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Brawler's Guild Guide Battle for Azeroth (BFA) - Fight Strategies
来自 Neryssa
[Last Updated]:
2019/03/18
变更日志
补丁:10.2.6
目录
评分:
Brawler's Guild has returned with the 8.1.5 patch in Battle for Azeroth and Season Four has a lot of new exciting fights and surprises in store for us in the fighting ring. Brawls are now tuned to level 120, but has retained its 8 ranks system from Warlords of Draenor. This guide aims to provide useful information on the rank 1-8 bosses in the Brawler's Guild, rumbles and the optional special bosses available through the Challenge Cards system and random brawl option.
Special thanks go to Wowhead user
Pwuebear
, who has written our past Brawler's Guild guides. Much of the information and formatting for this guide have been gathered from his research. Thank you, Pwue!
This time around, we have divided the Brawler's Guild Guides into a Strategy Guide and a Rewards Guide.
Click here to access the Brawler's Guild Rewards Guide!
Changes & Additions
Fights are now tuned to Level 120
Quartermaster rewards include a new tabard,
/
and a new transmog ensemble,
/
After your first fight in the Brawler's Guild, the Quartermaster will be murdered, unlocking a Murder Mystery questline
The seasonal mount now comes from the Murder Mystery questline - You no longer need to reach Max Rank for it
The First Rule of Brawler's Guild
There are several ways to gain admission into the Brawler's Guild -- but nobody seems to be talking about them. While all players can zone into the special areas: Boss Bazzelflange's
in Orgrimmar and Bizmo's Brawlpub located in the
on the Stormwind side, only players that have obtained an invitation can participate in boss fights. This invitation gives all characters on your account access to the Brawler's Guild. Once you have your invitation in place you can queue up to start a brawl by talking to
or
. They will also tell you your place in the queue or you can check your
buff.
Each brawl has a two (2) minute timer before the arena will start to rain fire and you will get killed by
.
Ahh ha ha ha! So much blood! Nice.
Accessing the Brawler's Guild
The invites for Brawler's Guild have not been reset, which means that your access is still there if you previously obtained an invitation to join the Guild in Legion. For new characters, there is a new
, that can be obtained either from killing enemy players in Kul Tiras and Zandalar, or from the NPC
, which spawns occasionally close to the Brawler's Guild. A. Shady sells invitations for .
For Alliance, he spawns at the corridor leading to the Bizmo's Brawlpub in Deeprun Tram.
For Horde, he spawns behind the Blacksmith building at the Valley of Honor in Orgrimmar.
Friendly Invitation
Upon reaching Rank 4, brawlers will receive a
or
in the mail. This item has a one-time use and is Bind on Equip. You can send it to a friend or put it on the Auction House for a profit. The brawler does not get additional invitations in the mail, but can do Brawler's Guild on alts to rank up and send out more invitations.
Now would you kindly remove your corpse so that others can have a go?
Rank 1-8 Fights
These are the fights you will face this time around while raising your rank within the Brawler's Guild. Below, we have strategies as well as list of abilities and health pools for every boss up to Rank 8.
Rank 1
The first couple fights of the Brawler's Guild serve as a warm-up for the Guild as a whole, and can be bruteforced easily with enough gear.
Chomp chomp chomp, you just got Bruce'd!
has been featured in all versions of the Brawler's Guild, from a Rank 1 fight in Mists of Pandaria, Rank 5 in Warlords of Draenor, and a special fight in Legion. Now returning to his righteous place as the first brawl players encounter in the Brawler's Guild, Bruce is a crocodile who periodically casts
. You either need to stun him or move away from his mouth when this happens or suffer the humiliating taunts from the spectators. It has a short cast time, and then channels, giving you enough time to move out of the way -- the best way to get out of trouble is to strafe to the side or circle around to the back.
Health
: 477k
Abilities:
Also entering the arena: Bruce, a crocolisk that we found!
Stop, collaborate and listen!
is a hammer aficionado, using his myriad of hammers to pound you. Thog will periodically drop his hammers onto the arena floor with
and get new ones to hit you with - Those hammers on the floor will periodically deal Shadow damage if you step on them, so avoid them at all costs! Thankfully, Thog stands still while casting Da Fif Hammer, so it shouldn't be too awful to reposition.
Health:
620k
Abilities:
And straight from the frozen wastelands of Draenor... Stop what you're doing; it's hammer time!
Another known face of the Brawler's Guild,
returns again as Rank 1 fight! Grandpa Grumplefloot will use his flute to both damage you with
, and heal himself with
. Grumplefoot can also periodically pop an explosive from his bag and knock you back with
. He will also invoke Luckydos at random spots in the arena - Blue
s will heal you with
when you pass through them, while red
s will explode with
if you touch them. At 50%, Grumplefloot will also start invoking yellow
, which can hop toward you and will also explode you!
To kill Grumplefloot, all you have to do is avoid red and yellow luckydos and interrupt
when he casts it. Be careful with your positioning and take
into account! If you need extra health, run over blue luckydos to heal yourself.
Health:
381k
Abilities:
Dust off the luckydo, because you're gonna need it.
Our favorite Battle Pet Trainer,
, returns from a special brawl in Legion to the final brawl of Rank 1. Ash'katzuum will stand at the middle of the arena, continuously casting
, invoking numerous
that will continually roam around the arena. Touching a Battle Pet will deal high amounts of damage, and the longer the fight takes, the more battle pets will swarm over the arena.
Pop all your cooldowns and burst Ash'katzuum, continuously dodging the Battle Pets, before you get overwhelmed!
Health:
432k
Abilities:
And introducing the draenei obsessed with pet collection, it's Ash'katzuum!
Rank 2
The difficulty starts to scale in Rank 2, with fights that involve a little more strategy than brute force. Finishing all Rank 2 fights and raising to Rank 3 will unlock the Battle Pets
and
from
/
.
Blat is a blob that keeps making copies of himself as the fight goes on. There is no reason to damage the copies, as your only objective is to kill the original, but you can cleave them down to mitigate damage taken. Kiting might not be essential, but reduces the overall damage you will take from
and his growd of copies. Don't let the copies overwhelm you, kite when possible, and this should be an easy fight.
also moves faster than his copies, so backpedaling a bit allows you to pick him out more easily and reduce the overall damage taken.
Health:
648k
Abilities:
Hey hey! Look what we've scooped up for you today...
Sir
is a worgen that likes it done from behind. When the fight starts, Phillip will be in worgen form, and will constantly teleport behind you to use
, which will deal greatly increased damage when used from behind. All you have to do is quickly turn to him and the ability will deal very little damage. If you take too long to get him below 40%, he will ensnare you and use
, summoning two copies and, again, dealing greatly increased damage from behind. SImply face the copies and use a personal cooldown to withstand the attack.
At 40% health, he will turn into a Human, and will have 2 abilities:
, which can and should be interrupted, or he will hit you with a 4 second silence. After trying to use Blazing Bullet, he will attempt to perform a
, which will deal moderate damage and knock you back. Just run away, and you should be able to easily dodge the slap. Phillip takes increased damage from all sources once he's turned into a human.
Health:
685k
Abilities:
I look forward to musing over your mutilated corpse!
This famous Blood Elf has been seen in Hillsbrad, Illidan's flashback to the Black Temple, Feralas, Firelands and more!
fights you accompanied by his pet
. He will do normal
at you,
, and channel a
.
Additionally, you will have to avoid the rain of arrows indicated by green circles on the ground.
does a charge stun if you get too far away from it. Use
to have
kill
and he will cast
, taking increased damage while channeling.
Health:
811k
Abilities:
And in the other corner, a hunter of incomprehensible spectacular amazing splendor! It's Johnny Awesome!
got sick of brewing beer in Pandaria and came to the Brawler's Guild! Mama's main attack is
, which will drop a pile of flaming hot grains at the target location. Standing in those grains will damage you over time. However, these piles of grain are important - Shortly after dropping them, Mama Stormstout will invoke a
, a gigantic wave enveloping the entire arena! The cold temperatures of the wave are deadly to humans, but standing within the
will keep you warm and let you avoid all the damage from the wave.
Additionally, Mama will periodically invoke
s, adds with low HP that can be nuked down in between Cold Crashes.
Health:
553k
Abilties:
Summon
Your eyes do not deceive you folks, we have a brewmistress from the beautiful lands of Pandaria!
Rank 3
Rank 3 comes with more complicated fights, as well as the first DPS checks of the Brawler's Guild. Finishing all Rank 3 fights and raising to Rank 4 will unlock Teleportation Rings
/
from
/
.
Completing all Rank 3 fights also awards you with a
/
in the mail, allowing you to grant someone else access to the Brawler's Guild. The pass can be traded or sold on the Auction House.
is a large black bear. The fight is relatively easy and straight forward. It starts off with
eating his dwarven master,
.
casts
out of
's mouth.
Avoid
, which is a frontal cone attack, and steer clear of
, that's it! It also does
that knocks you back.
Health:
614k
Abilities:
In the other corner, a dwarf and his totally loyal companion who would NEVER harm its master. Ever.
is a huge Magnetic Monstrosity. Klunk is the first real DPS check of the Brawler's Guild this time around - His only ability, that he will cast constantly through the fight, is
, where he will slowly pull you towards him. If you're by his melee range by the time the long-casting ability ends, he will shock you with lethal Nature damage. Klunk's attack also hits a cone in front of him (visible by a line of smoke in front of Klunk), so you will want to not face the boss by the end of the cast.
