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:''This article is about the in-game raid boss. For her character biography, see [[Vashj]].''
 
{{Npcbox
 
{{Npcbox
 
|title = Coilfang Matron
 
|title = Coilfang Matron
 
|name = Lady Vashj
 
|name = Lady Vashj
|image = 200px-Lady Vashj.PNG
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|image = Lady Vashj (tactics).png
 
|race = Naga
 
|race = Naga
 
|creature = Humanoid
 
|creature = Humanoid
 
|level = ??
 
|level = ??
 
|type = Boss
 
|type = Boss
  +
|gender = Female
|location = [[Serpentshrine Cavern]]
 
  +
|location = [[Serpentshrine Cavern]], [[Coilfang Reservoir]]
|health = 4,700,000
 
  +
| resource = Mana
|status=Killable
 
  +
|status = Killable
|faction = Combat
 
  +
|faction = Boss
  +
|aggro = {{Aggro|-1|-1}}
  +
|instance = Serpentshrine Cavern
 
}}
 
}}
{{Coilfang Reservoir}}
 
   
  +
'''Lady Vashj''' {{title|Coilfang Matron}} is the final [[boss]] of [[Serpentshrine Cavern]] in [[Coilfang Reservoir]]. Phase 2 is a [[Battle for survival]] which tests the raids capability to function as a team, while phase 3 is a rather straightforward [[DPS race]].
:''This article is about the in-game raid boss. For character biography and Warcraft III appearances, see [[Lady Vashj]].''
 
 
'''Lady Vashj''' is the final [[boss]] of [[Serpentshrine Cavern]] in [[Coilfang Reservoir]].
 
   
 
==Abilities==
 
==Abilities==
  +
Lady Vashj can be damaged only in phases 1 and 3. During phase 2 lots of adds spawn, and her shield has to be switched off. Sporebat adds appear in phase 3.
=== Vashj ===
 
* '''Basic melee''' - Normal 3,000, 4,000-6,000 crushing on decently geared plate.
 
* '''Shoot''' - A ranged ability that hits for 4,000-5,500 damage. Used in phases 1 and 3.
 
* '''Multi-Shot''' - A ranged ability that hits a target and 4 surrounding people for 6,500-7,500 damage. Used in phases 1 and 3.
 
* '''Shock Burst''' - Randomly used in Phases 1 and 3 on Vashj's target, it's a Shock spell doing 8325-9675 nature damage and stunning the target for 5 seconds, during which she will not attack her target but switch to the next person on the aggro list.
 
* '''Entangle''' - A root ability used on targets in a 15 yard radius that immobilizes the target for 10 seconds and does 500 damage every 2 seconds. Used in phases 1 and 3.
 
* '''Static Charge''' - A debuff that does 1,619 to 1,881 Nature damage to the target and anyone in a 5 yard radius every 2 seconds for 15 seconds. Used in phases 1 and 3.
 
* '''Forked Lightning''' - Random bolts of lightning that hit for 2,300-2,600 nature damage in a frontal cone. Used quite often in phase 2.
 
* Lady Vashj and the Coilfang Elites are tauntable.
 
   
=== Phase 3 Spore Bats ===
+
===Lady Vashj===
  +
Lady Vashj can be taunted.
* '''Toxic Spores''' - Poison clouds that do 1,500 nature damage every second to anyone who stands within it.
 
   
  +
Phase 1 and 3 abilities:
==Strategy==
 
  +
*{{Abilities|Basic melee|Normal 3,000, 4,000-6,000 crushing on plate}}
  +
* [[File:ability marksmanship.png|32px]] '''Shoot''' - A ranged ability that hits for 4,000-5,500 damage, used on primary target if target is not in melee range
  +
* [[File:ability upgrademoonglaive.png|32px]] '''Multi-Shot''' - A ranged ability that hits a target and 4 surrounding people for 6,500 - 7,500 damage
  +
* [[File:spell nature wispheal.png|32px]] '''Shock Blast''' - Randomly deals about 9000 nature damage to her current target with a 5 sec stun, no aggro drop, can be absorbed by [[Grounding Totem]], binary resist
  +
* [[File:spell nature stranglevines.png|32px]] '''Entangle''' - Entangles every target within 15 yards, 10 sec immobilize plus 500 damage per [[tick]]. Resistible, not mitigated by armor, but reduced by resilience. Removable by Blessing of Freedom, shapeshifting, and the PVP Trinkets
  +
* [[File:spell nature lightningoverload.png|32px]] '''Static Charge''' - debuff doing about 2000 damage per [[tick]] to its target and anyone within 5 yards for 15 sec. No durability loss if killed by this effect.
   
===Phase 1===
+
Phase 2 ability:
  +
* [[File:spell nature chainlightning.png|32px]] '''Forked Lightning''' - Random bolts of lightning that hit for 2,300-2,600 nature damage in a frontal cone. Not resistible.
* Tank and spank phase until 70%. The Main Tank either needs to use a combination of Free Action Potions and Blessing of Freedom from paladins, or you need off-tanks at range grabbing Lady Vashj when the Main Tank gets rooted, or you can use a Druid tank to shift out of the roots. You also need one shaman in Main Tank's group to drop down Grounding Totem, otherwise your tank will be getting hit by a shock dealing several thousands of damage and stunning him for 5 seconds.
 
   
  +
===[[Enchanted Elemental]]===
* Static charge: Does heavy damage to one player over time (1.7k nature damage every second for 15 seconds). The affected player should move away from the raid and be healed, can also hit the maintank at which time melee should move out, rogues can use cloak of shadows to remove this. Static charge has a short range (roughly 5 yards) afflicted players must be aware not to move out of range of healers.
 
  +
Many of these elementals spawn continuously from the water at the foot of the stairs during phase 2.
  +
* 7700 HP
  +
* Immune to frost damage and effects
  +
* Immune to snares and crowd control
  +
* Slowly moves towards Lady Vashj and increases her damage output by 5% if it reaches her
   
====Phase 1 Start====
+
===[[Tainted Elemental]]===
  +
Every 50 seconds, one Tainted Elemental spawns instead of an enchanted elemental.
  +
* 7700 HP
  +
*{{Abilities|Poison Spit|random target, 1885-2115 nature damage plus 8 sec poison debuff for 2000 damage per [[tick]]}}
  +
* Immune to frost effects and damage
  +
* Does not move
  +
* Despawns after 15 seconds
  +
* Drops a '''Tainted Core''' when killed
   
  +
===[[Coilfang Elite]]===
Everybody gathers at the buff spot, usually the entrance.
 
