Twin Ogron Boss Guide

Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar’gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.

Video Tactics

Icy Vein Tacts

Fatboss Tacts



The encounter against the Twin Ogron is a single-phase fight, during which you fight two bosses with a shared health pool, and no other mobs.

The encounter revolves around the Energy resource of the bosses (which they gain slowly over time, independently of your raid's actions).

At 33, 66, and 100 Energy respectively, each of the two bosses uses a specific ability against your raid.

The farther away from one another the bosses are, the more haste they will gain, thus reducing their casting time and making the fight more difficult.

On the other hand, keeping the bosses close together makes it more difficult to avoid some of their abilities.



  • Tank the two bosses together for most of the fight. Move them apart only when Whirlwind or  Shield Charge are being cast.


  • Make sure not to be casting any spells when Interrupting Shout is cast.
  • Be prepared to heal the raid when Pulverize is cast.
  • Watch out for the high damage Phemos' tank will take during Whirlwind.
  • Be prepared to heal raid members who take unnecessary damage from  Quakeand  Shield Charge.


  • DPS the bosses, cleaving them when they are close together (if this results in a DPS gain).
  • Make sure not to be casting any spells when Interrupting Shout is cast.



  • Have each tank pick up one of the two bosses. There is no need for a tank switch in this fight. Keep the bosses stacked together, unless where we specifically mention to spread them out.
  • Have your DPS cleave the bosses, if this is a DPS increase for them.
  • All players must make sure not to be in the process of casting any spell that has a cast time or that is channeled when Pol casts Interrupting Shout.
  • When Phemos casts Enfeebling Roar, make sure that as many raid members as possible (ideally everyone) is within 20 yards in order to soak it.
  • When Pol casts Whirlwind, separate the bosses and take Pol out of range of the rest of the raid.
  • When Pol casts Pulverize, do your best to minimise the damage taken.
    1. For the first wave, make sure everyone is spread out at least 3 yards apart.
    2. For the second wave, avoid the areas where the rocks will fall.
    3. For the third wave, avoid the large area where the rock will fall, and get far away from it.
  • When Phemos casts Quake, avoid the fires.
  • In preparation for Pol's Shield Charge, split the bosses up so that players have some warning to avoid being hit.

This may appear to be very simple, but as you can imagine, things can become more complicated when abilities overlap. That said, the bosses gain Energy at a reasonably slow rate, so your raid has quite a bit of time to prepare for the next ability.

Executing the Strategy

For the vast majority of the fight, you can keep the two bosses together, cleaving them. It does not really matter which boss players attack, since their health is shared. As a default tanking location, the center of the room is good. This gives your raid a lot of space to move around. Occasionally, the tanks will have to move the bosses, if there is fire in the way.

You will quickly develop a way to handle the abilities used by the bosses. We will explain this briefly here, starting with the easiest abilities, before moving on to the more complex ones.

 Interrupting Shout just requires all casters and healers to be sure to stop casting when the ability is being used. This is a simple enough task, and boss modes will make it even easier still. That said, while learning the fight, it can be helpful to also have someone calling this out, since being interrupted for 6 seconds can be quite dangerous, especially for a healer.

 Enfeebling Roar requires that as many players as possible, ideally the whole raid, stack on or around Phemos. Since this ability never coincides with  Whirlwind or with the fires from  Quake (both of these abilities being also used by Phemos), you are unlikely to have many problems doing this. If the raid splits Enfeebling Roar properly, its effects are insignificant.

When Pol is about to cast  Shield Charge, he should be moved away from Phemos and out of the raid. This will give your raid members enough warning about where he is going to charge, allowing them to avoid being hit.

 Whirlwind also requires the two bosses to be split up. When Whirlwind is about to be cast, Phemos' tank should pull him away from Pol, and the rest of the raid (particularly melee DPS) should remain on Pol.

 Pulverize can be avoided relatively easily. The first wave of rocks falls very quickly, making them unavoidable. So, in order to minimise damage, all raid members should spread out at least 3 yards apart. Healers should be prepared for a moderate amount of raid damage at this time, with potential spikes of damage on players who failed to spread out properly. The second and third waves can be avoided, since the areas on the ground where rocks will fall are clearly indicated. All your raid members have to do is avoid them. In the case of the third wave, there will once again be raid damage, but this is lower the farther players are from the impact location. On the Beta, the damage was low enough that players only needed to be about 10 yards away from it for their health to remain perfectly stable.

 Quake is not complicated to deal with, but it can be difficult. The floor of the room becomes almost completely filled with moving fire lines that raid members must do their best to avoid. Taking a few stacks of  Blaze here and there is acceptable, but too many mistakes will strain the healers.



Throughout the fight, the two bosses, Pol and Phemos, will constantly gain Energy at a steady rate. At 33, 66, and 100 Energy, each of the two bosses has a specific ability that they use. Pol and Phemos have a shared health pool, and for some reason, Pol always gains Energy slightly faster than Phemos, so the timing of the abilities will mostly be offset.


Shared Abilities

As the distance between the two bosses increases, so does their haste, which reduces their casting time. Obviously, this is a passive ability that both of the bosses share.

Additionally, for the first 10 seconds of the fight, both bosses will be debuffed by  Warming Up. While this debuff is active, the bosses will not cast any abilities, and they will also not gain any Energy. It exists in order to give your raid a bit of time to set up your positions.




  • Shield Bash is an ability that Pol uses against his tank. It deals Physical damage and interrupts spellcasting.
  • Shield Charge is the ability that Pol uses at 33 Energy. He charges at a random distant raid member, damaging and knocking back all players in his path. The damage he does increases with the distance he travels. When he reaches his target, Pol deals damage in a 10-yard radius, knocking back affected players. Players who are damaged during Shield Charge are also affected with an 18-second bleed effect called  Injured.
  • Interrupting Shout is the ability that Pol uses at 66 Energy. Interrupting Shout deals raid-wide Physical damage and interrupts all spellcasting for 6 seconds.
  • Pulverize is the ability that Pol uses at 100 Energy. He causes rocks to fall from the ceiling. This ability happens in three quick waves.
    1. The first wave causes rocks to fall at the locations of all raid members, dealing damage in a 3-yard radius.
    2. The second wave causes several rocks to fall at random locations, dealing damage in an 8-yard radius.
    3. The third and final wave causes one large rock to fall at a random location, dealing raid-wide damage. The damage is higher the closer players are to the landing location.



  • Double Slash is an ability that Phemos uses against his tank, dealing a very high amount of damage to them.
  • Whirlwind is the ability that Phemos uses at 33 Energy. He spins in place for 9 seconds, dealing damage to anyone around him every 0.5 seconds. Players damaged by Whirlwind are affected by  Weakened Defenses.
  • Enfeebling Roar is the ability that Phemos uses at 66 Energy. He debuffs all players within 20 yards to take 300% increased damage for 300 seconds, split between all players. This means that if, for example, there are 10 players within 20 yards, each one will take 30% extra damage for 30 seconds.
  • Quake is the ability that Phemos uses at 100 Energy. He creates a pyre (a big fire) at a location, from which many waves of fiery spawn and move along the ground. Anyone who comes in contact with these waves of fire or with the pyre has a stacking Fire damage DoT called  Blaze applied to them, which lasts for 12 seconds.

Heroism/Bloodlust/Time Warp

At the start of the fight