What makes this a DPS check is that each time Klunk manages to finish casting
, his magnetic field will become stronger, pulling you in quicker and quicker. You need to kill Klunk before his magnetic field is too strong and you're unable to avoid his shocks.
Health:
614k
Abilities:
A golem with magnetic personality. Watch out, this golem's gonna Klunk you up!
Another farmer from Pandaria,
is also making his debut in the Brawler's Guild! When you start the fight, you will notice several blocks of
on the floor of the arena. Xiang-su will constantly cast
in your direction, which will invoke a small tornado that moves in a straight line and can be directed into the tilled soil. The tornadoes move slowly but as they deal moderate Frost damage, they should be avoided.
Once a tornado from Watering Can hits a Tilled Soil, the soil will grow into either delicious, green
, or pumpkins that are rotten,
. Touching a Yummy Veggie will increase your damage done by 10%, and touching a Infested Veggie will increase your damage taken by 10%. Both effects can stack, so be careful to only touch the good vegetables! Xiang-Su can also benefit (or not) from the vegetables, so you can kite him towards the Rotten Veggies to increase his damage taken.
Health:
1352k
Abilities:
:
Straight out of retirement, Farmer Xiang-su is ready to wet some plants!
, formerly the end Rank 7 brawl in Warlords of Draenor, is a two phase encounter, for which you still have to kill him in under two minutes. He starts out by spawning and then puts on a
with three charges that you will have to break through.
Phase one
consists of little shiny
that spawn around the room and move around slowly. You need to dodge these as they hit for about 200k.
will cast a flash of light towards these sparks making them extra sparkly and you need to run over and touch these, which will spawn an
. Bring these angels to half health and they will start to channel
. Run to
, wait for the cast to complete, then run away before the
reaches
(so the charge hits him and doesn't kill you). Each charge reduces
's shield stack by one. Do this three times and phase 2 will begin.
In
Phase two
the arena will be cleared from all the floating lights and you need to burn down
. Besides his normal melee attacks, there are two noticeable mechanics that you need to be aware of. First, he will be casting a
that is interruptable, and secondly, he will summon a
around you that you need to run out of while hitting the least amount of orbs as they each apply a stacking debuff, ticking for large amounts of damage. He also randomly does a knockback and hits you with
. Good luck!
If you can cope with the damage it is a good idea to spawn all three
s needed in Phase 1 and burst them down to enter Phase 2 faster, giving you more time to kill
.
Health:
380k
Abilities:
Abilities (Ahoo'ru):
He represents everything that is just, and righteous, and several other virtues which are of no interest to you.
Rank 4
You're halfway there, now having heard about
/
. More complicated fights are in your way. Finishing all Rank 4 fights and raising to Rank 5 will unlock the Brawler's Guild Tabards,
/
from
/
.
is a newcomer to the Brawler's Guild! Ouroboros starts as a meager sandworm, but it shows its true potential once it takes a beating, digging into the floor and coming back as a giant, void-corrupted worm.
Once Ouroboros becomes corrupted, he will cast
, which will leave several pools of
on the floor. Stepping into those remnants will deal moderate Shadow damage and slow your movement speed, so avoid them at all costs. Ouroboros will also constantly cast
at the direction its currently facing. This deals heavy Arcane damage, so avoid the direction he's facing when the cast starts.
You will want to stay close but not at the worm's melee range - Staying too far away will make the worm spam
, quickly racking up damage. Ouroboros' main ability is
, where it will cast a beam of arcane energy and spin around the room while channeling the ability. He can spin either clockwise or counterclockwise, so determine a good path to avoid the beam while also avoiding the
on the floor. While it is channeling Dark Outpour, the worm will also pulse with
every 2 seconds, dealing moderate Shadow damage if you're in his melee range. Although Exhaust hurts less than Outpour, it is still preferable to not take hits from Exhaust as well, if possible. Once Ouroboros finishes casting Dark Outpour, the Umbral Remnant pools will disappear from the floor, effectively starting the fight over.
Health:
761k
Abilities:
Taking time off from devouring himself to take a bite of our challenger, meet... Ouroboros!
is a Molten Core flamewalker that casts a wide array of fire-based spells that fortunately are all interruptible.
First priority is to either interrupt or avoid taking too much damage from
, as one or two ticks will kill you. The
and
doesn't do enough damage to kill you, but you can interrupt either to reduce incoming damage. Otherwise, this is a simple fight. Interrupt, stun, mitigate, whatever gets the trick done, or feel the flames embrace!
Health:
763k
Abilities:
From deep within the bowels of Blackrock Mountain, it's Sanoriak, master of flame!
He spies with his eye! The
is a newcomer to the Brawler's Guild. His fight is rather simple, but requires a lot of attention. When Spymaster spawns at the arena, there will be 9 objects scattered across the arena as well:
A dinner table with food;
A wasp;
A cauldron;
A frog;
A turtle;
A corgi dog;
A candle;
An octopus;
A chicken.
The Spymaster will constantly call an object in a game of "I spy with my little eye...". You have 10 seconds to correctly guess what object he is referring to, then move to stand on top of this object. After his timer is up, he will engulf all wrong objects in fire, granting you a quick death with
if you guessed it wrong. Be careful though, as the Spymaster will attempt to knock you away from objects with
- Just move away from him to avoid the knockback. You can also use this knockback to get punted towards the next object, although it does deal moderate damage.
At 40%, he will make the guessing game harder by blinding your vision with
, effectively reducing your range of vision. You can decorate where each object is or, as the Spymaster's health is pretty low, simply pop all your cooldowns at this point to quickly kill him before he has the chance to burn you alive.
Health:
540k
Abilities:
He spies with his little eye... Your DEATH!
The Warhammer Council consists of the three (3) shamans:
,
, and
. They all share health through
and each have their own shaman abilities. They are all susceptible to stuns, snares, and interrupts. There will also be some
on the ground that you need to move out of.
Health (shared):
1043k
Abilities (Arstad):
Abilities (Artor):
Abilities (Ulrich):
And in the corner, it's not one, not two, but the THREE dwarves of the Warhammer Council!
Rank 5
The hardest fights of the Brawler's Guild are still ahead of you, but you're at Rank 5 now! Finishing all Rank 5 fights and raising to Rank 6 will grant you access to the VIP Room of the Brawler's Guild, without requiring a
. Access to the VIP area of the Brawler's Guild is necessary to complete a couple Murder Mystery quests.
is one of the funnier brawls you'll encounter. He has a debuff called
, which forces him to spawn little purple orbs on the ground when you hit him. Picking these up grants you a buff called
-- stacking up to 50 times.
has a substantial health pool, impossible to chew through without the stacks of
.
The only thing you have to do to beat him is to collect the orbs scattered on the ground (you simply walk over them). A short while into the brawl
will get
, making the fight significantly harder and almost impossible if you do not have him near death or good defensive cooldowns available.
's belly feels funny and is making loud gurgly noises. When you get him low, around 20%, he will explode into a puddle on the ground. It appers that
had eaten
, which is also the cause of his
effect.
will take his leave by casting
.
Health:
4015k
Abilities:
And... Meatball.
is a gnome engineer with a large gun. She casts
, which you must avoid, unless she's channeling her cast
, which turns you into a chicken. Make use of the electric zone to disrupt the polymorph and zap you back into shape, leaving behind the debuff
. She also has a channeled
that you can disrupt with knockbacks or stuns.
Health:
803k
Abilities:
You really shouldn't play with this stuff. Someone could get hurt.
is a newcomer to the Brawler's Guild, and this fight has a twist that will have you playing a lot more defensively! When you engage the Tidemistress, the tortollan
will offer to help you defeat the naga... But he ended up bringing his son,
, with him. Your mission in this fight is to keep Chibo out of danger. The DPS requirements are thankfully a lot more relaxed, as Chubo deals a good chunk of damage to the naga.
However, Chibo is
very
curious, and wants to touch every bad hazard invoked by the Tidemistress. You can click on Chibo to carry him away to avoid the
s (which can also be clicked and absorbed by you, dealing periodic light Nature damage), the
s and the
s invoked by the naga. While
, you are silenced and pacified, unable to cast any spells or abilities. You will need to drop Chibo out of danger and DPS the naga while he's safe.
You need to kill the Tidemistress while ensuring Chibo stays safe for the duration of the fight. If Chibo gets hit by any harm, even while you're carrying him, Chubo will enrage and quickly kill you.
Health:
963k
Abilities
:
Summon
Summon
Summon
And in this corner... wait a sec, did somebody bring a BABY into a DEATH ARENA?
This was a high ranked fight back in Warlords of Draenor and it evolves around the four statues:
,
,
, and
, one standing in each corner of the Brawler's Ring. Each statue will start stacking a debuff on you:
,
,
, and
that gets more and more painful and stacks really fast; about 2 stacks a second. The basic idea is that if you stand next to one of them, it will deactivate and stop casting everything so you can drop off the debuff, thus taking less damage.
will also be chasing you around and hitting you with his shovel for weak melee damage. He is immune to damage through
till the four statues are killed.
The strategy is quite simple -- manage the stacking debuffs by running around dropping them as needed. As ranged you are able to dps the statues while deactivating another debuff; utilize this to your advantage. Melee need to manage debuffs a bit closer or risk taking added damage; ideally you need to keep bouncing between statues to minimize debuff stacks. Abilities like
,
, etc., are useful to drop the debuff stack when damage gets overwhelming. Monks can use
on two statues and only rely on bouncing back and forth between the remaining two.
