Fight phases
- 1
Phase 1 — M'uru
M'uru is tanked over the center pumping Negative Energy into the raid. Constant adds: Void Sentinels (off-tanked), Shadowsword Berserkers/Fury Mages/Marshals (tanked and CC'd), and Dark Fiends that must be killed with an ability (not just damaged) before they reach and drain the healers.
- 2
Phase 2 — Entropius
At the transition M'uru becomes Entropius. Burn him while dodging Darkness (void zones) and the Black Holes that pull and damage — the DPS payoff after surviving the add storm.
By role
Tanks
A tank ballet: main tank on M'uru/Entropius, off-tanks on rotating Void Sentinels and the Shadowsword humanoids, kept apart and controlled. Positioning M'uru centrally lets the raid reach every add spawn. Phase two demands quick pickup of Entropius amid the void zones.
Healers
The add pressure is really a healing test — Negative Energy is constant raid drain, Dark Fiends silence/drain healers if they reach the back, and the Berserkers hit hard. Assign Dark Fiend killers near the healers. Phase two adds Darkness damage on top.
DPS
Ruthless target priority: interrupt Fury Mages, kill Dark Fiends with an ability before they reach healers, burn Void Sentinels on the off-tanks, and respect CC on the Shadowswords — all while chipping M'uru. In phase two, dodge Black Holes/Darkness and unload on Entropius.
Common mistakes
- ✕Letting Dark Fiends reach and drain the healers.
- ✕Losing control of the Shadowsword adds or a Void Sentinel.
- ✕Standing in Black Holes / Darkness in phase two.
Strategy summarized from community knowledge (WoWWiki / Wowhead) and rewritten for this guide. Position diagrams are original.