  +
Every 45 seconds one Coilfang Elite spawns in the area on top of the stairs.
  +
* 175000 HP
  +
* normal melee ~5k on plate, frontal arc cleave for over 7.5k on plate
  +
* Immune to Fear
  +
* Tauntable
   
  +
===[[Coilfang Strider]]===
Lady Vashj positions in Phase 1
 
  +
Every 60 seconds one Coilfang Strider spawns on top of the stairs.
  +
* 175000 HP
  +
*{{Abilities|Melee|4500 - 8000 on tanks, one-shots anything else}}
  +
*{{Abilities|Mind Blast|2313-2687 shadow damage}}
  +
*{{Abilities|Panic Aura|8 yard AoE Fear every [[tick]], 4 sec fear duration, very fast run speed}}
  +
* Tauntable
   
  +
===[[Toxic Spore Bat]]s===
The MT runs in and grabs aggro. Healers must pre-cast on the MT as he's pulling, because he's going to take a lot of damage from the moment he aggroes.
 
  +
During phase 3, these bats spawn. At first they're few, but their number steadily increases.
  +
* 6,900 HP
  +
*{{Abilities|Toxic Spores|Poison cloud [[AoE]] 1,500 nature damage per second}}
   
  +
==Strategy==
As the tank is moving in, everyone spreads around their Phase 1 Group Positions, around Vashj on top of the stairs, and DPS on Vashj can begin.
 
  +
===Preparation===
  +
The fight consists of three phases: Phase 1 and 3 are the same, except for the spore bat adds in phase 3. Phase 2 is the real test of a raid's ability to work together—every single raid member is important, and has ample opportunity to cause a wipe.
   
  +
* Phase 1 a rather simple tank-and-spank, until she's at 70%.
Soon after the start, she will cast Static Charge on a random person. If that person is in the outer ring, he needs to walk back a few yards. BigWigs or any such addon will automatically put a skull over him for easier spotting. He needs to be healed by nearby healers.
 
  +
* Phase 2 lasts from 70% to 50%. She summons many adds and hides behind a shield, which has to be removed by turning off four shield generators (using tainted cores). Each generator switched off drops her health by 5%.
  +
* Phase 3 starts at 50%. It's similar to phase 1, with the addition of Spore Bats.
   
  +
====Raid composition====
If the Static Charge is cast on Melee DPS, that person either moves to an empty part of the inner ring, with everyone else staying away from him, or he moves all the way to the outer ring and waits there till the effect is over. Use whichever is best in the given situation or to your preference.
 
  +
* 2 Tanks
  +
* 1 Kiter
  +
* 7-8 Healers
  +
* 8-11 ranged DPS
  +
* 4-7 melee DPS
   
  +
====Positioning====
If the Main Tank gets the Static Charge, he moves to the middle and Melee DPS stays away from him till the debuff is over, or the Offtank Taunts Vashj off him, and he moves either to an empty part of the inner ring, or through to the outer ring.
 
  +
[[File:Vashj p2.jpg|thumb|Positioning]]
  +
Positioning is all-important during phase 2. In phase 1 it's only important that the raid spreads out (to minimize damage from her Static Charge). Thus it's advisable to have everybody set up close to their phase 2 positions. The phase 2 positions are:
   
  +
* Tanks and melee in the central area on top of the stairs
Whenever Vashj casts Shock Burst on the MT, she will deaggro him and move to the Offtank which needs to take over for the stun's duration.
 
  +
* Ranged damage dealers in a wide circle atop the stairs, so that each ranged damage dealer has [[LOS]] to as much of the stairs as possible, and the top area too
  +
* About half of the healers in the inner circle (inside the shield generators), the other half well distributed on top of the stairs
   
  +
During phase 1, all healers should be in healing range of the MT.
After some time in the fight she'll use Entangle. Whenever she does that, she moves to the edge of the inner ring and begins to use her bow and alternatively Multishot and Shoot. The moment she does this, a paladin must use Blessing of Freedom on the Main Tank so he can run in and grab her quickly. For best effect you might try to set up a Blessing of Freedom rotation and have it constantly on him, but having just 1 paladin do it on demand has virtually the same effect.
 
   
  +
===Phase 1===
The fight goes on like that until Vashj is at 70%.
 
  +
A standard [[misdirection]] pull does the job. She hits rather hard, so the healers should pre-cast. This phase is rather easy, mainly a practice run for phase 3. The main goal is to keep everybody alive. The only problems are caused by her special attacks.
   
  +
* One Shaman should be in the MT group and permanently keep a [[Grounding Totem]] up in order to nullify the Shock Blast
The main goal of Phase 1 is keeping everybody alive through it. If one person dies and he cannot be resurrected, it's a wipe for many reasons and you'll have to start all over.
 
  +
* Paladins should put a [[Blessing of Freedom]] on the MT if he gets rooted, or on rooted melee dps with Static Charge
  +
* No off-tank for this phase is required as Shock Blast and Entangle do not drop aggro
   
  +
Static Charge victims must stay away from everybody else, and require some healing. If the MT gets it he moves to the middle and all other melee classes should stay away from him.
 
----
 
   
 
===Phase 2===
 
===Phase 2===
  +
At 70%, Vashj runs to the middle of her platform and surrounds herself in a shield that makes her invulnerable. To take down the shield, the raid must deactivate the four Shield Generators around her by using a Tainted Core (from the Tainted Elementals) on each. Four different types of adds spawn during the entire second phase:
[[Image:Vashj_p2.jpg|thumb|Positioning]]
 
  +
# Coilfang Elites – tanked and killed by the tanks and melee damage dealers
* [[Enchanted Elemental]]s will continuously spawn at the bottom of the stairs at multiple points around the circle, and will slowly make their way toward Vashj. If they are not killed before they reach her, she will gain a 5% increase in damage for each that makes it through.
 
  +
# Coilfang Striders – [[kite]]d and killed by [[DoT]]s. Every class with the ability to cast a DoT should help on this, including healers
* Elite Naga will spawn every 50 seconds. Since the first people on their threat table would be healers, Hunters should be posted at different sides of the room, ready to Misdirect to a tank if one spawns near them.
 
  +
# Enchanted Elementals – killed by ranged damage dealers
* [[Coilfang Strider]]s will spawn about every minute. They constantly cast an instant AoE Fear called Panic, and are vulnerable to slowing abilities. They ought to be kited in a circle and DPSed down by ranged classes.
 
  +
# Tainted Elementals – must be killed for their Tainted Cores, which are looted and used to switch Vashj's shield generators off. This task requires teamwork; each raid must develop a tactic to handle it.
* 1 minute into phase 2, the first [[Tainted Elemental]] (a.k.a Poison Elemental) will spawn, the next will spawn 1 min after the previous one's death. They despawn after a given time if not killed. These elementals drop [[Tainted Core]]s which, when looted, cause the carrier to be paralyzed. Using them throws the core to the player's friendly target. If a player with a core activates one of the 4 generators holding up Vashj's shield, that generator will be shut down. When all 4 generators are shut down, phase 3 begins.
 
