The Heart of Tuzari Fellowship Dungeon Guide

The Heart of Tuzari Image
Tactyks
Last Updated: 16th Oct, 2025

Introduction

Hey everyone, and welcome to The Heart of Tuzari dungeon guide for Fellowship’s Early Access release! In this guide I’ll be going over the abilities used by the trash mobs found inside, strategy tips and tricks for the boss encounters, as well as a recommended route that is both simple to execute and PUG friendly.

Some background on myself, my name is Tactyks and I am an avid M+ player in WoW, where I’ve achieved the 0.1% M+ title in every season it has existed. I also create Dungeon, Raid, and Tank guide content over on my YouTube and Twitch channels, so if that’s something you’re interested in make sure to stop by and say hi!

Dungeon Route

To adjust the route or build your own, use our The Heart of Tuzari Route Planner.

Video Guide

Moar’gore, Master of Sacrifice Trash

  • Beware when pulling multiple of these mobs as they deal some unavoidable random target damage with Throw Dagger.
  • Make sure to interrupt or use a CC on the Restore Vitality cast to prevent any healing.
  • Send all your spare interrupts or CCs into the random target Demonic Lash cast.
  • Watch out for the many circles created by Armaggedon.
  • Stay close to these mobs as they will attempt to Grip anyone further than 15yds away, dealing damage and slowing the target.
  • Tanks beware when pulling these mobs as they’ll deal additional damage with their instant cast Shred ability.
  • These mobs will occasionally leap to a random player and Shred them, try to stay close to the pack to prevent them from jumping too far.
  • Try cleave these mobs down evenly to reduce the value of the Blood Frenzy haste, damage, and health buff they gain when another nearby enemy dies.
  • Flame Blast aims a frontal cone at the tank, point this away from your group and either step out of the effect or use an interrupt or CC to stop the cast.
  • Big Oogha Flame puts a DoT on a random player, use an interrupt or CC to stop the cast or dispel the target.
Moar'gore, Master of Sacrifice Icon

Moar’gore, Master of Sacrifice Boss Fight

Moar'gore, Master of Sacrifice Abilities

Boss Strategy

After clearing the flame gates blocking your way you’ll be able to engage the first boss, who interacts heavily with the 5 pillars on the outside of the arena throughout the encounter. First up is Siphon Blood, where the boss channels into 3 of the pillars in the room at random, causing them to shoot out an orb at the bosses current location that bounces around the room until it contacts the boss or a player. If this orb reaches the boss it’ll do a hit of group damage, however if it hits a player instead it does a hit of damage to them specifically and applies a stack of Tainted Blood to them, increasing all damage taken by 20% per stack.

Overall this damage amp isn’t too scary at low stack counts since there isn’t other group damage going out as long as you prevent the boss from soaking anything, so it’s fairly easy for a single player to take 3-4 stacks with a defensive up and be fine. That being said you’ll want to make sure it's your non-tank players soaking them, as the tank is dealing with pretty heavy damage from the Hemorrhaging Strike hit and bleed, which they’ll want to always have a defensive ready for.

When it comes to managing your debuffs, while you can wait the 20s timer it's also possible to clear the damage amp early by using the bosses final ability, Sacrificial Pyre. When this happens a large portion of the room fills with flame after a short cast, lasting for 5s. This initial hit deals a lot of damage so you’ll want to run out of it, however the ticks while the flames persist don’t hit very hard, so you can actually step into the flames quickly to remove your Tainted Blood stacks early, giving you the ability to soak more orbs safely.

One more thing to be aware of is that Siphon Blood gets empowered when the boss is below 30% health, now channeling into all 5 pillars instead of just 3, so it gets a lot more hectic in the final moments, meaning soaking and good boss movement became very important at the end of the encounter.

Vun’Kahr, the Thorned Maw Trash

Once Moar’gore is defeated you’ll be able to continue forward, where once again your path is blocked by a flame gate. Here you have the choice of going left or right to get around it, where the left path is filled with more of the humanoid mobs you encountered earlier, and the right path instead has a bunch of Lasher mobs. In general I recommend moving down the right path, which allows you to get past the flame gate in only a couple pulls.

