felmyst strategy guide (sunwell plateau) tbc classic
  • Author: Tavon
  • Date: May 13, 2022
  • Expansion: TBC Classic

The risen Fel Dragon, Felmyst, is the third boss that players will encounter in the Sunwell Plateau raid, located in the Dead Scar, at the exact same place that players fought the previous boss, Brutallus. Formerly the Blue Dragon Madrigosa, Felmyst is risen from her corpse upon Brutallus’ demise, as his blood seeps into the ground, corrupting and animating the dragon’s dead body.

Compared to the other encounters in Sunwell Plateau, Felmyst is considered to be one of the easiest, alongside Kalecgos. That’s not to say it’s easy however — her encounter is highly dynamic, and will require quick reactions in order to avoid multiple mechanics that can kill players.

This guide will offer a detailed, step-by-step tutorial on how to quell Madrigosa’s rage, putting an end to her corrupted Felmyst persona.

Role Summaries

  • In the Ground Phase of the encounter, the raid need to position in groups behind the boss so that Gas Nova can quickly be Mass Dispelled.
  • During the Ground Phase, all raid members need to be prepared to run away from whoever is targeted by Encapsulate, as they will begin dealing significant arcane AoE damage to all players within 20 yards.
  • During the Air Phase, all members of the raid need to group up and move together into the zones that are safe from Fog of Corruption.
  • All members of the raid will be taking consistent damage from Noxious Fumes and require a continuous stream of raid healing.
  • Pay attention to when Felmyst uses Corrosion against the tank, as they will take double damage for a 10 second period and require intense healing.
  • Felmyst’s Encapsulate ability will target a random raid member, who will require immediate healing attention if they are to survive the mechanic.
  • For DPS, this fight simply requires that you pay attention to the positioning mechanics and maximize your DPS output.
  • Rogues and Paladins can use their Divine Shield and Cloak of Shadows to get out of Encapsulate.
  • Make sure your DPS cooldowns are ready to push through the final ground phase (when Heroism / Bloodlust should be used).
  • For DPS, this fight simply requires that you pay attention to the positioning mechanics and maximize your DPS output.
  • Mages can use Ice Block to get out of Encapsulate.
  • The Main Tank for the encounter should be the only player in front of the boss and taking damage from Cleave.
  • Save defensive ability and trinket cooldowns for Corrosion.
  • Felmyst does not cause Crushing Blows.
  • A Protection Paladin Off-Tank can be especially helpful in rounding up the adds during the encounter, but not all guilds may choose to use two tanks for this fight.


Felmyst’s encounter consists of two phases, the ground phase and the air phase, each with different abilities. Felmyst will constantly alternate between those two phases. There is no threat reset between the phases, unlike many bosses with a ground / flying phase split.

Ground Phase

During her ground phase, Felmyst is fought normally, like any other boss. Each ground phase will last 60 seconds before Felmyst transitions to the flying phase. Each ground phase will typically have Felmyst cast Gas Nova and Corrosion twice each, and Encapsulate 1 to 2 times — not in that order.

Felmyst poisons every player, dealing 1885 to 2115 Nature damage instantly, and applying a Magic debuff to them for 30 seconds, which deals a further 3000 Nature damage and drains 1000 of their mana every 2 seconds, for a total of 45,000 Nature damage over time and 15,000 mana drained.

Your raid will need to stay in 2-3 stacks of 10 players each so your Priests can quickly dispel Gas Nova using Mass Dispel. For that reason, it’s recommended that you have at least 2 Priests of any spec for this fight, with 3 being ideal. Your Paladins, and particularly Holy-specced ones, should dispel the main tank with Cleanse, as he won’t be in any of the Mass Dispel stacks.

Cast every 20 seconds.