   
  +
There is a brief 40-second lull at the start of phase 2, which allows everybody to get into position. There are 12 stairs; many raids divide them into four sections of 3 stairs each (N, W, S and E), and assign a team of two ranged damage dealers and one healer to each section. The enchanted elementals have rather low HP, and a single damage dealer can kill one easily before it reaches the Lady. Unfortunately they're frost immune, so frost mages must somewhat deviate from their standard practice.
====Phase 2 Start====
 
   
  +
The Coilfang Elites should be quickly grabbed by the tank, and moved to the inner circle. The melee group should kill each before the next one spawns.
Phase 2 begins when Vashj hits 70%. She will run to the middle of her platform and surround herself in a shield making her invulnerable. To take down the shield you must deactivate the 4 Shield Generators around her, by using a Tainted Core on each of them. The Tainted Cores are dropped by Tainted Elementals.
 
   
  +
Coilfang Striders need to be [[kite]]d. The usual kite path is a wide circle outside the shield generators. Everyone with the ability to cast a [[DoT]] (including the healers) should all put DoTs on the strider whenever it comes in range. Kiting is facilitated by slowing the Strider as much as possible. All classes should use all means available (mages should spam slow, shamans use frost shock, [[Curse of Exhaustion|CoEx]] from Warlocks, Paladins can [[Hammer of Justice|Hammer]] it whenever it gets close, and Druids can use [[Entangling Roots|Root]]). Tailors should bring [[Netherweave Net]]s and use them liberally, however one must use care not to net a Strider next to a healer or tank (save applied to druids' roots). After patch 3.0.2 it's no longer required to kite them at all if you can get a druid to keep the strider rooted all the time.
Lady Vashj positions in Phase 2 (viewed from other side)
 
   
  +
====Tainted Elementals====
When Phase 2 begins, everybody takes their Phase 2 Positions. There should be roughly 3 people on each side of the stairs - North, West, East and South: 2 DPS and 1 Healer.
 
  +
When a Tainted Elemental spawns, it is imperative that it be killed as quickly as possible because it despawns after 20 seconds. If more than two despawn, a wipe is highly probable because the extra Elites and Striders are too much.
   
  +
After the kill, the [[Tainted Core (item)]] must be looted. The looting player must then use it to deactivate a Shield Generator. Voice communication helps a lot in coordinating the handling of the cores.
The Main Tank and Offtank stay in the centre, waiting to grab the Coilfang Elites that will spawn later.
 
   
  +
The moment to switch off the last generator should be well-controlled, because the Striders and Coilfang Elites should be as low as possible when phase 3 starts. As a rule of thumb, there should be at most a half-dead Strider, a full Elite, and a nearly dead Elite left over at the start of phase 3 in order to prevent a wipe. It's safe to delay until about 10–12 seconds before the next Strider/Elite spawn. Don't wait longer because the Bigwigs timers can be somewhat inaccurate and the adds are actually "up" some time before they become visible.
The remaining Ranged DPS stays in the centre together with the Main Tank and Offtank.
 
 
At the beginning of the phase, Enchanted Elementals will start spawning from all sides of the stairs. They have 7,600 Life each. The 2 DPS/1 Healer group on that side (N/S/W/E) need to kill the elementals there. If one of them reaches Vashj he will increase her damage done by 5%. Needless to say, if 1 or 2 reach Vashj it's a wipe as her damage will be too high in Phase 3. Also, if 1 or 2 people die, and they cannot be resurrected, it's a wipe because you'll get overrun.
 
 
Vashj will constantly use her Forked Lightning spells, hitting people in a 60 degree arc in random directions. Nothing can be done about this damage except simply healing it up. It is not affected by range or line of sight.
 
 
About every 45 seconds into the fight a Coilfang Elite will spawn. It's an elite Naga mob with 170,000 HP. It does about 5000 damage on plate, and has a nasty cleave hitting for about 7500 damage. The mob needs to be announced on Ventrilo/Teamspeak, grabbed by the tank, and moved to the inner circle. The ranged DPS in the inner circle start DPSing the Elite as soon as the tank has aggro: the sooner, the better. A new Elite will spawn somewhere in the room after another 45 seconds.
 
 
About every 60-70 seconds into the fight, a Coilfang Strider will spawn. It's an elite mob also with 170,000 HP. It hits plate for about 8000 damage, has a Mind Blast spell doing about 3000 shadow damage, and a Psychic Scream Aura, which fears everybody in a 8 yard range of it every 2-3 seconds , for 5 seconds and increasing their movement speed by 150% during the fear.
 
 
Naturally, this mob cannot be tanked. It needs to be kited by either the Affliction Warlock, the Frost Mage, or the Hunter, whichever works best for you. The mob needs to be kited along the centre of the outer ring. 2-3 seconds after the Kiter has landed a spell or hit on him, all warlocks and priests must put a DoT on him and then return to their other assignemnts. If you're assigned to healing the Elemental groups, wait till the Strider comes near you and then DoT him. Shamans should use Flame Shock (Although Frost Shock does effect the speed of strider's and can be highly useful if the kiter is having problems), hunters Serpent Sting. After the DoT are placed, the mob keeps getting kited around the circle. Ideally, it will lose over 70 or 80 percent of it's health to the DoTs.
 
 
The Strider is affected by snares and stuns like Slow, Frostbolt, Curse of Exhaustion, Hammer of Justice and such. It is useful for a mage to keep a Frostbolt slowing effect on it at all times.
 
 
Also on roughly every 50 seconds a Tainted Elemental will spawn instead of an Enchanted Elemental. This mob has 7,900 life, doesn't move, and shoots Poison Bolts at one person anywhere in the area, doing 3,000 nature damage and placing a poison on the target which does 2,000 damage every 2 seconds. He will switch targets often, or sometimes just hang on a single player, but there is nothing you can do about it except heal the damage and kill the Tainted Elemental, which is a high priority. The people in that section of the stairs need to abandon all other elementals and kill the Tainted Elemental as fast as possible. If not killed within 10-15 seconds it will despawn. If a Tainted Elemental despawns, it will respawn roughly another 10-15 seconds after on another side of the stairs, or maybe even the same one. If a Tainted Elemental despawns more than twice, abort the fight: it's a wipe because you will get overrun by the extra Striders and Elites that will spawn while you wait for the next elemental respawn.
 
 
After the Tainted Elemental is dead, one person on that side needs to loot the Tainted Core. This item is picked up in your inventory and is a green ball, which also makes you immobile when you have it. You can throw it to someone in about 40-60 yards from you and is in your line of sight. Typically that person would be someone in your group who is standing on the top edge of the stairs. After you've thrown it to him, you need to throw it to someone near the Shield Generators, after which that person will use it on the Shield Generator and deactivate it. If the Generators on your side are already off, you will need to throw it to a person, who will then throw it to another person to the other side.
 
