Sire Denathrius | Brewmaster Guide

by Feb 3, 2021


This guide is going to be mainly focusing on one specific, recommended role for Brewmaster on this fight. It will touch on how to adjust if you are forced into the opposite role (this mostly applies to Phase 2). However, as always, keep in mind that not everything will apply perfectly or even work for your guild and your strategy. Take the information here, and make the necessary adjustments for your own guild’s strategy.



The talent build we will be using should be pretty standard, with the one major exception of Exploding Keg. 

The 25 row is, as always, personal preference.

The 35 row is completely irrelevant, as there is no use for any of the choices. I recommend taking Summon Black Ox Statue as an emergency mass taunt if you somehow end up in a situation where you need to taunt both Remornia and Denathrius at the same time.


Phase 1


Before you pull the boss, you and your cotank should know who is tanking the boss for each Cleansing Pain. There is no right or wrong answer here. Personally, I tanked 1 and 4 while my cotank took 2, 3, 5 and 6. I’ve seen guilds do it the opposite way, and I’ve seen guilds do every other. The important thing is to make sure that you have a plan, and that you end up with 3 or fewer stacks at the end. This means if you’re only tanking two Cleansing Pains, you must cleave with one person (stand directly on top of them) on at least one of those.

If you end the phase with more than 3 stacks, you must call for a life grip. This number is assuming that you have a druid with no stacks that can cast Stampeding Roar. If you do not have a Roar, you will need to have 2 stacks or less.


If you are taking any of the evens (2, 4, and/or 6) you will want to put a transcendence down to handle the Blood Price knockback. While not absolutely essential, it’s very important to help quickly position the boss for the next Cleansing Pain without him running away into a bad spot, or having to flip him around last second and possibly miss someone. The cleave is very narrow, and it’s very important that everyone is in exactly the right spot, so putting a transcendence down before Blood Price, then using Transcendence: Transfer immediately out of the silence will give you a lot more time to get into position, and keep the boss still.

Aside from positioning the Cleansing Pain, the main thing we have to deal with in this phase are the Night Hunters. The damage of Night Hunter is reduced by armor, so both tanks should soak all 3 lines where they intersect. This means each person targetted with a Night Hunter must position it so that it is going through the boss, so that all 3 intersect on or close to the boss. This still hurts, so use something for it. A big thing to watch out for as Brewmaster is the overlap of Night Hunter right into Blood Price. We take a large hit from the Night Hunter, have a good amount of stagger even after a purify, and then get silenced. During the silence we tick down to stagger, with no incoming healing as our healers are also silenced. Then, we take a big burst of damage on the knockback. If you tick down too far to stagger, that burst can absolutely be lethal. Using damage reduction on the Night Hunters, and Celestial Brew right before the Blood Price, is a great way to handle this.

Example Cooldown Rotation:

Night Hunters 1 and 2: Most guilds choose to have the majority of cleaves happen in the first two Cleansing Pains so healers can pop large cooldowns. This means that there will usually be some combination of Spirit Link, Barrier, and major healing cooldowns rolling for the Night Hunters. You can soak the first one with nothing, just use the passive damage reduction and healing cooldowns. For the second, Celestial Brew if needed.

Night Hunters 3 and 4: These tend to be the smallest sets with no healing cooldowns, and usually the scariest set for us. Dampen Harm the third Night Hunter, and Celestial Brew right before the Blood Price. Then, use Zen Meditiation for Night Hunter 4.

Night Hunters 5 and 6: Use an external or trinket (Blood-Spattered Scale or Sanguine Vintage) for Night Hunter 5, and Celestial Brew or another external for Night Hunter 6 (if you need to use CB for the Blood Price).


Make sure that you taunt the boss (if you don’t already have it) before phasing. You will need to have the boss and Remornia when you land.


Phase 2

The Nightcloak


Taunt Remornia immediately upon landing. Remornia will snap somewhere as the raid lands, so it’s very helpful to hover over the spot that the boss frame will appear on your UI once she becomes active, and taunt immediately as it appears, just before you land.

Run to the North-East corner of the minimap (to the right of where Denathrius appears, if you’re facing towards him, for those who struggle with the minimap). Click the Warlock gate as soon as it gets placed, and immediately run through Lord Evershade so that Denathrius spawns opposite the Warlock gate. Then, make sure that the Wracking Pain goes through Lord Evershade, in a straight line towards the middle platform. This gives melee almost the full platform to move and dodge mechanics without worrying about getting cleaved.

On early progression, for the first few times you see this phase, call for an external soon after you land. You can move the external off later once you start making it farther into the phase if there’s somewhere else it’s needed, but it’s a great tool to help stay alive and see more of the phase when you first start making it to Phase 2. The combo of Denathrius and Remornia both teleporting and attacking you, plus the Wracking Pain cast almost immediately afterwards is an easy way for us to die the first few times we see it.

Lord Evershade

The mini-boss himself doesn’t do anything that we need to worry about, but there’s two major things to focus on while on this platform.

The first are the red anima missiles that will be firing out from Lady Sinsear across the room. Getting hit by one of these bolts will do a big chunk of magic damage that can very easily combo with other damage and kill us, as well as silence for 6 seconds. It sounds simple enough, but there’s a lot of screen clutter with all of the boss abilities going on (and spoiler alert, they’re all red). Make sure that you are actively looking for these, and avoiding them.

The second are the two Baleful Shadow adds that Evershade summons at 66% and 33% health. These adds will die automatically after being interrupted 5 times, so don’t bother putting any damage into them, but it is essential that you don’t miss your interrupt. If an interrupt is missed it will do a big burst of magic damage to the raid and silence everyone for 4 seconds. Make sure you get the Weak Aura, set it to your add and interrupt number, and make it scream at you when it’s your turn.