Health (each):
160k + Mingus Diggs: 199k
Abilities:
Get out your shovels, everyone! Mingus Diggs is about to teach us a lesson in Arcaeology!
Rank 6
Most fights in Rank 6 are purely mechanical and requires good thinking and quick action. There are no rewards for reaching Rank 7, only maybe the satisfaction of knowing you got that far.
is a WoW version of the classic game
Snake
. As he moves, he will trail poison behind him. If he crosses his own poison trail, he gains
, increasing his damage by a large amount and decreasing damage taken. Clearly, stacks of this are very, very bad.
In addition to the trail left behind, he will also occasionally spit puddles on the floor with
. This has the same exact effect and complicates the kiting action. If you stand in the pools or cross the poison trail, you get stacks of
, which will kill you quite fast if you get multiple stacks. His standard melee attack and ranged
are not very threatening on their own. The challenge becomes dealing enough damage to Nibbleh while kiting him such that he never stops moving, but never crosses his own poison trail.
Be very careful, you can easily run out of room if your kiting isn't perfect. You can remove any speed enhancements you may have so backpedaling aligns more perfectly with the poison trail and avoid stacks of
(although, turning off run and just walking backwards will do the trick just fine). Good luck!
Health:
999k
Abilities:
Aww... look at the cute little snake, Nibbleh! Go ahead, let him nibble on your toes. Let's see what happens.
moves around in a puddle of goo. Standing in the puddle gives you a stacking debuff
and you can reset this if you move out; if the stack reaches ten (10) you instantly die. If you move out of the aura
will hook you back in with
; this stacks for every hook and lasts for two (2) minutes, making it slower and slower to move out and reset the stacks.
This is another DPS check fight - Simply dish out the most amount of DPS you can at the beginning of the fight, while it is still easy to remove stacks. As the fight progresses, you will be able to dish out less and less DPS, as you will have to account for your movement speed being reduced when removing Aura of Rot.
Health:
999k
Abilities:
All the way from the gloomy roads of Duskwood, it's Stitches!
As the name implies,
likes to steal clothes! With a humongous health pool, your initial mission is to ensure you can turn Robert's endeavor against him and leaving him naked to public same.
Robert will constantly cast
. If the cast is completed, Robert will remove a piece of gear from you. However, if you interrupt this cast in any way, be it an interrupt or a CC spell, it will backfire, removing one of Robert's pieces of clothing instead. Robert will also cast
, invoking a tornado that will also remove clothes from whoever steps in it. You will need to keep interrupting Robert's Disrobing Strikes while kiting him into the tornadoes (and avoiding them yourself). As any CC works on Robert, you might want to spec into extra CC effects to ensure he will lose his clothing in a timely manner. Be careful, though - PvP CC durations apply to Robert, so you can't just spam your Fear forever.
Once you remove all 7 pieces of gear from Robert (hat, jacket, vest, second vest, shirt and pants), he will be exposed naked in
, increasing his damage taken by 1000%. This is where you should pop your cooldowns and quickly kill him. Be careful, though - If you lose too many pieces of gear, the shame will be on you instead!
Health:
4999k
Abilities:
Summon
Hmm... nice clothes. Now hand'em over!
attacks like ordinary Bruce, except he will use an ability called
, which he will channel for a few seconds, and afterwards he will use
, which will stun your character for 3 seconds. He will use
every other chomp phase, so he will chomp, upgrade, chomp, chomp, upgrade, etc. Every upgrade makes him faster and stronger, so he will hit harder, move faster, attack faster, and channel his abilities faster. The longer the fight goes on, the more likely you will be chomped when he stuns you due to his insane speed.
Park
in a corner. When he starts to channel
, run to the opposite corner to maximize the distance between the two of you after
. Dodge
or suffer the audiences' taunts. He will not stun pets, always the player, but you can use pet taunts to let them get chomped.
Health:
1035k
Abilities:
What's this? Bruce is back! A better, faster, stronger Bruce! It's MECHA-BRUCE!! YAYYYY!!
Rank 7
Only 4 fights are in your way to the title, and those fights are no joke. The rewards at the end are worth it, though! By reaching Rank 8 you will unlock the
/
achievement.
Finishing the Rank 7 fights and rising to Rank 8 will also unlock the heirloom fist weapon
, as well as the Brawler's Guild transmogs,
/
, from the quartermasters of the guild.
The terror from Legion is back in improved form, as the
! This monstrous seagull is fully equipped with mechanical equipment to give you a quick end.
The seagull will invoke burning trees with
, which must be placed in safe areas around the arena as they will shoot lasers and
you if you're nearby. The seagull also invokes
, a swarm of bees that will slowly chase after you, and if you're hit, you'll be disoriented for 5 seconds. Lastly, the seagull will invoke
s, summoning several mini seagulls that will peck you! These have low health, so you can easily cleave them down.
Also just like its predecessor, the seagull will disorient you with
- You will need to keep at least 1 Seagull alive from Mecha Wee Gull to break you instantly. This is a fight that will truly test your DPS mettle, as if things couldn't get worse, the monstrosity will use
through the fight to increase its damage and attack speed. Use all your cooldowns, avoid the trees and bees, and use everything to, hopefully, finally end the seagull menace once and for all.
Health:
1150k
Abilities:
And in this corner... wait, who gave it rockets? And cannons? Why would anyone do this?! It's a Hyper Mecha-Mega Seagull!
is a giant with
sitting on its back, a reference to
Hodor
and
Brandon Stark
from the popular American fantasy drama television series
Game of Thrones
.
Avoid
's
and move out of the
(the landmines form a C on the ground, allowing you to move out safely).
casts
and upon
's death he will get quite upset and turn into
. The fight is rather simple - don't stand on mines, dodge the sticks of dynamite, kill
followed by
.
Health:
Fran 391k + Riddoh 563k
Abilities:
In the other corner... a disgusting green pile of goblin idiocy, riding on a lumbering chariot of shame.
is a pirate that really likes his cannons.
Blackmange spawns a row of
s that each has a long fuse running from the opposite side of the arena. When a lit fuse reaches a cannon, it shoots
in a line from where the lit fuse was, instantly killing you if you're standing in that line. However, not all fuses are lit at the same time - keep side-stepping to lit fuses that are not close to detonating to dodge the cannon shots.
also does a
that you need to dodge and then reposition him to not get hit by any cannons firing.
Health:
1150k
Abilities:
In the other corner, a pirate with a lethal definition of head cannon! Put your hooks together for Blackmange!
,
and
are the final fight of the Battle for Azeroth edition of the Brawler's Guild, and a reference to heroes McCree, Winston and Junkrat from Overwatch!
At the beginning of the fight, they will be protected by Hudson's
, while Dupree attempts to cast a very long cast
. The strategy is very straightforward - You're able to disrupt Hudson's barrier with most CCs such as stuns and fears, or just damage it down. The priority is to kill Dupree before High Noon goes off, or he will 1-shot you.
After Dupree is dead, focus your efforts on killing Hudson. Stuffshrew can easily be left to die last as he has very little HP and all he does is cast
near your foot. Make sure you dodge Stuffshrew's bombs, even more if you're in melee range as those can easily kill you. Both Hudson and Stuffshrew can be CC'd by all forms of CC, so use that to your advantage to mitigate their attacks.
Health:
Hudson 747k, Dupree 575k, Stuffshrew 345k
Abilities (Dupree):
Abilities (Hudson):
Abilities (Stuffshrew):
And in the other corner, it's the terrible trio... Hudson, Stuffshrew, and Dupree from the Ogrewatch Team!
Murder Mystery Questline
This time around, the seasonal mount is not rewarded once you reach Rank 8. Instead, after you defeat the first fight,
, you will have access to a questline involving the murder of the Brawler's Guild's past quartermaster,
/
. At the end of the questline, you will gain this season's mount,
.
The questline requires you to do many activities within the Brawler's Guild:
Win 3 Brawls
Win 0
in bets with
active
Defeat
in a Brawl
Win 10 Brawls to obtain
s from
s
You can save your previously earned Brawler's Purses to open them while on the quest
/
.
Win 3 Rumbles to obtain
s from
s
You can save your previously earned Rumbler's Purses to open them while on the quest
/
.
Defeat
and
of the GG Engineering team in a Brawl
Defeat any brawls while an unlikely visitor spies on you
Gain access to the VIP lounge, either by hitting Rank 6 or using an expensive
Win a Rank 8 Brawl against a mysterious fighter
You can learn more about the Murder Mystery in our
Brawler's Guild Murder Mystery news post.
Random Brawls
Fights defeated using the random brawl mode award more
, around 250 per victory, and defeating 10 fights in Random Brawl mode awards the achievement
.
It is worth noting that you can get fights from the ranked mode in Random Brawl mode, but they will not count towards your rank.
has reappeared from the Black Temple with shaman abilities: he summons
, uses
, and casts
and
. Interupt the
. Purge, dispel or spellsteal
if you can. You don't have to kill the
, but if you can cleave them down you should. Other then that the fight is quite easy.
Abilities:
spawns
, causing him to do significant ticking damage through
every second as long as the buff is active and causing him to retaliate with
every time he is struck. Attacking him in this state is a very quick way to kill yourself. He will also occasionally
patches at you; do not stand in these.