 
A popular way of handling the Tainted Cores is to have people from Group 5, or the tank group, place 4 people near the Shield Generators and have the elemental group healers stand on top of the stairs, so that the Tainted Core can be passed like this:
 
 
DPS -> Healer -> Shield Generator Guy
 
 
However you choose to handle the Tainted Cores, you will need good use of voice comms to coordinate it.
 
 
For every Shield Generator you switch off, Vashj will lose 5% of her health.
 
 
The phase ends when the 4 generators are down and Vashj is at 50% health.
 
 
 
----
 
   
 
===Phase 3===
 
===Phase 3===
  +
This phase starts with a reset of the aggro table. It's basically Phase 1 with a twist - Spore Bats start to spawn. They come slowly at first, but gradually their number increases to the point where it becomes very hard to avoid the AoE poison. After about four minutes of Phase 3, raid members usually start dying from poison.
* Paladins should keep [[Blessing of Freedom]] on tanks, or tanks should use [[Free Action Potion]]s, or [[Living Action Potion]]s in case of emergency. [[Enchant Boots - Surefooted]] also helps slightly.
 
* Lady Vashj will not increase her own damage during Phase 3, but the number of Spore Bats will eventually overwhelm the raid with Poison Clouds, making it impossible to move. This occurs at around four minutes into the Phase.
 
   
  +
At first, all remaining phase 2 adds must be killed. During the first few minutes of Phase 3, a few hunters and warlocks can kill enough Spore Bats so that they don't cause a real problem. When too many Bats spawn, the Spore Bat killers should switch to Vashj. The top of the west stairs is a good position from which to kill the Spore Bats.
   
  +
In effect, the Spore Bats are sort of an Enrage timer. Knowing how to avoid the poison patches, and having a skilled tank keeping her on the move can make quite a difference to the lethality of this "enrage".
====Phase 3 Start====
 
   
  +
===Class assignments===
When the phase starts, you will normally have 1 Elite and 1 Strider alive, which need to be dealt with. As soon as Vashj is free of her shield (which happens instantly) the Main Tank needs to grab her.
 
  +
* '''Tanks''' - Stay on Vashj in phase 1 and 3. Take the Coilfang Elites in phase 2 (be quick - they can one-shot clothies).
  +
* '''Melee DPS''' - Maul Vashj in phases 1 and 3. In phase 2, kill the Coilfang Elites (and - depending on the chosen strategy - watch a stair section for Tainted Elementals).
  +
* '''Ranged DPS''' - In phase 1 and 3, nuke Vashj. In phase 2, nuke elementals and put DoTs on the Striders.
  +
* '''Healers''' - There's quite a lot of AoE damage in this fight, so generally all healers should pay attention to everybody in range. In Phases 1 and 3 the main tank needs some extra care (about 5-6 healers), during phase 2 the pressure on the tank is lower, but everybody else takes more damage (and keep an extra eye on the kiter).
   
  +
==Useful Macros==
Phase 3 is effectively Phase 1 but with 1 difference: Spore Bats.
 
  +
For netting striders and notifying the current target of the strider (also works for the Pally stun, just replace /use with /cast Hammer of Justice):
  +
/use Netherweave Net
  +
/script SendChatMessage(string.format("Netting %s's Strider!",UnitName("targettarget")),"YELL");
  +
/script SendChatMessage("Netting your Strider!", "whisper",nil,UnitName("TargetTarget"));
   
  +
To facilitate the targeting and killing of Tainted Elementals, the following macro sets the Tainted Elemental as focus target and casts "Some Spell" on it if it is alive. If it is not alive, it keeps the current target if it is an enemy (healers shouldn't use this if they count on targeting to heal, or they can replace the last line with /targetlasttarget). If the elemental is out of range or LoS, it produces an error messages, but at least the Tainted Elemental is now the focus target so it's easier to find:
The Spore Bats fly in high above the entrance and will circle around the platform. Every now and then, each bat spits Toxic Spores at a randomly targetted player which contaminate the ground he is standing on, dealing about 1500 damage per second to anyone on it. You have about 2 seconds to get out of the spot after it's created before it will start doing damage. The Spores will hit you anywhere in the instance: underwater, at the elevator, at the entrance, wherever.
 
  +
/cleartarget
  +
/focus
  +
/targetexact Tainted Elemental
  +
/focus [exists, nodead]
  +
/cast [target=focus, exists, nodead] Some Spell
  +
/targetlastenemy
   
  +
To cast some spell (usually a DoT) on the Strider, this macro assumes that the kiter remains the same and the kiters name is known:
In the first few minutes of Phase 3, the Spore Bats can be effectively dealt with, and their amassing slowed down, by having 1-2 hunters, or a hunter and warlock, (whichever you decide) dedicated to killing the Spore Bats that come. Eventually they'll become too many to handle and that's when the Spore Bat killers switch to Vashj to help burn her down. The top of the west stairs is a good position from which to kill the Spore Bats.
 
  +
/assist [target=KiterName, nodead]
  +
/cast <Some Spell>
  +
/targetlasttarget
   
  +
Similarly, the following can be used to heal the kiter without changing target. The [] treats the spell as a normal spell if the kiter is dead:
The Spore Bats are sort of an Enrage timer. At the start of the phase they come one by one, very slowly. However, with each second that passes, they'll start coming more often and in greater numbers. Eventually, after about 5 minutes, there will be so many of them that their Toxic Spores will cover over 50-60% of the entire area. However, if you know how to run and if your tank knows how to move around while tanking, you can kill her even during this "enrage".
 
  +
/cast [target=KiterName, nodead][] Some Heal spell
   
  +
The following two macros do the same as those above, except for using focus instead of kiter name. In order to set the kiter as focus, use the macro while pressing <shift>.
For the rest, the phase goes on exactly as Phase 1, until she's dead.
 
   
  +
DoT the kiter's target:
== Class Assignments ==
 
  +
/clearfocus [modifier:shift]
  +
/clearfocus [target=focus, dead]
  +
/focus [target=focus, dead][target=focus, noexists]
  +
/assist [target=focus, nodead]
  +
/cast Some DoT
  +
/stopmacro [target=focus, dead]
  +
/targetlasttarget
   
  +
The /stopmacro allows the macro to cast the DoT normally if there's no (or a dead) focus target.
'''Tanks'''
 
In Phase 1, you tank Vashj. After the Entangle, grab her as fast as you can to avoid people dying to Multishot.
 
   
  +
Heal the Kiter:
In Phase 2, you will be tanking the Coilfang Elites. When you hear them announced, you need to grab them, or Intervene their target because they will often 1-shot any non-tank.
 