Felmyst targets a random player in the raid and lifts them into the air for 6 seconds, rendering them unable to move, attack or cast spells. While in the air, they will pulse with Arcane energy, dealing 3500 Arcane damage to themselves and every other player within 20 yards. This damage is resistible, and Encapsulate can be removed by using Divine Shield, Ice Block and Cloak of Shadows

This damage is incredibly high and your players will need to quickly move away from the targeted player — preferably to the opposite Gas Nova stack.

Cast every 30 seconds, so Felmyst will generally cast it once every ground phase, though occasionally she may cast it twice.

Deals 9425 to 10,575 Nature damage to Felmyst’s current target and reduces their Physical damage taken by 100% for 10 seconds. There is no real way to avoid this ability — your healers will simply have to pump heals on the main tank when Felmyst uses it, as they take significantly higher damage.

Felmyst will cast this ability 15 seconds into her ground phase, then about 30 seconds after that.

A typical Cleave type attack — Felmyst deals weapon damage plus 100 Physical damage to her current target, chaining to up to 3 nearby targets. This ability is the reason why your main tank will need to be alone in front of Felmyst, with nobody else near them, as any other player getting hit by Cleave will certainly die.

Cast every 20 to 30 seconds, typically once to twice per ground phase.

Felmyst has an aura that lasts for the entire encounter, which deals 1000 Nature damage to every player every 3 seconds. This damage cannot be resisted — your healers will just have to heal through it, which isn’t very hard as the damage is low at only 333 damage per second per player.

Air Phase

After 60 seconds of her ground phase, Felmyst will do a ~5 second animation and then take off into the sky, signifying the start of the air phase, during which she won’t use any of her ground phase abilities, using unique air phase abilities instead. The air phase will last 100 seconds, followed by a ~10 second landing animation, after which the fight goes back to ground phase, repeating from the start.

The air phase is similar to that of Nightbane in Karazhan, in that she cannot really be tanked at this point, she just flies around using her abilities. Ranged players can attack her when she’s overhead, but nobody else can, so they should be mindful of their threat — there’s no threat reset when she lands. Her abilities come in a fixed order: Demonic Vapor twice, followed by Fog of Corruption three times.

Felmyst shoots a green beam at the ground, which will follow a random player in the raid. Touching the beam causes players to instantly take 4000 Nature damage. The beam leaves small patches of green fog on the ground, and touching those causes players to instantly take 2000 Nature damage, and become afflicted with an undispellable debuff for 10 seconds, which deals 2000 Nature damage per second.

Furthermore, the beam will occasionally spawn Unyielding Dead enemies, typically 12-14 per air phase. These are all elite, have 35k HP and hit pretty hard (1-2k to tanks), so they must all be picked up by a tank (preferably a Protection Paladin) before they start killing your healers. Stepping into the green fog left by the beam will cause additional Unyielding Dead to spawn, so you must avoid that as much as possible.

Your raid should spread out so you can clearly see who the target of the beam is, and that person will need to immediately start moving away from it. It is ideal to run close to the vapors already on the ground, rather than just run in a straight line away from everyone, as that will cause the Unyielding Dead to spawn all over the place, making them harder for tanks to pick up.

Felmyst flies overhead in a straight line, leaving a massive trail of green fog in her wake, covering approximately 30% of the arena. Any player who touches the green fog becomes Mind Controlled and attacking their allies, dealing 200% increased damage, having 100% increased movement speed and being immune to crowd control effects. Lasts until that player dies. Needless to say, you want to avoid having this happen – losing a player is already bad enough, but with 200% increased damage there’s a good chance they’re killing a couple of your players for good measure.

Felmyst will start casting those abilities at 3 specific positions, and always move in a straight line, effectively giving this beam 3 different patterns, which players have dubbed “tree side”, “center” and “fire side”. Everyone must pay attention to the way she faces as she starts moving and immediately start moving to one of the 2 safe zones, always stacked with the rest of the raid. For example if she uses it on the center side, your raid will need to move to either the tree or fire side. Then, after she’s done finisher her flight to the opposite side, you must move back to the middle (without touching the fog!) and get ready to dodge 2 more times.