When the fight begins, you get a special action button with one use of
. This shoots a jet of water out behind you on
causing him to be
and take 50% additional damage and stunning him for a few seconds. Pop your potions and cooldowns during this time to maximize damage. To use the spray more than once, you will have to kill adds called
that spawn throughout the arena. When they die, they will leave a cloud of mist granting you
. Walking through it will give you another use of the spray to cool down Anthracite.
Utilize survival cooldowns outside of the
phase to kill
and get another use of
through
; rinse and repeat. With the additional damage he takes, some classes, with enough gear, will be able to burst him down in one round. Beware,
will extinguish if they path over the fire patches.
Also, note that you need to have your back to
when you use the spray.
The spray shoots out three projectiles that each go 8 yards. You must hit
with one of these for it to extinguish him.
Abilities:
is a construct that is
, seven in total, that each detonate when you or a spell travels through it. It will
again if there are 4 or less active mines remaining. The trick is to kill a few mines and then damage through the open window.
will also cast
on you throughout the fight. As a caster, if you have any abilities, glyphs or talents that allow you to cast while moving, this will benefit you greatly in besting this energetic automatron, as stopping to cast heals to cover the damage from the orbs is ill-advised. The mines do not explode while
is summoning them, so this can be used to your advantage initially as well as mid-fight.
Abilities:
(B3@7 B-0X) does
as the first phase of the fight. You need to dodge a sequence of electrical patterns on the floor, i.e. one half covered, second half covered, middle free. Afer you complete the sequence
will start casting
and you will get ported to one of four (4) dancing circles around him, the camera angle will shift focus and you will view the arena from above, you will begin to dance and be unable to cast any spells or use any abilities.
Time to show off your
in this second phase! You now have to collect and dodge orbs to both deal damage to
and avoid damaging or killing yourself. Use the arrow keys to move between the four (4) positions (up, down, left, right). Collect as many light orbs as you can and avoid all the shadow orbs. Each collected light orb deals damage to
and every missed light orb deals damage to you through
. Collecting any of the shadow orbs kills you. After a short period of time you need to start dodging
again to get back into collecting orbs.
I hope your levels of funk are sufficient!
Abilities:
Greetings, prepare to be rhytmically disassembled.
is a huge Bombling and is likely a reference to movie
The Fifth Element
starring Milla Jovovich playing Leeloo; crashing into Korben Dallas' taxi she goes
"Big Badda Boom"
. Big Badda Boom has only a weak melee attack. After you damage it some, it will
and split into slighty smaller
s; this
hurts a bit more than the melee.
As you damage the new mobs, they too will explode and split into
s. This continues several times until you end up facing a whole bunch of very tiny
s, approximately 54 in total. To meet the DPS requirement you will have to AoE, but AoEing down the bombs causes the explosions to all go off at once and thus hurt quite a bit, so be careful and make clever use of your survival cooldowns!
Knockbacks, bleeds, damage over time effects, snares, and immobilization effects can be a huge help to reduce the overall damage you will take from
. Heal up between them if you can, use survival cooldowns when there are many bombs about to pop, and ask a spectating or brawling warlock to supply a healthstone to top you off if things get dire.
Abilities:
is a male humanoid that deals moderately low melee damage. His main and only ability is
, which summon brooms like
and
.
He is susceptible to stuns, snares, and interrupts. Also applies the stacking debuff
.
casts
, which will instantly kill you. You can snare, stun, and root the
to avoid the explosion.
Abilities:
And their challenger, Bill, the custodial engineer of death! Wait... what?Bill! What are you doing in there?
This was a high ranked challenge card during Warlords of Draenor. The
will perform his
and
in random directions. These are frontal cone attacks that you either circle around as melee or outrange as a caster. After a few of these strikes he will start to channel
, which is roughly a 20 yard aoe hit that you need to outrange. The fight is fairly simple in design, and compared to Mingus Diggs you might even be able to do it blindfolded!
Abilities:
CAN YOU DIG?!?
will spawn in one corner of the arena and casts
, indicated by a red circle targeting your current location. Every so often, a small
will spawn from the gold pile next to Blingtron, and immediately run straight to you. These mobs have about small amount of health, and "killing" them causes them to be stunned at 1 hp at the spot that you "killed" them.
What you need to do is form a chain of these mobs from Blingtron's corner to that of the
in the opposite corner, so when you activate it it will get
and send an electrical surge back to him via the little Blingtrons. Receiving the shock from the tesla will cause
and increase Blingtron's damage taken by 900% and stun him, preventing him from doing anything except standing there and taking the punishment! Form a line of 7-8 of the small adds, activate the tesla, and burn down Last Year's Model using all your cooldowns.
Beware,
the electricity can jump to you and kill you
(unless you are super conductive), so when you active the tesla, steer clear of the line you've formed.
Abilities:
ELEC... TRICITY... GREATEST... WEAKNESS...
covers the arena in fire patches and cloaks himself in
. Raining clouds clear patches through the maze and you need to move with the openings while dealing damage to
.
You can pick up a
that gives you a
, which also allows you to damage
and move safely on the fire for a short period of time before it falls off and you need to go pick it up again. If you stand on any of the fire patches, you get hit by
and die.
Do not move when you spawn into the ring; you entry point is safe, but fire will spawn all around you and potentially kill you before you even get started.
Abilities:
Get fired up for the djinn who will literally melt your heart, it's Burnstachio!
is a large lava worm that casts
and spits out lava pools, which radiate walls of fire in four directions. When the fire walls come in contact with other flame patches, they spawn new fire walls, and so on; similar to how bomb detonations daisy chain in
Bomberman
(or Dynablaster).
Abilities:
And our other challenger, a worm with a serious fire fetish. Come on, Carl! Don't you know flames can kill?
resembles
from
and is a relatively easy fight. He does a jump back and charges with
. Just move out of the way and whack him while he's stunned.
Abilities:
The
is a ghost that starts the fight with
and follows you around the arena while casting
and hitting you with weak melee attacks. He will also cast
. These
spawn at random locations in the arena and fixate on you and if they touch you they kill you in one or two hits. When the fight starts you are buffed with
, a frontal cone light, enabling you to stop the
with
and damaging them without getting killed.
Killing the
removes
for a short period of time allowing you to damage the
. Kiting around the arena, stacking and lining up the
to stop them all with
is crucial, but be extra careful, as they can spawn right next to you or behind you and their melee range is quite large (almost unforgivably large). The
s are succeptible to stuns, roots, and knockbacks.
Abilities:
This was formerly a Legacy Challenge in Warlords of Draenor, since relegated to random brawl mode. Electricity moves across the floor while you fight
dealing
damage. Look for the openings in the path and avoid the electricity. Jumping over it seemed to work but standing in it is ill-advised.
will also use
that may knock you back into electricity.
Abilities:
Get ready to dance! Deeken's in the house!
is an adorable little waddly penguin with the extremely deadly ability
, which kills you instantly if it goes off.
Direct hits trigger
, which temporarily knock him down. If you back him into a wall, he won't be able to be knocked down and will instead kill you. This is a very unforgiving fight if you do not keep him from pecking you.
Abilities:
We also welcome everybody's favorite frosty feathered friend: Dippy!
Two penguins are still fairly easy to beat!
is fast and weak while
is slow but strong. Focus on killing Dippy first and avoid Doopy and you should be fine. Everytime you hit either one, you will knock them back and interrupt their cast of
. If either hits you with
, yea, you guessed it -- you die!
Abilities:
This fight will push your awareness skills to the limit. As you engage
three lasers spawn on the ground, two moving horizontally, and one moving vertically; each of them fading in and out as they move across the floor. When the laser is fading out, it will do little to no damage, and when it is at it's brightest it will more or less one-shot you (the timing on moving through the lasers is very strict though, so do this with caution), you can also jump over them (the latter being the recommend option and the least likely to get you killed).
Futhermore, there are cannons shooting multiple pulses in a straight line that deal approximately a large amount of physical damage. The cannons at the sides shoot two-three (covering mostly a 90 degree area; shooting roughly 33° and 66° degrees for the
and 0°, 45°, and 90° for the
), while the
in the center of the arena shoots five. Disruptron will active these cannons one by one during the fight and will announce it in yells for each one. A red arrow will indicate which cannon is active and firing. When you reach ~30% the cannons will start to shoot pulses more rapidly.
will also cast
that can either be outranged or you can use stuns or knockbacks to interrupt it.
In the Alliance encounter you can negate the single vertical line if you hug the north wall, whereas in the Horde encounter you can negate every second horizontal line on the south or north end, as the lasers stop a few yards before they reach the wall. You can also make clever use of
to avoid the lasers entirely, and there are certain static points in the arena area where casters can stand (with levitate) and not take any hits from the disruptor cannons - if you stand at the very end of the wall away from the flames of death on enrage, just a few steps away from the center of the wall, you will be able to dodge everything without moving or at the very least only side-step slightly back and forth.
This latter trick has been working since patch 5.3 and the lightning fields will not kill you when they move underneath you.
If it has been removed for Patch 7.1.5 needs confirmation.
There seems to be an issue with this event in the Brawl'gar Arena in Orgrimmar, where you always get hit by the lasers if you are jumping them while on the grate area, plus the Penta-Phasic Disruptor appear to be bugged on and off and activates when it shouldn't.
The lasers were fixed for the Brawl'gar Arena with Patch 5.3 (but I still see reports of invisible pulses from the penta disruptors).
Source:
5.3 PTR Patch Notes - May 14
.