  +
/clearfocus [modifier:shift]
  +
/clearfocus [target=focus, dead]
  +
/focus [target=focus, dead][target=focus, noexists]
  +
/cast [target=focus, nodead][] Some Heal
  +
As before, the [] allows the heal to cast as normal if the focus is dead.
   
  +
==Soloing Lady Vashj==
In Phase 3, if the tanking spot gets covered in Toxic Spores, you can try kiting Vashj around the outer circle.
 
  +
This encounter can be soloed by a high-level and decently-well-geared player. Phase 1 (100%-70%) is straightforward: just open up and nuke her. She will go immune at any point after 70%, so push hard until she actually does so.
   
  +
In Phase 2, when she runs to the center and gains her immunity shield, stay near the center to pick off the water elementals (they only have 4,000 HP!). Keep looking around the room for the tell-tale green missile appearing from down below, run in that direction and tap the Tainted Elemental to kill it. Loot the core, run to the nearest shield generator, and interact with it to disable it. Focus down the elites and the striders, as the Hamstring from the elite and the fear from the strider will get annoying very quickly. Don't forget to keep killing the streaming water elementals!
   
  +
Phase 3 starts once the last shield generator is disabled. She will likely be at 50 stacks or more by this point, which is a 500% increase in damage dealt. That kind of damage will make a dent on level 90 players! Finish off any remaining striders and elites, then pull out all the stops to blow her down.
'''Melee DPS'''
 
In Phase 1, you're on Vashj. Phase 1 is not a DPS fight and it can take as long as forever. Make sure at all costs that you do not overaggro or you will get 1-shotted and cause a wipe.
 
   
  +
==Loot==
In Phase 2, you are assigned to the stairs groups, usually 1 melee on each side.
 
  +
{{lootbox|[[Tier 5]] helm tokens
 
In Phase 3, you're on Vashj and maybe help with the Elite at first (but watch for the Cleave). Unlike Phase 1, you need to DPS as much as possible without pulling aggro. Time is critical.
 
 
 
'''Ranged DPS'''
 
In Phase 1, same as Melee DPS.
 
 
In Phase 2, 4 of you will be on the stair groups. The rest of you DPS the Elite; it must go down as fast as possible before the next Elite spawns. Be careful not to overaggro it as it will one-shot you. Remember to DoT the Strider as soon as you can and keep him DoT-ed all the time. When the Elite is dead you finish off the Strider.
 
 
In Phase 3, finish off the Elite and Strider. The rest is the same as Melee DPS.
 
 
 
'''Healers'''
 
In Phase 1, all healers focus on the Main Tank. He takes incredible burst damage and be be literally killed in a split second without proper pre-casting. If someone in your group takes damage, you'll be the only one to heal it as if too many healers stop healing the tank to heal Static Charge and Multishot damage, the tank will die to burst damage within a second.
 
 
In Phase 2, you heal the 2 people who you're assigned to, and heal the kiter whenever he passes by you. Alternatively, have one person dedicated to kiter healing.
 
 
In Phase 3, you act just like in Phase 1, except healing will be a lot more intense. You'll be going out of mana and the people needing heals will be rapidly increasing.
 
 
== Useful Macros ==
 
 
If your target is in range, toss the core at him/her and whisper to him/her that he now has the core. Also, tells the raid who now has the core. If your target is out of range, whispers him/her to get closer and pings your location on the minimap. (Note that if you don't have the Tainted Core, you will just tell your target to get closer.)
 
 
''Macro written by Klishu''
 
/use Tainted Core
 
/run f=SendChatMessage w="WHISPER"c="Tainted Core"t="target"u=UnitName(t)if IsItemInRange(c,t)==1 then f("You have the "..c,w,nil,u)f(u.." has "..c,"RAID")else f("Can't throw core at you. Get close!",w,nil,u)Minimap:PingLocation(0,0)end
 
 
 
For netting striders and notifying the kiter with agro.
 
 
/use Netherweave Net
 
/script SendChatMessage(string.format("Netting %s's Strider!",UnitName("targettarget")),"YELL");
 
/script SendChatMessage("Netting your Strider!", "whisper",nil,UnitName("TargetTarget"));
 
 
This will also work for the Pally stun, just replace /use with /cast Hammer of Justice
 
 
== Loot ==
 
{{Lootbox|[[Tier 5]] helm tokens
 
 
|Helm of the Vanquished Champion
 
|Helm of the Vanquished Champion
 
|Helm of the Vanquished Defender
 
|Helm of the Vanquished Defender
 
|Helm of the Vanquished Hero}}
 
|Helm of the Vanquished Hero}}
   
{{Lootbox|Other Lady Vashj loot
+
{{lootbox|Other Lady Vashj loot
 
|Belt of One-Hundred Deaths
 
|Belt of One-Hundred Deaths
 
|Cobra-Lash Boots
 
|Cobra-Lash Boots
Line 201: Line 206:
 
|Runetotem's Mantle
 
|Runetotem's Mantle
 
|Serpent Spine Longbow
 
|Serpent Spine Longbow
|Vestments of the Sea-Witch}}
+
|Vestments of the Sea-Witch
  +
|Dripping Strider Egg}}
   
{{Lootbox|Quest items and crafting materials
+
{{lootbox|Quest items and crafting materials
 
|Nether Vortex
 
|Nether Vortex
 
|Vashj's Vial Remnant}}
 
|Vashj's Vial Remnant}}
   
== Quotes ==
+
==Related Achievements==
  +
* [[Serpentshrine Cavern (achievement)]]
Intro:
 
  +
* [[Serpentshrine Cavern Guild Run]]
* ''Water is life. It has become a rare commodity here in Outland. A commodity that we alone shall control. We are the Highborne, and the time has come at last for us to retake our rightful place in the world!''
 
  +
Aggro:
 
  +
==Quotes==
* ''I'll split you from stem to stern!''
 
  +
;Intro
* ''Victory to Lord Illidan!''
 
  +
:{{text|yell|Water... is life. It has become a rare commodity here in Outland; a commodity that we alone shall control. We are the Highborne, and the time has come at last for us to retake our rightful place in the world!}}
* ''I spit on you, surface filth!''
 
  +
* ''Death to the outsiders!''
 
  +
;Aggro
Phase 1:
 
  +
* {{text|yell|I'll split you from stem to stern!}}
* ''I did not wish to lower myself by engaging your kind, but you leave me little choice!''
 
  +
* {{text|yell|Victory to Lord Illidan!}}
Phase 2:
 
  +
* {{text|yell|I spit on you, surface filth!}}
* ''The time is now! Leave none standing!''
 
  +
* {{text|yell|Death to the outsiders!}}
Phase 3:
 
  +
* {{text|yell|I did not wish to lower myself by engaging your kind, but you leave me little choice...}}
* ''You may want to take cover.''
 