First Hand of Destruction

Shortly before the first Hand of Destruction, your cotank (assuming they are a class that is able to) will leap back to the main platform and position the boss for the Hand cast, right in front of the East mirror.

***If you are tanking the boss in the opposite role outlined in this guide, you’ll want to transcendence back to the main platform ~10 seconds before the Hand of Destruction cast and position the boss on the very edge of the platform, facing Countess Gloomveil, so that the Wracking Pain cast will debuff her.

During this Hand and as you’re going through the mirror, you will have the maximum number of Carnage stacks (5) you’ll get from Remornia. Immediately before or after going through the mirror, call for an external or use a cooldown. Between the Carnage stacks and being out of range of healers for a few seconds (see: Baron Duskhollow), you’ll need something here.

Baron Duskhollow

Immediately after going through the mirror, tag Duskhollow with Crackling Jade Lightning to teleport to him. Note that healers will stay behind for a little longer to heal Impale targets, but tanks must go right away to get the boss in position for the Wracking Pain cast.

Your cotank will still have Denathrius at this point, so once the boss teleports over, taunt it and make sure he’s lined up to cleave towards the inner platform again.

The only other thing we have to do on this platform is dodge the Massacre.



After all four mini bosses die, you’ll be handling the cabalists. You’ll start on the North side of the platform, where you end up after running through the mirror from Hand of Destruction. Tank Denathrius on the very edge and aim the cleave through both cabalists. Move the boss over to the second cabalist once the first dies.

Try to aim the cleave towards the mirror any time that it overlaps with Massacre. You will be dodging swirls under your feet during Massacre, so make sure you leave yourself plenty of room to dodge the lines.

After Hand of Destruction, focus down the south side Cabalists. Start moving the boss over to  the West side as soon as those adds spawn. Let ranged finish off Cabalist 4 while you are moving.

On the West side, you will have time to finish off Cabalist 5, then run through the mirror for Hand of Destruction. Leave the other Cabalist, as we will be back for it.

Kill Cabalists 6 and 7 on the East side, then run through the mirror for the last add on the West. Finish off this add, and the boss should phase right as it dies.

Make sure you run through the mirror again! As soon as the boss phases, run through the mirror during his Indignation cast to enter the mirror realm.

Phase 3

These are the markers that we will be referencing for Phase 3. Note that Triangle is intentionally off-center, to the left. This is important.

When the phase begins, the ranged or “upstairs” group will be running towards the boss from the west, and the melee or “downstairs” group (including the tanks) will be coming from the east, after running through the mirror.

Each group will stack on the markers shown, and should get knocked in the direction of the arrows for the first Shattering Pain, as well as the Blood Price immediately afterwards. Remember that the downstairs group is “mirrored,” and will be knocked towards the boss instead of away.


Taunt the boss immediately after the first Shattering Pain, and then move back into position for the Blood Price. Make sure you use Celestial Brew for the Blood Price, as it will drop you low, and then the boss will melee immediately out of it, before you’ve completely landed. Blood Prices in Phase 3 can be very dangerous, so we’ll want to use Celestial Brew or a cooldown for each one, unless we are full health with little stagger, and not tanking the boss.


After the Blood Price, move the boss to the soaks dropped by the ranged group. If there are two, move him in between them, so that melee in each soak can hit the boss. Your cotank can taunt right before the Shattering Pain cast, which will begin as soaks are finishing. Make sure you get knocked towards the center of the platform. Taunt the boss back again as soon as your stacks drop, and again move to the soaks dropped by the ranged. This Shattering Pain will be yours to take. Get knocked towards the center again, and then move into position to bait the first Ravage. Ranged should stand on Green, and Melee in front of them, with the boss just a step or two away from the center, towards Green.



Your cotank should taunt right before Ravage. The ranged will loop around the outside to the right to bait the Massacre, and the melee can run straight through the middle. Then, bring the boss to the soaks. Taunt right after the Shattering Pain, and then position to get knocked towards the middle again for the Blood Price right after.



After the Blood Price, bring the boss to the soaks, which should be on the edge of the Ravage pool. Get knocked back towards Diamond with the Shattering Pain (which will be yours, so use a cooldown for it) and get ready to bait the next Ravage.

Your cotank should taunt after the Shattering Pain.


The next overlap is the most difficult one in the whole fight, but the tanks have a good way to deal with it. As soon as the first Massacre line appears, roll/torpedo straight towards the left of Star (make sure you go straight, and do not go too far to the right, or you will run into the ranged stack). Run all the way to the edge, so that you can get “gripped” back into a safe spot. Move immediately out of the Massacre, and taunt the boss right away. Make sure your cotank (or you, if your roles are flipped) uses a big cooldown here for the Shattering Pain.

After taunting the boss, wait for Massacre to finish and then move the boss to the soaks, which will be on the edge of the Ravage near Star. You will take another Shattering Pain here, and get knocked towards the center. There will be a Blood Price immediately after, so this is a great time to use Fortifying Brew to cover both the Shattering Pain and the Blood Price. Make sure you are topped, or have some kind of absorb for the Blood Price as you should have a good amount in your Stagger pool ticking you down during the silence. After the Blood Price, your cotank will taunt, and move the boss to the last set of soaks that will be soaked. Then, get knocked towards the center by Shattering Pain.


The very last set of soaks will be placed anywhere that they do not interfere, and will be ignored as they will not explode before the last Ravage goes off. Do not try to move the boss to them. The boss must be killed before the final Ravage goes off. You may have to dodge a few Massacre lines at the very end, as the boss dies.