"Bizmo has raised the floor in his arena to hide the bodies. Or... maybe to improve the sight lines. We’ll never know for sure."
Abilities:
has a wide range of abilities, and while they won't one-shot you, they will pack a decent punch if you're struck. The first four:
,
,
, and
; are cone effect attacks in front of the boss. The last one,
, is a full 360 degrees within a 20 yard radius around the boss, which in all likelihood, will one-shot you from the second cast and onwards, as it increases damage dealt by 100% for each cast. All the abilities are clearly marked on the ground and the effect will appear with a dust-like graphic, so it's easy to tell if you're in the wrong spot. The best strategy is to hug the boss and either run through him when he casts or side-step the Left Hook, Right Hook, Bodyblow, or Uppercut, and then run out of Hammer Fist.
Abilities:
is a mage that summons illusions every time she is hit.
and her illusions cast
. This makes it pretty easy for ranged classes to control the speed of the fight, casting a few select nukes, but harder for melee. Illusions have very low health and die in one hit. Cleave damage is a great way to deal with the illusions. Illusion deaths also trigger abilities such as
, so remeber to make clever use of your defensive cooldowns, glyphs, and healing abilities if the damage gets too overwhelming.
Abilities:
is a huge "manatee" that is here to "seal the deal" with a strong melee attack. This is a straight up tank and spank brawl.
Oh, the huge manatee! It's here to seal the deal... DOOMFLIPPER!
Much like Bremen town musicians that stand ontop of each other, this potent cocktail is not to be trifled with. The party consists of
, the Forsaken, busting out face melters with his
. He is riding on the back of a devilsaur that is riding on the back of
, the flying shark equipped with two rockets and a laser beam (likely a reference to Austin Powers, and would most definitely make Dr. Evil proud). This fearsome trio, ill-tempered as mutated sea bass, will use a triad of destructive abilities to bring you to a swift demise.
From top to bottom these are: 1)
, the Forsaken, who busts out
on the floor that look like stationary resonance fields, which spawn then explode after a short period of time for a large amount of physical damage; 2) the dinosaur who uses the
, abided his short arms can reach, and just like
, it spawns a beam on the floor that follows the player around and deals a large amount of damage per second. Just kite the beam around while dodging
; and 3)
, who will cast
, which has to be interrupted or it will deal unhealable amounts of damage while knocking you back (it has a cast and then channels, so interrupt the first cast). Casters can outrange this.
Overall, just keep moving around to avoid
and the
while interrupting
. It's worth noting that he also melees somwhat heavily. The enrage is the only "hard" part of the fight. He enrages after 2 minutes, so you will need a healthy amount of dps to best this bundle of epicness.
Abilities:
(can be outranged)
I am Destructobyte, the great usurper! And as you can see, I have found your secret plans! Fools! You thought they were hidden, deep in the sands of Uldum... Now, choke on your own hubris! Ah- hah hah hah hah haaa!
is an undead vrykul who casts
and tries to knock you into them with
. Beyond this he will be casting
, which you can interrupt, and summon
that deal shadowflame damage
. Lastly, he casts
, which may result in you getting pulled on top of a
.
Abilities:
GG Engineering is a goblin and gnome engineering duo with each their own special ability.
casts
indicated by a large red circle on the ground and
casts
.
They both have access to an
that teleports them to a
that has
, providing whoever is beneath it (you and engineering duo alike) the
buff.
The trick is to utilize the
cast by
to add extra damage to
and, if possible, himself as well. Stay on top of
the entire time and the rockets will do most of the damage for you. Remember to avoid the rockets yourself!
Health (shared):
34.5M
Abilities (Both):
Abilities (Bo Bobble):
Abilities (Max Megablast):
GG Engineering is going to mop the floor with your sorry mug!
is a shoveltusk, similar to the ones in
. It will cast
on top of you, indicated by a red circle on the ground and an arrow in the air, charging up for a few seconds, then rushing towards you. This ability will one-shot you and has to be dodged. It hits for weak melee damage and has no other gimmicks to it.
Abilities:
Also entering the arena: Goredome! So-named because he will gore you. With his dome.
is themed heavily on the game
Super Hexagon
, an action twitch game developed by Terry Cavanagh. He attaches himself to your character's face, roots you in place with
, and begins a two minute channel, casting no other abilities (or melee attacking) for the duration of the match. You can rotate freely and always have facing on
no matter what. Bright purple hexagonal patterns, or
s, will then start to converge on you. If any of the lines hits
, you die instantly.
Since
is always in front of your face, this basically means that as the patterns approach, you need to constantly be turning to face the empty spot - just like the game the fight is based on. This would be tricky enough on its own, but
still needs to be killed, meaning that you need to perform your damage rotation the entire time you're spinning to survive the death planes. You basically can't take your eyes off the battlefield, so make sure you know your cooldowns and timers by heart!
Playing one of the
Chipzel
tracks from the original game may add to the overall experience of this fight. Also, rotate your camera straight down and spin yourself with the the mouse while you perform your damage rotation. Do not let the pink beams hit you in the face when they converge on you. This may take some practice and getting used to, but steering
through the maze is not the "objective."
Abilities:
Our next challenger, Hexos, fights his foes with the powers of GEOMETRY!
resembles
from
. It has a large health pool, but starts the fight at 20%. It has only one ability, but it's a quite lethal
, a frontal cone attack, which has to be avoided. The strategy is quite simple, stay as close to the centre of its hitbox as possible, allowing you to run straight through it when the cast for
starts.
Abilities:
is a huge devilsaur and a simple tank-and-spank fight. His only ability is
allowing him to chase you down easily, and on top of this he hits extremely hard. Kite him around if possible and make good use of your defensive cooldowns if you're in for a beating. Pop all your offensive cooldowns and hope it will be enough before he eats you up whole!
Abilities:
is an Arrakoa shaman. He will make good use of his arsenal of shaman abilities and spam you with
, which you can interrupt, and should interrupt as much as possible. Additionally, he will cast
on himself. He will also use
to summon a
that will follow you around and suck you up into the air if it touches you. Avoid getting hit by this as
will start to cast
, which can be quite lethal. Instead, kite the
on top of
and let him get a taste of his own medicine.
Abilities:
is a night elf druid that casts nature-like spells such as
and
. She also summons
with
. You can interrupt her
and silence or stun her while she is casting
. The
does melee damage and if she allows to summon multiples the damage may get overwhelming.
Abilities:
The Leper Gnome Quintet consists of
,
,
,
, and
. These all apply the stackable debuff
, that will slowly eat away your health pool.
You may need to kite them around to reduce the amount of stacks you get or get it to drop completely. You can make use of class specific defensive cooldowns to drop the stack, i.e.
,
or similar. High cleave damage is good and roots, slows, and pets allows you easier management of the debuff.
Health (each):
13.6M
Abilities:
Five on one hardly seems fair, but come on... they're half-dead gnomes. It's the leper gnome quintet!
This used to be a Rank 4 fight and in itself it's not overly difficult.
is packed full of explosives and will
around the arena, which you can't step on, or they react like
do and explode dealing roughly 150k damage and stun you for 2 seconds, while the boss continues to throw them, making it very easy to add you to the deaths statistics. Every 30 seconds he will jump to the middle of the Brawler's Ring and
lighting 4 fuses that burn towards it. If these fuses reach the crate it will explode and, well, you can see where this is going... it will deal about 175 million damage (unable to be negated with Ice Block, Divine Shield or similar damage immunities) and kill you. To stop the fuses, simply walk over them, but be careful not to run into the other packs of dynamite as they will still be up.
Abilities:
Alo entering the arena: the magnanimous Master Boom Bom, the dynamite throwing monkey monk!
, a reference to Pac-Man, (Pakkuman in Japanese; an arcade game developed by Namco in 1980), bears much resemblance the old
fight, where you need to navigate through a blue maze, this time made of water (like the blue maze in the game).
You need to collect golden
s around the maze to break
, which reflects any incoming damage, and force
, that is split into three, to enter
. If you come into contact with the maze, you will get killed by
. When the brawl starts, you will automatically start moving forward. You can cast while running and you can enable walk-mode if it's moving too fast for you.
Health (each):
3.3M
Abilities:
Kindly insert a gold coin for a battle with Master Paku!
During the fight,
will be casting
and
at you. These do not hit very hard. In addition, he will spawn two
. These will channel in the direction of
, granting stacks of
, which increases damage done. To prevent these from reaching
, you can either destroy the crystal or block the channel by standing between the crystal and
, granting the buff to your instead.
has a very large health pool, so you will need get as many stacks from
as possible. In addition, if
reaches 100 stacks, he will cast his
, killing you. Lastly, he will knock you back with
if you stand too close to him.
So, this fight is all about minimizing the stacks
receives while maximizing the amount you receive. When possible, blocking both beams is preferred. Blocking one and destroying the other is also a viable option, but doing this too many times will be hard on the damage check. It is very important not to lose your
stacks, as you will not have the damage necessary to defeat him without it. When you hit 100 stacks or close to, pop all your cooldowns and potion and burn him down.
Abilities:
You'll be hearing from my lawyer!
is a large aberration, whos only "frigthening" ability is
-- run away little girl! While
only does moderately low melee damage,
will instantly kill you. You can stun, snare and/or root the
.
Abilities:
is a large Water Strider with two major abilities. The first is
, which you can and should interrupt or silence. The second is
, which you have to dodge around. Lastly,
has his own enrage timer and goes
after approximately a minute.
