Valkor's Gold Making Guide
Zul'Gurub
A Guide to Zul'Gurub

Written by Mr Kiggles

1. Overview of Zul'Gurub
2. Bosses within Zul'Gurub
3. Notable Item Drops
4. Contact Info


1. Overview of Zul'Gurub
Zul'Gurub is the capital of the fallen Gurubashi empire that once dominated the lands of Stranglethorn, and various islands of the South Seas. Zul'Gurub is still guarded by the cannabalistic Jungle Trolls and their holy order of Hakkari priests. Some believe that the nefarious priests seek to bring their ancient blood-god, Hakkar the Soulflayer, back to life. Purportedly, the secrets of Hakkar's rebirth are kept safe within the crumbling Troll city. However, none who have ventured into the savage land have returned to confirm these dark rumors.

Released in Patch 1.7, Zul'Gurub was a "stepping stone" for guilds to gear up before entering Molten Core and Onyxia's Lair. It provided smaller groups a chance to get gear and loot, as well as consolidate their power, before the larger instances.

Location: Eastern Side of Stranglethorn Vale
Level 60
20 Player Limit

Recommended Group Set-up:
3 Warriors - Tanking and DPS
2 Priests - Healing
3 Druids - Healing, Innverate, Battle Rezzing, and Abolish Poison
2 Mages - DPS, Sheeping, AoE
3 Paladins/Shaman - Healing, DPS, Cleansing (Paladins), and Buffs/Totems (Shaman)
2 Rogues - DPS
2 Hunters - DPS and Pulls
2 Warlocks - DPS, AoE, and Wipe Prevention

Bolded is to notate their main use in the raid but is not restricted to such.

This uses all 20 slots. DPS is needed in Zul'Gurub, as is AoE for certain bosses. Plus, I didn't want any class to feel left out :D

Also, the UI Mod CT_RaidAssist is highly recommended. It lets everything be set up easily, such as Main Tank targets, and every member should have it.

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