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Guide · Raid Bosses

Ruby Sanctum 25 Heroic & Halion

Ruby Sanctum 25 heroic guide: Baltharus, Saviana, Zarithrian and Halion, with setup changes per class, role checklists, Twilight Cutter and Corporeality.

4 bosses25-player heroicNo raid buffEnd-game raid

Ruby Sanctum is the end-game raid of Wrath of the Lich King, and it is not forgiving. Icecrown Citadel gives the raid a buff of up to 30%. Ruby Sanctum gives you nothing, so gear, cooldown timing and positioning have to do all the work. There are four bosses: three lieutenants, Baltharus the Warborn, Saviana Ragefire and General Zarithrian, and then Halion, the Twilight Destroyer, who is a beast on his own.

This guide goes through every boss, what each role does, and the class changes that matter, for 25-player heroic. Numbers and timers come from the guides and raid notes we checked, so treat them as a plan and not as a promise. New to your class? Read Which Class Should You Play?. Hover or tap any coloured spell for its tooltip.

1.Before you pull: your setup

You do not need anything exotic for a progression kill. Keep your Icecrown spec and glyphs and change only what is listed here. This list comes from the base builds a raiding guild uses for Ruby Sanctum, and it is written for getting the kill, not for parsing.

Tanks

The Death Knight is the best tank in this raid, outside or inside, and stays that way for the whole fight. A Protection Paladin is the second tank: good outside, and the right choice for the Living Inferno add on heroic. A Warrior or a Bear can technically do it, but almost nobody actually brings one to Ruby Sanctum on 3.3.5a, so this guide assumes a Death Knight and a Protection Paladin.

An off-tank Protection Paladin can swap the Avenger's Shield glyph for another one. Only the add tank needs to keep it.

Healers

Inside the Twilight Realm the best healers are a Restoration Druid, a Restoration Shaman and a Discipline Priest. A Holy Paladin can heal inside too, it is just the weakest of the four there.

A Restoration Shaman plays either a tank-healing build (all attention on the tank) or a chain-healing build (tank and group together), depending on what the raid leader needs from that spot.

A Restoration Druid can swap the Swiftmend or Rapid Rejuvenation glyph as a personal choice.

Damage dealers

Retribution Paladin, Warrior, Frost and Unholy Death Knight, Enhancement Shaman, Mage, Affliction and Demonology Warlock keep their Icecrown build.

At least one Retribution Paladin takes Vindication, to cut Halion's attack power. He hits hard enough that this is worth the talent point.

A Shadow Priest swaps the Glyph of Dispersion for the Glyph of Mind Sear, because pulling the small adds outside on Halion is his job.

A Balance Druid can keep everything or swap the Glyph of Focus for the Typhoon glyph. Never Hurricane outside on Halion.

A Rogue must have the glyphs of Glyph of Tricks of the Trade, Glyph of Sinister Strike and Fan of Knives.

Warrior DPS with a Draenei raider only needs two points in Precision, because of the racial hit.

⚑
Bring for the whole raid

A way to dispel, for Fiery Combustion and Soul Consumption on Halion. Cleanse, Dispel Magic, Mass Dispel, Cleanse Spirit or Remove Curse all do that job.

A way to break fear, for General Zarithrian only: Tremor Totem, Fear Ward or a Warrior or Druid escape. Halion himself has no fear to break, so Tremor Totem sits unused for his fight.

⏱
Pull at exactly zero

People pre-pot their potions on every pull here, so the raid leader always counts down to zero and the tank pulls on zero, not a second early or late. A pull that drifts wastes everyone's potion.

★
Trash before the bosses

Burn it all, but watch the flame circles and the cleaves, and never facepull. There is always one player who pulls before the tanks are ready.

01

Baltharus the Warborn

Ruby Sanctum
3 tanks on 25ClonesEnervating Brand

Baltharus hits hard with a frontal Blade Tempest and marks players with Enervating Brand. At set health percentages he splits off a clone. The one rule of this fight: you never touch the clones. A tank takes each clone out of the fight, and everyone else makes sure they are hitting the real boss.

Mechanics
AddThe clones

They appear at 66% and 33% on 25-player (50% on 10-player). A tank picks up each one and keeps it away from the others. All clones die when the boss dies, so nobody else attacks them.