Abilities:
Although it's "just" a huge shark spawned up on land,
has definitely earned his title <Terror of the High Seas>. Flopping around on the ground, Razorgrin will slowly
his way towards you, eager and desperate to sink a mouth full of teeth into your flesh. A shark away from the comfortable depths of the ocean, how menacing and terrorfying could he be? Well, the shark has been menacing and terrorfying in waters (for over a decade!), and since patch 5.3, clearly, above waters as well. This is a relatively easy fight for ranged, but melee have to circle around it to attack it from the back or sides as a single
from the front will be the end of you.
Abilities:
Unfortunately, he's a little out of his element. Everybody raise your glass for Razorgrin!
is a wicked soul that shapeshifts to represent a range of bosses from Tier 18: Hellfire Citadel, each using one of their signature moves.
transforms into Siegemaster Mar'tak that casts
, Kormrok that casts
, Gurtogg Bloodboil
, Kilrogg Deadeye that casts
, Gorefiend that casts
, Fel Lord Zakuun that casts
, Tyrant Velhari that casts
, Xhul'horac that casts
, Mannoroth that casts
, and lastly Archimonde that casts
.
Avoid
as it one-shots you, use a defensive for
if you can, remember that
applies a bleed and an armor debuff, side step
and
, drop
in the corners to have good space to dodge the fel waves, use a defensive, heal or immunity for
, move away from
, and interrupt
.
Health:
59.8M + Grasping Hand: 4.0M
Abilities:
:
:
:
:
:
:
:
:
:
:
And now for the challenger that cost us so much... it's Ray D. Tear!
is an amusing fight, to say the least. It's the Crawling Claw model, scaled up. Hang near the middle of the arena with him, because the gimmick of the fight only seems to trigger if you're near him. Every so often,
casts
, giving you 5-6 seconds to choose one yourself in a vehicle-like interface that pops up. Get it wrong, and he unleashes the related power - scissors summons a giant, ridiculously painful pair of
, rock summons a swarm of rolling
s, and paper summons
.
BUT... If you win the round of rock-paper-scissors, Ro-Shambo takes 500% damage for a few seconds afterward, and the power he unleashes is a joke (the
have less health, the
is much less dangerous, and
are, well, shredded). Ro-Shambo has 12 million health, so you really want to go best out of three to win (read: get at least the first two rounds in your favor).
Abilities:
Fun Fact:
Rock, Paper, Scissors is also called "Ro, Sham, Bo" in Chinese.
Everyone's favorite trash mob from
;
is here to mess everything up! It does relatively high melee damage through
and
that will disorient you.
Abilities:
And in this corner... a seagull? What is this, the Eye of Azshara?
spawns four totems that each provide a stacking buff, much like the old brawl against
, which was introduced in Mists of Pandaria. Kite and rotate
to the different totems to avoid the buffs getting too powerful and clear stacks from the other totems.
Aim at avoiding the healing and defensive totem as much as possible; or pick a combination that suits your playstyle. The red totem is damage, the green is healing, the white is defense, and the blue is haste. There will also be spawning green circles on the ground that will hit you with
if you stand in them for too long.
Abilities:
In the other corner, a challenger so ancient he no one remembers his actual name. Let's call him Serpent of Old!
is a shadow caster and will keep casting
and
.
leaves behind a pulsing shadow torch.
creates a blast of shadowy energy that moves forward to the recently spawned shadow torch. Upon reaching the torch, shadow blasts chain to all other torches, dealing shadow damage to any enemy it passes through.
Kite
slowly around and avoid standing between torches. It's a good idea to drop the torches not too far apart, as it quickly cuts off large areas of the arena. Don't worry, you two will have a blast!
Abilities:
In the other corner, a master of both shadows AND interior lighting... it's Shadowmaster Aameen!
is guarded by two
sitting on his shoulders. When they die, they each provide a stack of
on
. He will do
and also use
as a defensive measure. For the latter, attacks has to be made from behind. Overall, this is not a difficult encounter. Simply kill the goblins, then proceed to kill
.
Abilities:
is an ooze with huge health, fast
creating new copies of itself, increased damage compared to his predecessor
, and the original
leaves a contrail of
to avoid.
The fight is pretty easy for casters able to move while casting since
and its copies move really, really slow, so just kite them around while dishing out the pain.
Abilities:
Brawl'gar veterans may remember Blat, the self-replicating ooze. Today, we meet his meaner, uglier, older sister: Splat!
At the start of the brawl a
spawns in the middle of the arena, which you need to click or you'll get ported out. You will get a
debuff with a ring around your character, which, if touching three
s at the same time, will fear you for a short period of time and make the mobs hostile. You will also be debuffed with
, which alternate every three (3) seconds between increased and decreased movement and haste.
casts
,
, and
spawning various adds such as
that fears,
that charges, and an army of
s (50%). At the end of the fight (10%) will cast
, which will turn your camera view upside down. Generally, you can kite around the outer edges and avoid getting three
s hit at the same time.
Abilities:
is a fight where you need to swap from melee to ranged, then back again every once in a while. If you are in melee range, it will be in
melee you. If you are at ranged, it will be in
and fire electric bolts about the room with
with increasing precision. The longer he is in either mode, the faster and stronger his attacks will get due to
or
. At about 15-20 stacks this will start to get overwhelming for most classes. To clear its stacks you have to switch your range and force it to change mode. When it switches it does an
that deals a moderate amount of damage and stuns you for one second. If you're a melee class, you can stun it or use speed boosts to get it to swap to ranged mode. If you decide to do it entirely ranged or entirely melee, you have to eat two of those bursts as it will switch modes twice. If you can mitigate/negate the damage and/or heal it up, great!
Abilities:
You'll notice the 3 trampolines on the ground, bouncing three times in a row gives you
that increases your critical chance and damage on your next attack. The whole strategy here is to start on one side, and hop to the middle, then the last before hopping on to double stacked tables to smack
, "The Lady", with your highest damage dealing attack. You don't have to go to the platform if you're a caster or ranged that doesn't need to be in melee range. Also, there is a bear named
, he does
and
, else he's just kinda there. Heal through his damage or absorb if you can. Otherwise just a bear. You will not be able stay on the platform for very long as Argh will
you off after a few seconds (yes, this is what "ladies" do, and it hits quite hard).
Note:
Now that you know the strategy, you need to know about the trampolines, as they are quite tedious at first until you get used to them. When jumping on the trampoline you have about one second before it bounces you off in the direction you're facing, do NOT jump when already on it. Just hop on, face the next trampoline, and let it shoot you off.
Abilities:
"The Bear and the Lady Fair"
is a reference to the book "A Song of Ice and Fire" by George R.R. Martin:
The Bear and the Maiden Fair is a rather ribald traditional song sung throughout the Seven Kingdoms. It describes in a humorous tone the story of a hairy bear that, while going to a fair with a band of three boys and a goat, rescues a maiden who was hoping for a knight.
The brawl against
and
takes place on a "stage" with a firey curtain and large jukeboxes at the one end, which shoots
across the arena. Each jukebox is offset, so you can dodge in and out to avoid getting damaged, unless you are rooted by
from
. The jukeboxes shoot
as well, which you need to jump over to avoid -- failing to do so will prove fatal quite fast, so be careful of
during this. You will also fight a couple of
s that are cheering the music on.
Health (each):
15.0M
Abilities:
Abilities (Wes):
Abilities (Sonny):
And now for some soul-pounding beats from the musical underground, it's Thwack U and his dancers!
is a large triceratops that charges back and forth in the arena with
. When it collides with the arena walls it will either get
where you can safely damage it for a short time or do
and then shoot off with
again.
A relatively easy brawl. Simply dodge the
and avoid getting hit by
. Cast times of
will get shorter and shorter through
as the brawl continues. Make good use of damage cooldowns when
is affected by
.
Abilities:
In the other corner... a really big dinosaur!
is fond of chickens. You are required to dance around to avoid these chickens while damaging him. He summons three types of chicken: 1)
are
and summons
on the ground, doing damage and knocking you back, 2)
does an AoE explosion with
after a few seconds (these are your main concern), and 3)
follows you around meleeing you for increasing damage through
.
Abilities:
This challenge is rather simple and similar to the old NES game,
Punch-Out!!
.
has a very distinct fighting style, and as part of his agreement with the Brawler's Guild, you have to follow his rules: 1) Face-to-face fist fighting, 2) No running around, and 3) Three knockdowns wins the fight. You avoid his jabs and punches by sidestepping left, right or back (either turn or strafe). If he throws left, move to the right, and vice versa, and if he stomps move back.
Abilities:
is an adorable giraffe. It has no extraordinaire abilities or skills and can be dealt with as a simple tank and spank fight -- except the fact that it hits like a truck on steroids. You will need to stun or kite when the damage gets too overwhelming or use defensive cooldowns to mitigate the damage. It's either kill or be killed... by a giraffe!
is a mogu with a desire for pyrotechnics. He summons moving fireballs called
, he casts
, as well as
which can be avoided by interrupting, stunning or moving out of the path. Your main priority is to avoid
. Simply stepping aside a few yards does the trick. In addition to this, you need to avoid all the
. As the fight drags on, there will be more and more of these in the arena and since
will always run after you (so that he is close to you for
), you need to control his position and should make him avoid the
as well, as otherwise, his spell casting speed will be increased.
