Archimonde
Archimonde is the final boss in the Battle for Mount Hyjal. Archimonde is a formidable opponent who towers above the raid. From the pre-zone area, use the middle portal to travel to the Night Elf Camp. From the Horde camp, follow the path near Thrall into the mountains and along the path to the Night Elf Camp. At the camp, speak with Tyrande Whisperwind to receive the Tears of the Goddess in your inventory.
Abilities
Archimonde has over 4,500,000 hit points. He uses six abilities in this fight and one instant wipe ability. His melee hits do between 9,000 and 10,000 damage on tanks in Tier Five gear but he does not crush.
Air Burst: Azgalor targets a random person with this spell and tosses them in the air and does an initial burst of shadow damage (about 3,000). Use the Tears of the Goddess you received from Tyrande Whisperwind (or another slow falling effect item or ability) to slow the fall before hitting the ground.
Doomfire: Archimonde casts a trail of fire every 30 seconds that moves on its own accord; usually he casts two of them at once. Once it spawns, it moves around, growing in length for 27 seconds before it disappears. Although each trail is only 2 or 3 yards in width, each trail can become quite long. If a player steps into the doomfire, that player takes 2,400 fire damage every second while the player is in the fire and then fire damage beginning with 2,250 damage every 3 seconds. The DoT does a total of 20,400 fire damage over 45 seconds but steadily decreases from 2,250 in the amount done every 3 seconds. Cloak of Shadows, Divine Shield, Ice Block, and stepping into the Well of Eternity can remove this DoT. Be aware that the Well of Eternity replaces the debuff with a silence debuff.
Fear: Archimonde fears the entire raid every 40 seconds. The fear lasts about 6 seconds and PvP class trinkets allow players to remove the fear.
Finger of Death: If no one is in melee range, Archimonde begins to cast this spell that does roughly 20,000 shadow damage on a single target.
Grip of Legion: A curse that lasts for 5 minutes and does 375,000 if not dispelled. It does 2,500 damage every 2 seconds and must be removed by either a mage or druid.
Hand of Death: If Archimonde gets too close to the Well of Eternity, which is less than 20 yards, he casts this spell to do 20,000 shadow damage to everyone in the area, including the NPCs. It is an instant wipe spell.
Soul Charge: Whenever a player dies, Archimonde gains the ability to use a Soul Charge. The Soul Charge does 4,500 damage to the raid and additional effects based on the class of the player that died.
?Green Soul Charge – If a druid, hunter, or shaman dies, a green soul charge becomes available to Archimonde that does 1,125 nature damage every 2 seconds over 8 seconds to everyone within 200 yard radius as well as a mana burn that drains 2,250 mana from mana users.
?Red Soul Charge – If a paladin, priest, or warlock dies, the soul charge does 4,500 fire damage to everyone in the raid and silences raid member for 4 seconds.
?Orange Soul Charge – If a mage, rogue, or warrior dies, the soul charge does 4,500 physical damage to everyone in the raid and increases all damage taken by raid members by 50 percent.
The Pull and Position
The pull can be as easy as the main tank running up to Archimonde and engaging him where he stands. A hunter can help solidify the main tank’s aggro lead by misdirecting to him. The most important parts of this fight regarding position are to make sure everyone is spread out with decursers and healers in range of everyone. Avoid positioning Archimonde near the Well of Eternity.
Many guilds find it effective to position groups around Archimonde at maximum range. Members of each group should stay close together. Avoid getting too close to the tank to avoid a possible air burst on the tank. This is especially important for melee groups to remember.
Battle
The Archimonde fight is about staying alive. Doomfire and Airbursts are the major reasons for initial deaths. The fight usually spirals downwards from one of those events to soul charges that kill more raid members.
Doomfire trails either move randomly or follow players. Groups should follow their group leader, usually a healer or decurser, to avoid Doomfire. Melee players also need to be aware of the fire trails’ location and move as needed. While it is healable, players should try to avoid the trails. The main tank also needs to move out of the way of Doomfire if possible. If it is too much of a strain to coordinate the movement of the tank and the melee, it is possible to heal through Doomfire but not recommended. Keep fire potions to absorb some of the Doomfire damage as well as potions that remove debuffs. Doomfires are particularly annoying since players can be feared into the fire trails.
To prevent a possible fear run through Doomfire, use the class PvP trinkets available that remove fears or have fear wards or totems up throughout the fight. The main tank needs to either stance dance or have a fear ward up to counter the fear. Coordinate healers to use their trinkets/racial abilities so that the tank is never without heals during a fear.
If the raid is spread into groups, Air Bursts will affect no more than 5 raid members at a time. As mentioned before Air Bursts toss the players high into the air. Before hitting the ground, use the Tears of the Goddess item to slow the fall (or use other slow fall abilities). Lag can create timing issues when using the Tears of the Goddess so expect to have a learning curve here as players figure out the best time to click the item since clicking it too early means death and too late means death.
As mentioned before, keeping close to your group is imperative since every group has healers and decursers within the group. Mages and Druids are the only classes that can remove the Grip of Legion curse. Both mages and druids should make decursing a priority. While both classes should decurse across groups, players should try to stay near their groups.
Once Archimonde’s health reaches 10 percent, he stops using his abilities. Tyrande Whisperwind gives all raid members a buff to make them immune to beneficial and detrimental spells and attacks. The raid has one minute to burn him down with everything the raid has to offer. Use all cool downs at this time and damage dealers should do whatever they can to kill Archimonde. Healers can get into the action as well. What is Archimonde doing while you are beating him down? He is draining the World Tree. When you kill him, you save the World Tree. Raid members loose the immunity buff so remember to heal anyone that has a detrimental buff on them.