Raid Composition & Preparation

It is practically mandatory to have at least 1 Priest for this raid, as Gas Nova will quickly overwhelm your raid without Mass Dispel. Having 2 is ideal, while 3 can make things a bit easier too – but at least 1 Priest is mandatory.

This fight is very healing intensive, but less so than Brutallus so you’re probably fine on the healing front if you made it this far. You need 6 healers at minimum for this fight, though 7 is recommended, and weaker groups might even want to use 8, just to be safe. Similar to other Sunwell Plateau bosses, the majority of damage here is AoE, so having at least 4 Restoration Shamans & Holy Priests is highly recommended.

Felmyst deals significant damage to your tank, particularly during Corrosion, so it would be wise to assign 3-4 healers to your main tank while all remaining healers heal the raid. As usual, Holy Paladins and Restoration Druids make the best candidates for this spot, and Holy Paladins are great here thanks to their ability to Cleanse Gas Nova off your main tank, as they will not be in range of Mass Dispel.

Note that your Unyielding Dead tank will not take damage for a pretty long time during the air phase, as the Unyielding Dead only spawn after the first beam is finished. Your tank healers shouldn’t lose focus and neglect healing them — they must remain aware at all times.

This fight is long, but thanks to the air phase having long periods of inactivity, mana is generally not an issue. For that reason, it is recommended that you use +healing consumables, such as Elixir of Healing Power and Golden Fish Sticks, giving you an easier time keeping players alive.

Ranged players get to DPS Felmyst for a little bit while she’s in the air, while melee players aren’t penalized as harshly for having to move away from the player targeted by Encapsulate. For that reason there isn’t really much of a bias in this fight — having a roughly even ratio of melee to ranged DPS is ideal.

Note that unlike most bosses in this raid, Felmyst is unfortunately not a Demon — she is classified as Undead. Therefore, anti-Demon consumables and effects like Elixir of Demonslaying will not help you here. You should still use regular DPS consumables, as you don’t want to drag this fight longer than it already will be, which can range between 6 to 10 minutes.

This fight is completely doable with just 1 tank, of any class — though Protection Warriors and Feral Druids have a slightly easier time surviving Corrosion as the main tank, thanks to their higher mitigation and avoidance.

Having a Protection Paladin will make the air phase a lot easier, as they can easily pick up the Unyielding Dead adds. Moreover, even though they’re less tanky than the other tanks, their ability to Cleanse Gas Nova off themselves makes them a really solid pick for the main tank spot as well. Thus if you have a Protection Paladin, they could just tank everything in this fight, while your other tanks change to DPS gear.

Felmyst hits fairly hard and Corrosion makes her hit even harder, so it’s highly recommended that your tanks use mitigation / avoidance gear and consumables for this fight.

The Pull

Felmyst will fly around in the sky around Brutallus’ corpse — there is no trash at all before her encounter.

When your raid is ready to pull, have your Hunters attack her after using Misdirection on the main tank, who waits in position for her to arrive, then turns her away from the raid as necessary. Everyone should already be in their designated position before Felmyst is pulled.

The Fight

Throughout this fight, you will go back and forth between roughly 60 second Ground Phases and 100 second Air Phases in which the mechanics are completely separate. During Ground Phase, Felmyst will need to be tanked facing away from the raid, while in Air Phase the boss does not require a tank and instead all raid members must stay safe from the areas effected by Fog of Corruption.

Ground Phase

The challenges of the Ground Phase portion of this encounter are positioning and healing focused. Your Main Tank should keep Felmyst facing away from the rest of the raid to avoid damage from Cleave, and the raid will form groups behind the boss. Luckily, Felmyst does not have a Tail Swipe ability like the majority of the other dragons in Azeroth so it is okay for a group of players to stand directly behind the boss.