Abilities:
resembles
from
and is surrounded by four
. These will keep spawning four at a time, roughly every eight seconds. When you kill the ravens
will get a stack of
and enrage with
if it stacks to five, making the fight significantly harder to deal with.
will also cast
, which you can interrupt or silence. You can kite, slow, root, and stun
.
There appears to be some issues with the stacking
and the
, enraging before five stacks. If you kill off one
and allow for the first stack of
to drop and then kill off the other and new birds as they spawn, this should make the brawl easier to deal with.
Abilities:
We found this one cawing up a storm in Auchindoun. Give it up for Yikkan Izu!
is a two phase encounter. In
phase one
you're fighting a swarm of
while
is immune to damage, but still casting
indicated by a purple circle on the ground. Running underneath
triggers
. Cleave the
down as fast as you can.
This will push you into
phase two
where
is now active. You will still be dealing with
but also have to dodge an array of laser beams that will hit you with
. While you're able to survive one hit of either, two consecutive will in all likelihood kill you. It is recommended to use cooldowns at the start to get into the last phase as quickly as possible, and from here on out it's only a matter of dancing!
Abilities:
Rumbles
Rumbles are special brawls that are harder in difficulty and tuned for multiple players. Whenever you queue for a Rumble brawl, all players in the Brawler's Guild currently in the queue for a fight will be pulled to the arena to participate in the brawl. There are seven different rumbles, and beating all Rumbles grants you the achievement
.
You can enable a rumble by buying a Rumble Card from
/
, and using the card with a Brawler's Guild guard. Each card costs 0
, and although multiple rumbles can happen back to back, a single player can only use a rumble card once every 3 hours.
Group of Pandaren:
,
, and
. Each will try and pull one of eight (8)
towards the middle of the ring. Simply kill or occupy all three pandaren before they get any of the
to the center and pull one in yourself to claim the win!
Abilities:
These three pandaren have a challenge for you ... pull one of your beer carts to the middle of the ring before they can pull t heirs. Winning team gets to drink it!
is a big moose with only one ability,
. It will fixate on a random player and chase it around for a short period of time, then fixate on a new player, and a new player, and so on and so forth till there is either no players left to chase or it's dead.
Abilities:
, formerly a Rank 3 brawl in Warlords of Draenor, resembles the striped cat
found in
. This is not a very melee friendly fight.
does increased damage the lower her health drops. Below 25% you can easily get one-shot. Your best approach is to keep
stunned or feared for the last portion of the fight. Where this is not possible, save all defensive and offensive cooldowns for the second half of the fight, and burn her down before she decides to chew your face off!
Abilities:
She's all grown up and ready to rumble. Sure, she looks like a sweet kitty now, but wait until she's backed into a corner. Steer clear of our next rumbler, Mazhareen!
casts
that mind controls players. Spawns
that casts
. Stand in the light to avoid getting mind controlled when
finishes casting.
Abilities:
This rumble spawns a
, an adorable little waddly penguin, for each player entering the rumble. Each
is armed with the extremely deadly ability
, which kills you instantly if it goes off. Direct hits trigger
, which temporarily knock him down. If you back them into a wall, they won't be able to be knocked down and will instead kill you. This is a very unforgiving fight if you do not keep them from pecking you.
Abilities:
Our rumbler today is a pack of pecky penguins from the polar precipices of Northrend. Beware, the Slippery Stampede!
,
, and
are riding on a
and are all protected by
.
will fixate and chase a random player while
is casting
and
is casting
. Kite the
into the pillars to reduce its stacks of
and it will get
and take 500% increased damage. Kill the
and you win the rumble.
Abilities:
Abilities (Doug):
Abilities (Tanner):
You'll face off against a number of creatures:
,
,
,
, and
. Simply dodge in and out of everything without getting hit. Survive till the end to win!
Abilities:
You don't have to beat these creatures, you just have to survive. Oh, and we're taking away all your gear and experience, too. Enjoy the Stranglethorn Run!
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评论
评论来自
Necropos
Phew, breathing a huge sigh of relief that there's no Hexos or GG Engineering fights this time around. Altho I can't believe Ahoo'ru is a rank 3 boss now O.O Hopefully they lowered the difficulty (a lot) for that fight.
评论来自
mitydk
HEXOS
*shudders*
评论来自
KittyKatBar
Ahoo'ru is the worst fight lol. I hope they at least fixed the bugs and he can actually be completed! A lot of folks were never able to complete their seasons because of his bugs.
Otherwise seems like this will be an interesting season!
评论来自
Rathwirt
Sanoriak's firewall is not interruptable anymore. So save the interrupts for pyroblast but wait for the last second since he just stands there taking damage during that long cast. :)
评论来自
Thalassassin
The mystery fighter is a very simple fight. He has 3 abilities: consume essence, riftwalk, and voidburst. The first ability he will cast is consume essence, you will want to interrupt this via an interrupt or a stun. The second is riftwalk; he will teleport to an area an deal a lot of damage. The area is indicated by a large purple circle. Don't stand in this. After he casts riftwalk, he will cast voidburst. Voidburst is a cone of void balls that you will need to dodge. Right after he casts this he will cast another consume essence, and the cycle continues. He only has 999k health, so it's not a long fight and the mechanics are straightforward. Good luck :)
评论来自
Xirev
It is not possible to CC Hudson with all CC types, disorient and polymorph do not work, you need to damage down his shield before you can start attacking Dupree.
评论来自
littlestpants
I doubt Sanoriak has 22.2M hp. I haven't done it yet, but I'm guessing that's a typo...
评论来自
lokl08
Missing Shadowmaster Aameen on the list for random brawl.
评论来自
Aarkan
No new shirts?
评论来自
cremor
The buff from
镶钻折射棱镜
makes you more or less immune for the Stranglethorn Streak brawl. It stays active and at full strenght, even though all your items should be counted as removed.
评论来自
cremor
There seems to be a very annoying bug: When you loose a rumble fight, the next normal fight you win will not count for your rank and will give you a rumble bag instead of a normal bag.
评论来自
Belandrial
Great guide, except you've got the wrong strategy listed for Sanoriak.
You've listed a strat that worked in earlier versions - however this time Firewall is not important and Pyroblast needs to be interrupted or it will 1 shot you.
评论来自
Frostytsb
It would seem the Ourboros fight is terribly bugged for me, he just freezes in one spot while doing his beam attack then moves again but during that time I still take a huge amount of damage despite the animation not playing.
评论来自
mredovan
Rank 4, Sanoriak. The guide reads: "First priority is to either interrupt or avoid taking too much damage from Firewall, as one or two ticks will kill you." The Firewall cast is no longer interruptable (as of Legion I think).
评论来自
GreySage
Zen'Shar's optic blast hit me for 1.15 million, out of my 205k health pool. So... maybe they forgot to tune the giant eyeball?
评论来自
lambd1
I've never before done the Brawlers Guild stuff. I want to give it try. That mount looks interesting, plus the "murder mystery" quest chain seems cool to me. But because I am not experienced with Brawlers Guild, I was doing my research to figure this out. I have a question: near the top of this guide, I found the line that said "The seasonal mount now comes from the Murder Mystery questline - You no longer need to reach Max Rank for it." But when I read through the quest chain for the murder mystery, it includes "Win a Rank 8 Brawl against a mysterious fighter." OK, so I might be new to this guild, but I can read and comprehend enough to wonder: how am I supposed to win a rank 8 brawl if I have not reached Max Rank yet? I will admit that I might be missing something here, but after reading the whole guide, I don't see how would ever complete the murder mystery without being Max Rank in the guild by the time I get the mount. Did the guide mean to say instead that reaching Max Rank is no longer the unlock requirement for the seasonal mount?
评论来自
Nogrid
If you are a scribe the blood contracts can be used in brawls. In particular the
鲜血契约:湮灭
will stun and fully kill any enemy that gets below 15% health. This will help you beat some of the timers or just help get rid of priority targets quickly.
评论来自
tiagotau
Not getting credit toward I Am Thrall's Complete Lack of Surprise, is something wrong or ultimately bugged? Is it because people are summoning rumble bosses just before? I'd like some insight...
评论来自
hubear87
Logged in to say, that it is entirely false that all forms of CC work on Ogrewatch. Snares, roots, slows and poly do not work.
评论来自
Edgysan
would be nice if you said that Stuffshrew does aoe BEFORE he jumps... I was avoiding bombs but this kept me killed until I bothered to try and zerg that dude first
评论来自
Rogvar
Just completed this season (rank 8, all achievements, questline). As a retri paladin, I had most difficulties with Ahor'oo and Seagull. Everything else was relatively trivial; last tier was also challenging DPS-wise. Maybe I am just bad with my class, my mainspec is holy and I am not very experienced at retri, but at ilevel 397 I had to use potions on Seagull and Ogrewatch.
Little tip for the last fight, Ogrewatch: consider killing Stuffshrew first. For me he was the most annoying. First, his Laugh is very easy to miss. Yeah, there is sound, but in all the explosions it is not very noticeable, and there are no other warnings, no circle on the floor, etc. If you miss it or are not fast enough (and there are only 2 sec to react and get far enough), you are just suddenly dead. Second, even if you notice it, you have to run away, which for melee means DPS loss on a very DPS-tight fight. And his grenades also force you to run around.