  +
Archery:
 
  +
;Phase 2
* ''Straight to the heart!''
 
  +
:{{text|yell|The time is now! Leave none standing!}}
* ''Seek your mark!''
 
  +
Slaying:
 
  +
;Phase 3
* ''Your time ends now!''
 
  +
:{{text|yell|You may want to take cover.}}
* ''You have failed!''
 
  +
Death:
 
  +
;Archery
* ''Lord Illidan, I... I am... sorry.''
 
  +
* {{text|yell|Straight to the heart!}}
  +
* {{text|yell|Seek your mark!}}
  +
  +
;Killing a player
  +
* {{text|yell|Your time ends now!}}
  +
* {{text|yell|You have failed!}}
  +
* {{text|yell|Be'lemer an-delei!}}
  +
  +
;Death
  +
:{{text|yell|Lord Illidan, I... I am... sorry.}}
  +
  +
==Patch changes==
  +
*{{Hotfix|bc=|date=2021-09-23|bluenote=Fixed an issue where enemies, such as Kael’thas Sunstrider and Lady Vashj, could wipe threat from their primary target after mind controlling players.}}
  +
*{{Hotfix|date=2016-07-25|bluenote=Lady Vashj's Coilfang Striders should no longer be able to consecutively fear players.|link=http://us.battle.net/wow/en/blog/20189510/}}
  +
*{{Patch 7.0.3|note=Updated with a new model.}}
  +
*{{Patch 5.3.0|note=
  +
** Coilfang Strider's Panic ability now activates every 4 seconds, up from every 2 seconds.
  +
** Shock Blast's stun effect can now be removed by abilities that free the player from stuns.
  +
** Tainted Elementals now despawn after 20 seconds, up from 15 seconds.}}
  +
*{{Patch 4.2.0|note=Having a Tainted Core in your inventory no longer roots you in place.}}
  +
*{{Patch 3.0.2|note=Lady Vashj and her minions now have less health and deal less melee damage.}}
  +
*{{Patch 2.4.0|note=Lady Vashj may now be engaged without first killing all the other bosses in Serpentshrine Cavern.}}
  +
*{{Patch 2.2.0|note=
  +
**The Toxic Spore Bats in the Lady Vashj encounter will now properly despawn if the raid party wipes.
  +
**Toxic Spores in the Lady Vashj encounter can no longer kill phase shifted imps.}}
  +
*{{Patch 2.1.0|note=
  +
**Lady Vashj can no longer use the ability Persuasion.
  +
**Toxic Spores in the Lady Vashj encounter no longer deal damage upon impact.}}
  +
*{{Patch 2.0.3|note=Added.}}
  +
  +
==First kills==
  +
{{AlsoSee|[[The Burning Crusade: Guild Progression]]}}
  +
  +
==External links==
  +
<!-- Read https://wow.gamepedia.com/Wowpedia:External_links_policy before posting your links here.
  +
Links that do not conform to the rules will be DELETED.
  +
Repeat violations may result in a BAN.
  +
Have a nice day. :) -->
  +
{{Elinks-NPC|21212}}
  +
{{Elink|type=video|site=Dark Ritual's Lady Vashj Tactical Guide Movie|link=http://www.warcraftmovies.com/movieview.php?id=42710}}
  +
{{Elink|type=video|site=Silence (Vek'Nilash US)|link=http://www.warcraftmovies.com/movieview.php?id=41213}}
  +
{{Elink|type=video|site=3ioB vs Lady Vashj (Suramar - US)|link=http://www.warcraftmovies.com/movieview.php?id=49744}}
   
  +
{{Final boss}}
==External links==
 
{{elinks-NPC|21212}}
 
{{elink|type=video|site='''Dark Ritual's Lady Vashj Tactical Guide Movie'''|link=http://www.warcraftmovies.com/movieview.php?id=42710}}
 
{{elink|type=video|site=Silence (Vek'Nilash US)|link=http://www.warcraftmovies.com/movieview.php?id=41213}}
 
{{elink|type=video|site='''3ioB vs Lady Vashj (Suramar - US)'''|link=http://www.warcraftmovies.com/movieview.php?id=49744}}
 
{{elink|type=video|site=Ex (Hakkar - EU)|desc=Shadow Priest POV|link=http://files.filefront.com/Ex+vs+Lady+Vashjdivx/;8878250;/fileinfo.html}}
 
   
  +
{{DEFAULTSORT:Vashj}}
  +
[[Category:Naga characters]]
 
[[Category:Bosses]]
 
[[Category:Bosses]]
[[Category:Instance:Serpentshrine Cavern]]
+
[[Category:Serpentshrine Cavern mobs]]

Latest revision as of 12:35, 7 March 2023

This article is about the in-game raid boss. For her character biography, see Vashj.
BossLady Vashj
Image of Lady Vashj
Title <Coilfang Matron>
Gender Female
Race Naga (Humanoid)
Level ?? Boss
Resource Mana
Reaction Alliance Horde
Location Serpentshrine Cavern, Coilfang Reservoir
Status Killable

Lady Vashj <Coilfang Matron> is the final boss of Serpentshrine Cavern in Coilfang Reservoir. Phase 2 is a Battle for survival which tests the raids capability to function as a team, while phase 3 is a rather straightforward DPS race.

Abilities

Lady Vashj can be damaged only in phases 1 and 3. During phase 2 lots of adds spawn, and her shield has to be switched off. Sporebat adds appear in phase 3.

Lady Vashj

Lady Vashj can be taunted.

Phase 1 and 3 abilities:

  • Basic melee — Normal 3,000, 4,000-6,000 crushing on plate
  • Ability marksmanship Shoot - A ranged ability that hits for 4,000-5,500 damage, used on primary target if target is not in melee range
  • Ability upgrademoonglaive Multi-Shot - A ranged ability that hits a target and 4 surrounding people for 6,500 - 7,500 damage
  • Spell nature wispheal Shock Blast - Randomly deals about 9000 nature damage to her current target with a 5 sec stun, no aggro drop, can be absorbed by Spell nature groundingtotem [Grounding Totem], binary resist
  • Spell nature stranglevines Entangle - Entangles every target within 15 yards, 10 sec immobilize plus 500 damage per tick. Resistible, not mitigated by armor, but reduced by resilience. Removable by Blessing of Freedom, shapeshifting, and the PVP Trinkets
  • Spell nature lightningoverload Static Charge - debuff doing about 2000 damage per tick to its target and anyone within 5 yards for 15 sec. No durability loss if killed by this effect.

Phase 2 ability:

  • Spell nature chainlightning Forked Lightning - Random bolts of lightning that hit for 2,300-2,600 nature damage in a frontal cone. Not resistible.