DeadlyBlade Tempest

A frontal blast that hits about every half second for four seconds. Stay out of it, and never let it overlap with a stack of brands.

RaidEnervating Brand

Reduces the damage and healing of everyone within about 12 yards of a branded player, and spreads. Spread out, or clump two or three branded players in fixed places.

TankThe split

The clone spawn knocks players back and stuns them for three seconds. Put your back to a wall and clear nearby trash before the pull.

Who does what

Tanks

One tank on the boss, one on each clone, all three apart from each other so nobody eats a double cleave.

Healers

Expect damage from people who ignore the brand rules. Pre-position before each split so the stun does not cost you a healer.

Damage dealers

Check your target after every split: it must be the main boss. Spread when you are branded and stay out of Blade Tempest.

⚑
Never touch the clones

Clones are taken out by a tank. Make sure you are targeting the main boss after every split.

02

Saviana Ragefire

Ruby Sanctum
Enrage removalFlame Beacon: 5 players

Saviana is a dragon that breathes fire and flies. Two things decide the fight: the enrage that somebody has to remove, and the Flame Beacon she puts on exactly five players every time she lifts off.

Mechanics
RaidEnrage

Every so often she enrages, and while she is enraged she casts Fire Nova every two seconds. Tranquilizing Shot from a Hunter or a poison from a Rogue removes it.

DeadlyFlame Beacon

Marks exactly five players. Each marked player must be at least 10 yards from everyone else, because the Conflagration that follows damages everybody close to them.

TankFlame Breath

A frontal cone. Face her away from the raid. Her melee hits are big (about 14,000 in the guide we checked).

MoveThe air phase

When she lifts off, spread as soon as she takes flight. Melee can stand behind her, because she has no tail attack.

Who does what

Tanks

Use your mitigation on the melee hits. A Fire Resistance Aura or a Fire Resistance Totem helps everyone.

Healers

Save a raid cooldown for the moments when the enrage is up and nobody has removed it yet.

Damage dealers

Five marked players go out at once. Everyone else stays away from them.

!
The classic wipes

An enrage that nobody removes, and marked players who stay in the group.

03

General Zarithrian

Ruby Sanctum
Adds firstTank swapsFear

Zarithrian is the easiest of the three. The fight is adds first, boss second: he calls Onyx Flamecallers (four per wave on 25-player in the guide we checked). Kill them fast and interrupt what you can, then swap tanks on the boss and break the fear.

Mechanics
AddOnyx Flamecallers

They cast Blast Nova, a big raid-wide blast, and Lava Gout on a single target. Kill them before the boss.

TankCleave Armor

Reduces the tank's armor by 20% per stack for 30 seconds. Swap tanks every two stacks, like Kologarn in Ulduar.

DeadlyIntimidating Roar

A four-second fear on the whole raid. Break it with Tremor Totem, Fear Ward or a Warrior or Druid escape, and do not let the raid take damage while it lasts.

Who does what

Tanks

Pick the adds up and keep them apart. On the boss, swap on the second stack of Cleave Armor.

Healers

Have the fear-breaker ready before each Roar.

Damage dealers

Adds first, always. Everyone takes damage on this boss because everyone stands wrong, so tighten your positioning.

04

Halion, the Twilight Destroyer

Ruby Sanctum
3 phases2 realmsCorporeality

Halion is the real fight. It has three phases, and the raid is split between two realms: the Physical Realm and the Twilight Realm. Both halves have to hit the boss evenly. The whole plan fits in one line: stay out of the front and the back of the dragon, dispel at the edge, dodge the beam, and keep the two realms even.

The phases
100% to 75%Phase 1: Physical Realm

Fiery Combustion and Meteor Strike. Dispel at the edge, and step around the fire.

75% to 50%Phase 2: Twilight Realm

A portal opens. One tank and one healer stay outside, the rest go in. Soul Consumption, Dusk Shroud and the Twilight Cutter.

50% to 0%Phase 3: both realms

Half the raid goes back out. Both realms hit Halion at once, and Corporeality has to stay balanced.