So I ended up just burning him first with potion and cooldowns. Managed to do that before his third laughter. And after that fight suddenly turned into a trivial "target dummy beating", no movement required, so you can easily focus on your rotation, maximizing damage output. You simply have to survive Hudson damage (and I think he won't even jump, as he is in melee range to you and you are all stationary), you just burn Dupree (for me was just before his High Noon going off at 30 sec to fight timeout - or, as a paladin, I believe you can bubble it) and then Hudson in remaining 30 sec. I actually died from arena fire in the end, but boss died a second earlier, so the kill counted. Had I waste time running from Stuffshrew abilities for the whole fight, I most probably won't make timer.
评论来自
tamasbanki
Recommendation for rogues for Rank 7: Ogrewatch:
Don't follow the order in the guide, kill first Stuffshrew, then Dupree and finally Hudson. With this order I killed it on first try.
评论来自
Velln
There's an error on Sanoriak's description.
It claims that Firewall is Interruptible, even though it isn't.
Additionally his Pyroblast now 1 shots most players, and needs to be interupted.
评论来自
mairan
Just got Bruce and Rank 8.
Thank you for the guide it was very helpful.
评论来自
fureeous
"Defeat any brawls while an unlikely visitor spies on you"
You get credit for the quest even if you lose the brawl!
评论来自
Arkamedix
As elemental shaman, the Ogrewatch classic tactic didnt worked for me (kill
杜普雷
first, then
哈德森
, then
硕鼠
). I tried around 30 times...thinking at the end that maby my ilvl isnt enough (wich btw is 405). Normally, Brawl guild bosses are "suitable" for the heroic ilvl of the current patch/expansion, wich in our case is patch 8.1.5 , therefor 400 ilvl. So thatswhy i was wondering what is wrong.
Then i tried another tactic: DPS elemental,lust and full dmg on
硕鼠
. After tank elemental, kill
杜普雷
and at the end
哈德森
. Success on first try.
Because of the fact that elemental is a little bit limited in "mobile combat" and must be "stationary" for effective dps, the spell
狂笑
was quite annoying and also dealing most of the dmg (one hit half hp). So choosing
硕鼠
as first target, especially as a caster class, i think is the best ideea. At least for me it worked very good.
评论来自
happyfunpaul
Brawler's Guild - Feral Druid Addendum
Hi,
I've just completed the Brawler's Guild in 8.1.5 as a feral druid with item level 390. I thought I'd add some stuff that wasn't in the guide that helped me on some of the trickier bosses.
Talent Build
Unless otherwise noted, all fights were completed using the following build:
Sabertooth
Wild Charge
Balance Affinity
Mighty Bash
Soul of The Forest
Primal Wrath
Moment of Clarity
Rank 3
Klunk
Balance Affinity almost trivializes this encounter since you can DPS from outside his damaging circle. Just avoid being in front of him, and DPS continuously.
Farmer Xiang'su
You can mostly focus on gathering cabbage to increase your damage, and not worry too much about kiting the boss over pumpkins. You'll still meet the DPS check just fine.
Ahoo'ru
This fight is awful. After many, many tries, what finally worked was to go Guardian Spec, with the Feral Affinity talent. At the start of the fight, you get 5 seconds or so to do damage before he puts up his shield. Go cat form and take advantage of the free DPS, then shift back to bear once his shield is up. Running around in bear form is much more forgiving with incoming damage, and you can (relatively) safely spawn all 3 angels to cleave down simultaneously. I kept them relatively close to the boss, to make positioning the charges easier. Once his shield is down (3 charges), he immediately does his bubble stun. Run out of it, then shift back to cat form. Pop cooldowns, drums, etc. and burn. Each time he stuns you, shift back to bear form while the DoT wears off and then right back to cat form for DPS.
Rank 4
Sanoriak
Don't
interrupt Fireball, only Pyroblast. Dodge the Firewall. Feral has more than enough self-healing to negate the incoming damage, if you stay on top of those two mechanics.
Rank 5
Meatball
With feral's movement speed, especially if you run Balance Affinity, you can easily DPS
and
grab nearly all the orbs. You don't have to focus on one at a time.
Tidemistress Shellbreaker
I found Balance spec to be much easier for this fight. Park the baby turtle in a corner and stand next to him. Click him when he runs toward something and quickly deposit him back in the corner. If something spawns close to your corner, move to another corner. Otherwise focus on DPS first and just interrupt when you can.
Mingus Diggs
Transitioning between totems frequently is key, so you can keep the debuff stacks under control. Get to 5 combo points on a totem, Rip, then Feral Charge or Dash to the next totem. Rinse, repeat until all totems are dead.
Rank 6
Nibbleh
I have nightmares of this fight from earlier expansions, but Balance affinity makes the positioning while kiting quite forgiving. You don't need to turn off run speed or do anything fancy. Just back up so that the boss continuously moving as you kite around the room, and DPS away.
Stitches
You don't need to run out of the green circle, just get near the edge and stacks will drop, usually without you getting hooked.
Mecha-Bruce
He follows a set pattern of abilities, never deviating from it. If you're struggling, learn the pattern, so you can run to the opposite corner
before
he starts his Mecha-Armor cast. The extra second or two to gain distance makes a big difference in how many times you can continue to kite away the Chomp without dying.
Rank 7
Hyper Mega-Mecha Seagull x9000
Recommend you don't worry about keeping certain gulls alive, like the guide suggests. Just keep moving and use Primal Wrath at 5CP and AoE down everything. Sometimes brute force works!
Fran and Riddoh
I found it easier to kill Fran first. Cleave where you can but focus on Fran dying first. Once she's down, Riddoh enrages, so try to save both charges of Survival Instincts and use them during the enrage to control incoming damage.
Ogrewatch
This was on par, or possibly even a little harder than Ahoo'ru in terms of difficulty. Even with good interrupts and stuns, there is a ton of incoming damage, coupled with a pretty tight DPS check. What finally worked was to spec into every conceivable self-healing talent, especially Resto Affinity and Renewal. Use Mighty Bash to immediately break the damage shield, then focus on Dupree to get him down before his enrage timer. Use Primal Wrath for cleave when all 3 bosses happen to be clump together, and Ferocious Bite on Dupree when they are spread out. When one or two bosses leap away, shift out to throw a quick Rejuv+Swiftmend on yourself. When they're in your face and your health is dropping, use Survival Instincts, health potions, and Renewal as needed to survive. I generally saved DPS potions and drums for after Dupree died, but that was more for economy than performance.
tl;dr
Ahoo'ru and Ogrewatch are massive difficulty spikes compared to the other fights. Just read those two sections if you're short on time.
评论来自
meganerd18
Sanoriak's explanation here is very, very wrong. Firewall can't be interrupted except by stunning, Pyroblast
will
kill you if it goes off. Dodge firewall, interrupt Pyroblast.
Of course, being required to interrupt something that can occur more than once a minute is a real frigging problem for a balance druid.
Are there any items that can interrupt? Does Typhoon work?
评论来自
bipolargirl
Is the "random" fight mode really random? I've qued ten times and gotten Ash'katzuum 8 times. I know RNG sucks but with over 50 different bosses it seems incredibly unlikely that I'd get the same guy twice in a row let alone 8 times out of 10.
评论来自
Zeptah
I lost at the last boss fight and can't sign up for the same duel to get Bruce and I can't see the goblin at Area 52. What should I do?
评论来自
RaczTamas
Please update the Mecha Seagull boss guide for rogues. It is impossible to do it, I tried every single option to get it done. According to this guide, you need to let live at least 1 seagull in order to do not get the boss with the haste and speed buff, but if I let them live, then the swarming will kill me in mere seconds. Used cooldowns, defenses, potions, none of them work.
评论来自
Marwynz
My Stitches fight was Weird, 390 Ilvl Belf Ret Pally. My Stacks kept resetting from within the Rot AoE, making the Fight very, very easy.
Azerite Traits i had:
Head - Empyrean Power, Light's Decree, Blood Siphon, Impassive Visage
Shoulder - Light's Decree, Expurgation, Earthlink, Longstrider
Chest - Avenger's Might, Light's Decree, Unstable Flames, Vampiric Speed
评论来自
FuxieDK
a single player can only use a rumble card once every 3 hours.
This is incorrect. You can use it, approx every 5 minutes.
评论来自
Razz
I am trying to understand this whole brawlers guild thing... What is the incentive to even do this? just for the mount? No meatball companion nothing like that?
评论来自
Frecnedeor
I don't know if this was some bug or what, but it seems I found an accidental cheese for the fight with Stitches on my warlock.
I'd casted Demonic Gateway as a quick getaway for when the slow debuff stack became heavy, but I noticed when I stood right on the gateway (not using it), the Aura of Rot debuff did not appear to stack, instead staying at 1. The same thing happened the next 2-3 times I fought him as well. I haven't seen this posted anywhere else, but maybe other people have experienced it.
评论来自
Stingraydude453
If you're a shaman and you're having trouble with Hyper Mega-Mecha Seagull x9000. Just pop Earth Elemental to tank it. Easy peezy.
评论来自
ceejai
Under the questline part, one of the steps listed is:
Defeat any brawls while an unlikely visitor spies on you
This is incorrect. You can lose the fight. All that matters is that you put the goggles on and see Yogg-Saron staring at you from the corner.
评论来自
Raynuru
Am i the only one that sees the little guy on the back of the big guy NOT as a reference to Game Of Thrones..but instead to Mad Max THUNDERDOME?
Really? Just me?
评论来自
Lornaa
I assume this is no longer doable? when I enter, you can't fight any more :(
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