten Slag so position yourself accordingly.
  • When a player is Marked for Death, he/she has approximately 5 seconds to move behind a Debris Pile and position himself/herself in such a way that the Debris Pile is directly in between him/her and the boss. This is important because when Blackhand casts Impaling Throw at the marked player it will hit the Debris Pile rather than the player. Everyone else must avoid intercepting the Impaling Throw by moving out of the path between Blackhand and the Marked for Death target.
  • Everyone must avoid being hit by the falling debris from Demolition and Massive Demolition. Like the ability Pulverize from the Twin Orgron encounter in Highmaul, the damage inflicted by the falling debris from Demolition and Massive Demolition is proximity based, meaning the closer a player is to the impact location the more damage they suffer. The debris from Massive Demolition does near lethal damage and must be avoided at all costs.

General Positioning

Position Blackhand starting at the northern end of the warehouse. We will slowly move him in a clockwise direction around the room positioning balcony groups for Shattering Smash. Everyone else should be loosely spread out 6-yards apart from one another to avoid splashing damage from Explosive Round.

Raid Positioning

Shattering Smash

Just like Stage One, tanks will need to perform a tank switch on each Shattering Smash. Its imperative that the off-tank avoids being struck. Tanks need to be mindful to not face Blackhand towards the melee group for Shattering Smash. I will assign a small group of 2-3 Melee for balcony duty, this group will stack on top of the tank for Shattering Smash. Once on top of a balcony proceed to kill Iron Soldiers as quickly as possible and immediately jump down when they are finished.

Marked for Death and Siegemakers

Marked for Death is exactly the same the only difference is that marked players now need to move behind Siegemakers instead of Debris Piles. Just remember not to stand in front of Siegemakers because they have a frontal cone ability called Battering Ram that deals large amount of Physical damage and knocks players backwards. Siegemakers also have a fixate ability much like Ironstars from the fourth stage of Mythic Garrosh from Siege of Orgrimmar that causes them to follow the closest player to them. That fixiated player needs to safely kite the Siegemaker over Slag Bombs causing them to explode which removes their Blackiron Plating, once their plating has been destroyed Dps then needs to switch to it and focus it down. When a Siegemaker reaches 100 Energy they will cast an ability called Mortar which causes Blaze of fire that spreads across the floor. This fire lasts for 80 seconds and inflicts a large amount of Fire damage to anyone who stands in it. Each time a Siegemaker casts Mortar they gain Overdrive that causes subsequent Mortars happen more frequently. Effectively managing Siegemakers is one of the most important parts of this stage.

  • Position Blackhand starting at the northern end of the warehouse. We will slowly move him in a clockwise direction around the room positioning balcony groups for Shattering Smash.
  • Again, tanks must perform a switch on every Shattering Smash its imperative that the off-tank avoids being struck.
  • The tank thrown into the balcony needs to assist with killing Iron Soldiers.
  • Tanks should be careful not to trigger Slag Bombs inadvertently. We want to use Slag Bombs for removing the Blackiron Plating on Siegemakers. Remember that when Slag Bombs explode have an effective range of 10-yards so position yourself accordingly.
  • If a Siegemaker casts Mortar make sure to move out of Blaze, its a big patch of fire on the ground.
  • Avoid standing in front of Siegemakers, they have a frontal cone ability called Battering Ram that deals large amount of Physical damage and knocks players backwards.
  • Same as Stage One, tanks will suffer a large amount of Physical damage from Shattering Smash, so make sure they are at full health before being struck.
  • Be mindful of players who are hit by Impale as they will require a lot of healing.
  • Be aware that players who are afflicted with Slagged take 100% more damage for 15 seconds.
  • Be mindful that random players will suffer moderate Fire damage from Explosive Round.
  • Spread out at a minimum distance of 6-yards away from another to avoid taking additional damage from Explosive Round.
  • In Stage Two Marked for Death works exactly the same as Stage One except now marked players now move behind Siegemakers instead of Debris Piles.
  • Avoid standing in front of Siegemakers, they have a frontal cone ability called Battering Ram that deals large amount of Physical damage and knocks players backwards.
  • Players fixated by Siegemakers need to kite them safely over Slag mines to remove their Blackiron Plating.
  • If a Siegemaker casts Mortar make sure to move out of Blaze, its a big patch of fire on the ground.
  • Dps Blackhand.
  • Dps assigned to the balcony need to be acutely aware of their launch tajectory. When on the balcony proceed to clear Iron Soldiers as quickly as possible. Return to the floor as soon as you are done.
  • Dps assigned to kite Siegemakers, make sure to kite them intelligently. Be vocal, if specific players are in the way tell them to move.
  • Dps should be careful not to trigger Slag Bombs inadvertently. We want to use Slag Bombs for removing the Blackiron Plating on Siegemakers. Remember that when Slag Bombs explode have an effective range of 10-yards so position yourself accordingly.
  • Players fixated by Siegemakers need to kite them safely over Slag mines to remove their Blackiron Plating. When the plating has been removed Dps must switch and focus it down.
  • Avoid standing in front of Siegemakers, they have a frontal cone ability called Battering Ram that deals large amount of Physical damage and knocks players backwards.
  • If a Siegemaker casts Mortar make sure to move out of Blaze, its a big patch of fire on the ground.
  • Spread out at a minimum distance of 6-yards away from another to avoid taking additional damage from Explosive Round.
  • In Stage Two Marked for Death works exactly the same as Stage One except now marked players now move behind Siegemakers instead of Debris Piles.