Top view of Halion: the tank stands in front, the raid stands on the sides behind the front legs, and nobody stands in the tail cone

Where to stand around Halion in every phase. Our own drawing, not to scale.

Mechanics
Every phaseCleave, breath and tail

A frontal cleave, a breath (fire in the Physical Realm, shadow in the Twilight Realm), and a tail lash behind him that stuns for two seconds. The tank faces him away from the raid, everyone else stands on the sides. Melee stay at maximum melee range at all times, whatever the class: standing in front of him means eating the cleave and, if the breath lands on you at the same time, it can be a straight kill.

Every phaseTwilight Precision

He is 5% more likely to hit and your dodge chance is 20% lower. Tanks and healers have less room for mistakes than on the other bosses.

Phase 1Fiery Combustion

A debuff on a random player that ticks every two seconds for 30 seconds and stacks. The explosion grows with the stacks, so the player runs to the edge of the room and gets dispelled there (Cleanse, Dispel Magic, Mass Dispel, Cleanse Spirit or Remove Curse).

Phase 1Meteor Strike

Marks a spot under a random player. It lands after about five seconds and leaves fire in an X for about 30 seconds. Keep the group together, and cross through Halion instead of running around the fire.

HeroicLiving Inferno

On heroic the meteor also spawns a big add (the Inferno) that cannot be taunted, plus a wave of small adds (the embers). The big add hitting near the small ones gives them a large damage boost, so the whole point is to split them apart: a Hunter sends the Inferno to the main tank with Misdirection, since it can never be taunted, and the Protection Paladin off-tank picks up whatever small adds are left over. Ranged damage dealers stay single-target on the Inferno; a Balance Druid never Hurricanes here. The only ranged AoE comes from the Shadow Priest, who Mind Sears the small adds toward the raid so the melee can cleave them, then Fades the instant they arrive so the off-tank can take them cleanly. Rogues put Tricks of the Trade on the off-tank so he picks up threat on the small adds fast.

Phase 2Soul Consumption

The shadow version of Fiery Combustion: edge of the room, dispel. On heroic the circle it leaves also pulls in anyone standing nearby and slows them by 80%, so a Retribution Paladin pre-casts Hand of Freedom on the target before he is dispelled, never after: cast in that order and the slow never lands at all. A constant Dusk Shroud ticks on the whole group, so healers are busy the whole phase.

Phase 2Twilight Cutter

Orbs at the edge of the room connect after a quiet period and sweep a beam across the room for about ten seconds in each 30-second cycle. It is worth about 14,000 damage every second on 25-player: if it touches you, you are dead. Rotate the boss and the group away from it. The sources we checked describe four orbs on heroic instead of two.

Phase 3Corporeality

Halion exists in both realms, and the damage the two groups do decides how much of him is in each. Keep the balance around 40% to 60%: too much damage in one realm and he hits harder there, and at the extremes he deals and takes 400% extra damage in that realm. An empty realm lets him heal quickly, so nobody abandons their realm. On heroic the meteor keeps spawning the Inferno and its embers exactly like phase 1, which is why the outside group is bigger in phase 3: it needs the people to kill the adds, in the order Inferno, then embers, then Halion.

Who does what

Tanks

One tank in each realm in phase 3. Build threat before the fire starts (Death Knights, spam Icy Touch), face him away from the raid, and watch parry haste: the whole raid should be expertise capped, because every parry lets Halion swing again early, and his basic attacks already hit for 30,000 or more on a well-geared tank.

Healers

The tank and the Dusk Shroud are your work. Pre-cast before each breath, and stay flexible during the Cutter phases, because you will be moving. The inside tank needs real cooldown coverage: a Discipline Priest keeps Pain Suppression for him, and at least two Paladins split Hand of Sacrifice and Aura Mastery between them so one is always available.

Damage dealers

Do your damage evenly. The raid leader needs both realms within a few percent of each other, so listen for the callout and slow down or speed up when he asks. This is a slow fight: there is no reason to rush any part of it.

⚑
The raid split

At 75% one tank and one healer stay in the Physical Realm while the rest of the raid steps through the portal, because Halion is immune to damage in the Physical Realm during this phase. At 50% half of the raid goes back through the portal and both realms fight him at the same time. Fiery Combustion and Soul Consumption now share the same space, so the circles overlap and there is less room to move.