Enchanted Elemental

Many of these elementals spawn continuously from the water at the foot of the stairs during phase 2.

  • 7700 HP
  • Immune to frost damage and effects
  • Immune to snares and crowd control
  • Slowly moves towards Lady Vashj and increases her damage output by 5% if it reaches her

Tainted Elemental

Every 50 seconds, one Tainted Elemental spawns instead of an enchanted elemental.

  • 7700 HP
  • Poison Spit — random target, 1885-2115 nature damage plus 8 sec poison debuff for 2000 damage per tick
  • Immune to frost effects and damage
  • Does not move
  • Despawns after 15 seconds
  • Drops a Tainted Core when killed

Coilfang Elite

Every 45 seconds one Coilfang Elite spawns in the area on top of the stairs.

  • 175000 HP
  • normal melee ~5k on plate, frontal arc cleave for over 7.5k on plate
  • Immune to Fear
  • Tauntable

Coilfang Strider

Every 60 seconds one Coilfang Strider spawns on top of the stairs.

  • 175000 HP
  • Melee — 4500 - 8000 on tanks, one-shots anything else
  • Mind Blast — 2313-2687 shadow damage
  • Panic Aura — 8 yard AoE Fear every tick, 4 sec fear duration, very fast run speed
  • Tauntable

Toxic Spore Bats

During phase 3, these bats spawn. At first they're few, but their number steadily increases.

  • 6,900 HP
  • Toxic Spores — Poison cloud AoE 1,500 nature damage per second

Strategy

Preparation

The fight consists of three phases: Phase 1 and 3 are the same, except for the spore bat adds in phase 3. Phase 2 is the real test of a raid's ability to work together—every single raid member is important, and has ample opportunity to cause a wipe.

  • Phase 1 a rather simple tank-and-spank, until she's at 70%.
  • Phase 2 lasts from 70% to 50%. She summons many adds and hides behind a shield, which has to be removed by turning off four shield generators (using tainted cores). Each generator switched off drops her health by 5%.
  • Phase 3 starts at 50%. It's similar to phase 1, with the addition of Spore Bats.

Raid composition

  • 2 Tanks
  • 1 Kiter
  • 7-8 Healers
  • 8-11 ranged DPS
  • 4-7 melee DPS

Positioning

Vashj p2

Positioning

Positioning is all-important during phase 2. In phase 1 it's only important that the raid spreads out (to minimize damage from her Static Charge). Thus it's advisable to have everybody set up close to their phase 2 positions. The phase 2 positions are:

  • Tanks and melee in the central area on top of the stairs
  • Ranged damage dealers in a wide circle atop the stairs, so that each ranged damage dealer has LOS to as much of the stairs as possible, and the top area too
  • About half of the healers in the inner circle (inside the shield generators), the other half well distributed on top of the stairs

During phase 1, all healers should be in healing range of the MT.

Phase 1

A standard Ability hunter misdirection [Misdirection] pull does the job. She hits rather hard, so the healers should pre-cast. This phase is rather easy, mainly a practice run for phase 3. The main goal is to keep everybody alive. The only problems are caused by her special attacks.

  • One Shaman should be in the MT group and permanently keep a Spell nature groundingtotem [Grounding Totem] up in order to nullify the Shock Blast
  • Paladins should put a Spell holy sealofvalor [Blessing of Freedom] on the MT if he gets rooted, or on rooted melee dps with Static Charge
  • No off-tank for this phase is required as Shock Blast and Entangle do not drop aggro

Static Charge victims must stay away from everybody else, and require some healing. If the MT gets it he moves to the middle and all other melee classes should stay away from him.

Phase 2

At 70%, Vashj runs to the middle of her platform and surrounds herself in a shield that makes her invulnerable. To take down the shield, the raid must deactivate the four Shield Generators around her by using a Tainted Core (from the Tainted Elementals) on each. Four different types of adds spawn during the entire second phase:

  1. Coilfang Elites – tanked and killed by the tanks and melee damage dealers
  2. Coilfang Striders – kited and killed by DoTs. Every class with the ability to cast a DoT should help on this, including healers
  3. Enchanted Elementals – killed by ranged damage dealers
  4. Tainted Elementals – must be killed for their Tainted Cores, which are looted and used to switch Vashj's shield generators off. This task requires teamwork; each raid must develop a tactic to handle it.

There is a brief 40-second lull at the start of phase 2, which allows everybody to get into position. There are 12 stairs; many raids divide them into four sections of 3 stairs each (N, W, S and E), and assign a team of two ranged damage dealers and one healer to each section. The enchanted elementals have rather low HP, and a single damage dealer can kill one easily before it reaches the Lady. Unfortunately they're frost immune, so frost mages must somewhat deviate from their standard practice.

The Coilfang Elites should be quickly grabbed by the tank, and moved to the inner circle. The melee group should kill each before the next one spawns.

Coilfang Striders need to be kited. The usual kite path is a wide circle outside the shield generators. Everyone with the ability to cast a DoT (including the healers) should all put DoTs on the strider whenever it comes in range. Kiting is facilitated by slowing the Strider as much as possible. All classes should use all means available (mages should spam slow, shamans use frost shock, CoEx from Warlocks, Paladins can Hammer it whenever it gets close, and Druids can use Root). Tailors should bring Netherweave Nets and use them liberally, however one must use care not to net a Strider next to a healer or tank (save applied to druids' roots). After patch 3.0.2 it's no longer required to kite them at all if you can get a druid to keep the strider rooted all the time.

Tainted Elementals

When a Tainted Elemental spawns, it is imperative that it be killed as quickly as possible because it despawns after 20 seconds. If more than two despawn, a wipe is highly probable because the extra Elites and Striders are too much.

After the kill, the Spell nature elementalshields [Tainted Core] must be looted. The looting player must then use it to deactivate a Shield Generator. Voice communication helps a lot in coordinating the handling of the cores.

The moment to switch off the last generator should be well-controlled, because the Striders and Coilfang Elites should be as low as possible when phase 3 starts. As a rule of thumb, there should be at most a half-dead Strider, a full Elite, and a nearly dead Elite left over at the start of phase 3 in order to prevent a wipe. It's safe to delay until about 10–12 seconds before the next Strider/Elite spawn. Don't wait longer because the Bigwigs timers can be somewhat inaccurate and the adds are actually "up" some time before they become visible.

Phase 3

This phase starts with a reset of the aggro table. It's basically Phase 1 with a twist - Spore Bats start to spawn. They come slowly at first, but gradually their number increases to the point where it becomes very hard to avoid the AoE poison. After about four minutes of Phase 3, raid members usually start dying from poison.