Having the 24 raid members aside from the Main Tank split into three groups of roughly 8 (but no more than 10) makes it significantly easier for Priests to use Mass Dispel when the Gas Nova goes out. This is likely the first ability that Felmyst will use during the encounter, so it is advantageous to already be positioned in your easily Dispelled pods. The Main Tank will also be effected by Gas Nova, and the Holy Paladin already assigned to the Tank should quickly Cleanse them as they will not be in one of the Mass Dispel circles.

The mechanic that will likely happen second during the encounter is Encapsulate, which requires that all raid members quickly run at least 20 yards away from the raid member targeted by the ability who will begin dealing significant arcane AoE damage. If the encapsulated raid member is a Rogue, Paladin, or Mage, it would behoove them to use their Cloak of Shadows, Divine Shield, or Ice Block to negate the effects of this ability and save your healers’ mana – some stress.

In the event that the targeted raid member can not get out of Encapsulate, any other movement increasing effects that are available to the raid should be used to get 20 yards away as fast as possible. This could include Swiftness Potion, Rocket Boots Xtreme (or Rocket Boots Xtreme Lite), Zanza Swiftness, Sprint, Dash – whatever you’ve got.

Although the boss’s abilities are not on a strict timer, it is fairly likely that the raid will take one Gas Nova followed by an Encapsulate, followed by another Gas Nova, then moving on to Air Phase. In general, the positioning requirements are roughly to stack into three groups behind the boss until Gas Nova, then spread out to avoid damage from Encapsulate, regroup behind the boss for the second Gas Nova, and finally transition into Air Phase.

Air Phase

Felmyst’s Air Phase will last for roughly 100 seconds, including two casts of Demonic Vapor and three casts of Fog of Corruption. These mechanics can be simply handled with good communication and positional coordination. Felmyst does not need to be tanked during Air Phase, and has

When the Fel Dragon casts Demonic Vapor, a green beam will project from the boss down onto the ground, dealing 4000 nature damage to a random member of the raid and following them for 10 seconds leaving a trail of poison on the ground. Any member of the raid who stands in the trail of poison will take 2000 nature damage per second.

Additionally, Demonic Vapor will summon a group of Unyielding Dead on cast and spawn a singular Unyielding Dead anytime a member of the raid steps into the poison trail. These adds should be kited and be the main focus for damage output during the air phase. The raid should coordinate where the tank is going to stand during this time so that the player targeted by Demonic Vapor has a clear path to them and will not leave the trail in an inconvenient part of the room, especially because the raid will be repositioning for Fog of Corruption after the second Demonic Vapor.

Felmyst’s Fog of Corruption is a high consequence mechanic; any raid members who are caught in the Fog will suffer permanent Mind Control and gain an incredible 200% damage, 2000% healing, and 100% movement speed buff. The raid will have to turn against any members who are Corrupted and kill them, but obviously losing any raid member to this mechanic is a huge loss.

There are three sections of the room which Felmysts will coat with Fog of Corruption, one at a time. This leaves the remaining two-thirds of the room as safe zone. The best way to approach this positioning requirement is to all stack together in the middle of the room (or wherever is the most convenient for your group at the time) and look up to see which direction Felmyst is going to move. Before casting Fog of Corruption, the boss will either move forward, or forward and to one side of the room. As simple as it seems, just avoid being in the portion of the room that Felmyst moves towards when the Fog of Corruption is laid down.

After casting Fog of Corruption three times, Felmyst will return to Ground Phase. The Main Tank should still have threat on the boss as the threat table is not reset in air phase. Simply allow the Main Tank to position the boss facing the fire wall in the back of the room before DPS begin opening up and maximizing their output.

Once all of your raid members have mastered their understanding of the mechanics and requirements for these two phases of the encounter, the Fel Dragon will certainly fall before you. Rotate between the Ground and Air Phases until Felmyst is low enough on health, then use all damage increasing cooldowns in your final ground phase to avoid an unnecessary and cumbersome low-health air phase.


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