★
Assignments before the pull

One Hunter gives Misdirection to the outside main tank on the pull, and a second Hunter is assigned to Misdirection the Inferno add whenever it spawns. Rogues agree who opens with Tricks of the Trade on the off-tank and who backs them up if it is on cooldown. As with every cooldown on this fight, Paladins wait for the raid leader to call for Hand of Sacrifice or Aura Mastery rather than using them on their own judgement.

2.Class tips for Halion

Retribution Paladin

At least one of you takes Vindication to cut Halion's attack power, since he already hits hard enough to be a real threat to the tank. Split Hand of Sacrifice between two Retribution Paladins so the inside tank always has one available, but only use it when the raid leader calls for it.

Restoration Shaman

Heal inside the Twilight Realm. Your job is to keep the tank alive against Halion's brutal attacks, with no 30% buff to help you. Keep Earth Shield on the tank. The raid leader picks a tank-healing build if you are there purely for the tank, or a chain-healing build if you are covering the group as well.

Feral Druid (Cat)

Ferals shine on Halion because of the adds and the cleave. Stay on the boss and keep your bleeds rolling: swapping targets costs you the combo points you need. The one exception is phase 1 outside, where a quick Swipe on the small adds helps clear them faster.

Rogue

On the small adds in phase 1, a quick Fan of Knives helps them die faster, for the same reason a Feral Cat swipes. Otherwise stay single-target on the boss: swapping costs you combo points for no gain. Outside, agree who opens Tricks of the Trade on the off-tank for the Inferno and who is the backup.

Hunter

One Hunter Misdirections the outside main tank on the pull. A second Hunter is assigned to Misdirection the Inferno add the moment it spawns each time, because it can never be taunted.

Shadow Priest

Outside, target Halion and Mind Sear (with the Glyph of Mind Sear) to pull threat on the small adds as they close in, then Fade right before they arrive so the Protection Paladin off-tank can pick them up cleanly.

Holy Priest

Pre-cast before the breath, and stay flexible during the Cutter phases. Divine Hymn and Guardian Spirit are for the moments when the group is about to take a lot of damage.

Discipline Priest

Keep Pain Suppression for the inside tank. Between his cooldown and the Paladins' Hand of Sacrifice, he should never be without a defensive cooldown up when he needs one.

Paladin

The resistance aura that matches the realm's damage (the Fire Resistance Aura in the Physical Realm, the Shadow Resistance Aura in the Twilight Realm) is a cheap way to help every healer. On Soul Consumption, Hand of Freedom the target before he is dispelled, not after, so the 80% slow never applies. Every cooldown here, including Divine Sacrifice and Hand of Sacrifice, waits for a call from the raid leader.

Druids

Save Rebirth for a tank or a healer who dies inside the Twilight Realm. Innervate follows a fixed schedule on a long pull: the first one goes out about ten seconds after you enter the Twilight Realm in phase 2, a second mana cooldown (Divine Hymn plus Mana Tide Totem from the Priests and Shamans) covers the raid around 50%, and by phase 3 your Innervate is off cooldown again — the moment it is up, give it to your assigned healer without waiting to be asked.

Any dispeller

Your only job on Fiery Combustion and Soul Consumption is to dispel at the edge, never in the middle of the group.

3.The raid leader's checklist

  1. Decide the tank and healer who stay in the Physical Realm at 75%, and who goes back out at 50%.
  2. Assign the Misdirection and Tricks of the Trade order for the outside tank and the Inferno add, before the pull.
  3. Assign dispellers for both realms, and tell everyone to dispel at the edge only, and to Hand of Freedom before dispelling, not after.
  4. Put a person on damage balance: check the two realms during phase 3 and call speed-ups and slow-downs.
  5. Give cooldowns to the phase transitions and the first Twilight Cutter: Aura Mastery, Divine Sacrifice, Pain Suppression and Guardian Spirit are all useful here.
  6. Keep a fear-breaker for Zarithrian and a Tranquilizing Shot for Saviana in the raid.
  7. After the kill, check the BiS lists for your class, and read the Icecrown Citadel guide if you have not cleared it yet.