Going Ham!

We will use Heroism/Time Warp during this last stage because this is the juncture where the fight becomes the most challenging. This is a burn stage.

General Positioning

Position Blackhand close to an edge of the platform. Moving him clockwise away from being in range of Slag Holes and Slag Craters. The rest of the raid will be stacked up behind Blackhand. Players who have Mark for death will move right of the group so Throw Impale isn't accidentally intercepted. Players who are affected by Attached Slang Bombs will need to move left away from the raid. We want to place these bombs tracing along the outer most edge of the platform in a layered fashion. In order to maximize space we want to overlapped their edges much like a venn diagram.

Massive Shattering Smash

WWhen Blackhand reaches 100 Energy he will cast Massive Shattering Smash. Everyone in the raid, excluding anyone currently affected with Attached Slag Bombs,Throw Slag Bombs, or have Slagged debuff so be stacked up to split the damage.

  • Position Blackhand close to an edge of the platform. Moving him clockwise to avoid being in range of Slag Holes and Slag Craters.
  • Perform a tank switch on each Massive Shattering Smash. Massive Shattering Smash deals significantly more damage than its weaker sister Shattering Smash and will require a damage reduction cooldown each smash. Unlike Shattering Smash, Massive Shattering Smash no longer clears a players threat.
  • Perform a tank switch on Throw Slag Bombs.
  • Be mindful of the raid-wide damage from Blackhands Overheated ability.
  • Healers be prepared to heal players with Attached Slag Bombs as they will suffer a large amount of Fire damage as they Slag Bombs explode.
  • Mark for Death works exactly the same as Stage One and Stage Two however in Stage Three there is no longer any obstacles to block the Impaling Throw from hitting the marked player. Players who are marked need to move right at a safe distance away from the raid.
  • Stack up for Massive Shattering Smash unless you are affected with Attached Slag Bombs,Throw Slag Bombs, or have the Slagged debuff.
  • Mark for Death works exactly the same as Stage One and Stage Two however in Stage Three there is no longer any obstacles to block the Impaling Throw from hitting the marked player. Players who are marked need to move right at a safe distance away from the raid.
  • If you have Attached Slag Bombs move outside the raid against the leftmost edge at a minimum distance of 10-yards away from all other players.
  • Do not stand in ignited Slag Holes.
  • Stack up for Massive Shattering Smash unless you are affected with Attached Slag Bombs,Throw Slag Bombs, or have the Slagged debuff.
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Quick Target (Priority)
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Quick Target (Priority)
  • /tar Dragonmaw Bonecrusher
    /tar Dragonmaw Tidal Shaman
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Quick Target (Priority)
  • /tar Dragonmaw Bonecrusher
    /tar Dragonmaw Tidal Shaman
    /tar War Banner
    /tar Healing Tide Totem
Quick Target (Priority)
  • /tar Dragonmaw Bonecrusher
    /tar Dragonmaw Tidal Shaman
    /tar War Banner
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Quick Target (Priority)
  • /tar Dragonmaw Bonecrusher
    /tar Dragonmaw Tidal Shaman
    /tar War Banner
    /tar Healing Tide Totem
Quick Target (Priority)
  • /tar Dragonmaw Bonecrusher
    /tar Dragonmaw Tidal Shaman
    /tar War Banner
    /tar Healing Tide Totem