At first, all remaining phase 2 adds must be killed. During the first few minutes of Phase 3, a few hunters and warlocks can kill enough Spore Bats so that they don't cause a real problem. When too many Bats spawn, the Spore Bat killers should switch to Vashj. The top of the west stairs is a good position from which to kill the Spore Bats.

In effect, the Spore Bats are sort of an Enrage timer. Knowing how to avoid the poison patches, and having a skilled tank keeping her on the move can make quite a difference to the lethality of this "enrage".

Class assignments

  • Tanks - Stay on Vashj in phase 1 and 3. Take the Coilfang Elites in phase 2 (be quick - they can one-shot clothies).
  • Melee DPS - Maul Vashj in phases 1 and 3. In phase 2, kill the Coilfang Elites (and - depending on the chosen strategy - watch a stair section for Tainted Elementals).
  • Ranged DPS - In phase 1 and 3, nuke Vashj. In phase 2, nuke elementals and put DoTs on the Striders.
  • Healers - There's quite a lot of AoE damage in this fight, so generally all healers should pay attention to everybody in range. In Phases 1 and 3 the main tank needs some extra care (about 5-6 healers), during phase 2 the pressure on the tank is lower, but everybody else takes more damage (and keep an extra eye on the kiter).

Useful Macros

For netting striders and notifying the current target of the strider (also works for the Pally stun, just replace /use with /cast Hammer of Justice):

/use Netherweave Net
/script SendChatMessage(string.format("Netting %s's Strider!",UnitName("targettarget")),"YELL");
/script SendChatMessage("Netting your Strider!", "whisper",nil,UnitName("TargetTarget"));

To facilitate the targeting and killing of Tainted Elementals, the following macro sets the Tainted Elemental as focus target and casts "Some Spell" on it if it is alive. If it is not alive, it keeps the current target if it is an enemy (healers shouldn't use this if they count on targeting to heal, or they can replace the last line with /targetlasttarget). If the elemental is out of range or LoS, it produces an error messages, but at least the Tainted Elemental is now the focus target so it's easier to find:

/cleartarget
/focus
/targetexact Tainted Elemental
/focus [exists, nodead]
/cast [target=focus, exists, nodead] Some Spell
/targetlastenemy

To cast some spell (usually a DoT) on the Strider, this macro assumes that the kiter remains the same and the kiters name is known:

/assist [target=KiterName, nodead]
/cast <Some Spell>
/targetlasttarget

Similarly, the following can be used to heal the kiter without changing target. The [] treats the spell as a normal spell if the kiter is dead:

/cast [target=KiterName, nodead][] Some Heal spell

The following two macros do the same as those above, except for using focus instead of kiter name. In order to set the kiter as focus, use the macro while pressing <shift>.

DoT the kiter's target:

/clearfocus [modifier:shift]
/clearfocus [target=focus, dead]
/focus [target=focus, dead][target=focus, noexists] 
/assist [target=focus, nodead] 
/cast Some DoT
/stopmacro [target=focus, dead]
/targetlasttarget

The /stopmacro allows the macro to cast the DoT normally if there's no (or a dead) focus target.

Heal the Kiter:

/clearfocus [modifier:shift]
/clearfocus [target=focus, dead]
/focus [target=focus, dead][target=focus, noexists] 
/cast [target=focus, nodead][] Some Heal

As before, the [] allows the heal to cast as normal if the focus is dead.

Soloing Lady Vashj

This encounter can be soloed by a high-level and decently-well-geared player. Phase 1 (100%-70%) is straightforward: just open up and nuke her. She will go immune at any point after 70%, so push hard until she actually does so.

In Phase 2, when she runs to the center and gains her immunity shield, stay near the center to pick off the water elementals (they only have 4,000 HP!). Keep looking around the room for the tell-tale green missile appearing from down below, run in that direction and tap the Tainted Elemental to kill it. Loot the core, run to the nearest shield generator, and interact with it to disable it. Focus down the elites and the striders, as the Hamstring from the elite and the fear from the strider will get annoying very quickly. Don't forget to keep killing the streaming water elementals!

Phase 3 starts once the last shield generator is disabled. She will likely be at 50 stacks or more by this point, which is a 500% increase in damage dealt. That kind of damage will make a dent on level 90 players! Finish off any remaining striders and elites, then pull out all the stops to blow her down.

Loot

Tier 5 helm tokens
Other Lady Vashj loot
Quest items and crafting materials

Related Achievements

Quotes

Intro
Water... is life. It has become a rare commodity here in Outland; a commodity that we alone shall control. We are the Highborne, and the time has come at last for us to retake our rightful place in the world!
Aggro
  • I'll split you from stem to stern!
  • Victory to Lord Illidan!
  • I spit on you, surface filth!
  • Death to the outsiders!
  • I did not wish to lower myself by engaging your kind, but you leave me little choice...
Phase 2
The time is now! Leave none standing!
Phase 3
You may want to take cover.
Archery
  • Straight to the heart!
  • Seek your mark!
Killing a player
  • Your time ends now!
  • You have failed!
  • Be'lemer an-delei!
Death
Lord Illidan, I... I am... sorry.

Patch changes

  • Bc icon Hotfix (2021-09-23): Fixed an issue where enemies, such as Kael’thas Sunstrider and Lady Vashj, could wipe threat from their primary target after mind controlling players.
  • Legion Hotfix (2016-07-25): Lady Vashj's Coilfang Striders should no longer be able to consecutively fear players.
  • Legion Patch 7.0.3 (2016-07-19): Updated with a new model.
  • Mists of Pandaria Patch 5.3.0 (2013-05-21):
    • Coilfang Strider's Panic ability now activates every 4 seconds, up from every 2 seconds.
    • Shock Blast's stun effect can now be removed by abilities that free the player from stuns.
    • Tainted Elementals now despawn after 20 seconds, up from 15 seconds.
  • Cataclysm Patch 4.2.0 (2011-06-28): Having a Tainted Core in your inventory no longer roots you in place.
  • Wrath-Logo-Small Patch 3.0.2 (2008-10-14): Lady Vashj and her minions now have less health and deal less melee damage.
  • Bc icon Patch 2.4.0 (2008-03-25): Lady Vashj may now be engaged without first killing all the other bosses in Serpentshrine Cavern.
  • Bc icon Patch 2.2.0 (2007-09-25):
    • The Toxic Spore Bats in the Lady Vashj encounter will now properly despawn if the raid party wipes.
    • Toxic Spores in the Lady Vashj encounter can no longer kill phase shifted imps.
  • Bc icon Patch 2.1.0 (2007-05-22):
    • Lady Vashj can no longer use the ability Persuasion.
    • Toxic Spores in the Lady Vashj encounter no longer deal damage upon impact.
  • Bc icon Patch 2.0.3 (2007-01-09): Added.

First kills

 

shortcut iconSee also: The Burning Crusade: Guild Progression

External links