
Ragefire Chasm Guide — Dungeon guide · WoW Wrath of the Lich King
- Level
- 13–18
- Group
- 5 players
- Bosses
- 4
- Difficulty
- Normal
- Location
- Orgrimmar
- Key
- None needed
How the run goes
A short run under Orgrimmar: down through the trogg caves, along the lava paths and into the Searing Blade's halls. Four bosses, no keys and no events; a full clear takes a level-appropriate group well under an hour.
Group: A tank, a healer and three damage dealers around level 15. Troggs hit hard for their level, so a warrior or paladin tank and a priest, druid or shaman healer make it easy; a hunter's pet can tank in a pinch.
Map and route
Down the tunnel from the portal to Oggleflint and his troggs, along the rock paths beside the lava to Taragaman the Hungerer, then into the Searing Blade's halls for Jergosh the Invoker and Bazzalan.
! marks a quest giver inside the instance; select it for the quest.
1.The trogg caves
From the portal, follow the tunnel down into the trogg caverns. Oggleflint stands with his troggs where the tunnel opens out.
2.The lava cavern
Carry on along the rock paths beside the lava to the open cavern, where Taragaman the Hungerer waits with fire elementals nearby.
3.The Searing Blade
Climb out of the cavern into the cult's halls. Jergosh the Invoker holds the ritual room; Bazzalan waits at the far end.
Boss by boss
The trogg caves
On the way: Earthborer worms and troggs come in small groups. Pull back into the tunnel so packs don't chain into each other.
- Level
- 16 · Elite
- Health
- 1,424
- Armor
- 700
A trogg chieftain with his guards and no special tricks: a straightforward fight to warm up the group.
- Tanks
- Pull him back into the tunnel so his troggs come to you, and gather everything before the damage starts.
- Healers
- An easy fight. Watch for a trogg peeling off onto you and stay out of sight of other packs.
- Damage dealers
- Kill the guards first if there are several, then Oggleflint. Let the tank build threat before area damage.
The lava cavern
On the way: Molten elementals and Ragefire hounds. Keep to the rock: the lava burns and knockbacks push you in.
- Level
- 16 · Elite
- Health
- 1,780
- Armor
- 700
UppercutInflicts normal damage plus 50 to an enemy, knocking it back.
Fire NovaInflicts Fire damage to nearby enemies.
A fel-touched brute who knocks his target into the air with Uppercut and burns everyone around him with Fire Nova.
- Tanks
- Fight with your back to a wall, not the lava: Uppercut throws you, and a knockback into lava ends the fight.
- Healers
- Fire Nova hits everyone close to him, so expect group damage on melee. Stay at range and keep the tank topped up after each Uppercut.
- Damage dealers
- Ranged stand back to avoid Fire Nova. Melee can stay behind him but should step out if the nova hurts too much.
The Searing Blade
On the way: Cultists, warlocks with imps and enforcers. Kill the casters first and break line of sight to pull them to you.
- Level
- 16 · Elite
- Health
- 1,382
- Mana
- 1,712
- Armor
- 589
ImmolateBurns an enemy, then inflicts additional Fire damage every 3 sec. for 21 sec.
Curse of WeaknessReduces the Physical damage dealt by an enemy by 1 for 30 sec. Only one curse per warlock can be active on any one target.
A Searing Blade warlock who casts Immolate and Curse of Weakness.
- Tanks
- Pull him away from the cultists in his room or kill them first. He is a caster: interrupt to keep him in place.
- Healers
- Dispel Immolate if you can remove magic, and remove Curse of Weakness from the tank if you have curse removal.
- Damage dealers
- Interrupt his casts and kill him quickly; he has little health and his damage comes from his spells.
- Level
- 16 · Elite
- Health
- 1,513
- Armor
- 700
Sinister StrikeInflicts normal damage plus 1 to an enemy.
A satyr rogue who hits hard with Sinister Strike but has no other tricks.
- Tanks
- Clear the ledge before you engage, then hold him in place: don't chase him toward another pack.
- Healers
- His damage is steady melee on the tank. Keep healing and stay away from the ledge's edges.
- Damage dealers
- Burn him down; there are no adds and nothing to avoid.
Before you go
- Stay on the rock paths: falling into lava can turn a recoverable pull into a death.
- Kill ranged cultists away from nearby packs. A line-of-sight pull around the cavern walls keeps them together.
- No key or attunement. Recommended levels describe a conventional leveling group, not the portal's minimum entry level.