  • Shadow Bolt targets the tank, use any spare interrupts on this cast.
  • Wither puts a DoT on a random player, use an interrupt or CC to stop the cast or dispel the target.
  • These mobs lie dormant on the ground until a player runs over them, which immediately causes them to attack.
  • Beware of their Thorns passive, which reflects 10% of all damage taken back at the attacker.
  • This mob is immune to CC.
  • Crush Armor targets the tank, reducing armor by 10% for 12s, so watch your damage intake when this is active.
  • Beware of the Wicked Thorns passive, which reflects 25% of all damage taken back at the attacker.

Once you’ve made your way around the flame gate, both paths converge with some additional mobs you haven’t encountered yet.

  • Occasionally these mobs will teleport behind the tank to Backstab them, so be ready to reposition when this happens.
  • This mob is immune to CC.
  • Tanks beware that these mobs deal increased damage based on your missing health.
  • Tanks make sure to face these mobs away from your group as their melee swings cleave with Executioner's Cleave, applying a stacking 5% damage taken increase for 6s. If needed you can kite these slow mobs to drop stacks.
  • Beware when pulling multiple of these mobs as they deal some unavoidable random target damage with Throw Dagger.
  • This mob is immune to CC.
  • Beware that these mobs will use Impale to charge at their target if they move out of range, making it difficult to tight and dangerous to tag these mobs as a non-tank.
  • Tanks beware these mobs enrage at 50% health, gaining increased damage and haste until killed.
Vun’Kahr, the Thorned Maw Icon

Vun’Kahr, the Thorned Maw Boss Fight

Vun’Kahr, the Thorned Maw Abilities

Boss Strategy

After making your way deeper into the ruins you’ll eventually come across Vun’Kahr, which is a fight that heavily revolves around group movement and killing adds. To start, beware that the attacks from the boss actually cleave players near the tank, so make sure no one else steps in front when dealing with other mechanics. Tanks will also need to be ready for the Fangroot Snap attack which does a single large hit of damage, so make sure you always have a defensive available.

The main ability that requires movement on this encounter is Legion Of Vun'kahr, which spawns a bunch of soak circles around the room over the duration of the channel, which if not soaked will spawn a dormant Slaughtervine mob which is the same as the ones you encountered earlier in the dungeon. It’s important you soak as many of these as possible, as when the boss uses Thornmother’s Slumber it’ll automatically activate any Slaughtervines that are still dormant in the room, which can easily overwhelm your group if you leave too many up. During her slumber the boss also takes increased damage, so if possible make sure you pool some damage for when this happens.

Moving back to Legion Of Vun'kahr, since these adds can spawn all over the room I recommend splitting it into 4 sections and assigning a different player to soak each area, allowing you to reduce the number of adds that end up spawning and drastically decrease the group damage caused by their Thorns effect. If you have a movement speed relic available this is also a great time to use it as it makes collecting all the soaks a lot easier.

Outside of these Slaughtervines, there’s actually a more dangerous add in the Barbed Roots, which spawn in pairs when the boss uses Raise Terrorvines. Once again their position is somewhat random, so you’ll want to watch for the spawn circles when they appear and move the boss towards the closest one so you can cleave them down together.

In terms of abilities, these roots will melee the closest player, so tanks will want to make sure they get right on top of them while melee stands at max range. If no one is in range to melee, these roots will instead channel Toxic Spores, dealing damage to the entire group with each tick. Since these roots spawn apart, one of these will be attempting to cast at any given time, so you’ll want to keep an interrupt rotation on it until you’ve defeated the first root, at which point your tank can move into melee range to prevent further casts. Because of this you will want to make sure you focus damage into the 1st root, whereas the 2nd root can be cleaved with the boss and isn’t a priority as long as it dies before the next spawn of roots. Outside of that, these mobs occasionally aim the Rootslam frontal at a random player, which you’ll just want to step out of.

Prophet Ez'rath Icon

Prophet Ez’rath Boss Fight

Prophet Ez'rath Abilities

Boss Strategy

Moving past Vun’Kahr, the remaining mobs in the dungeon are just a combination of the mobs you’ve already faced, so instead we can skip ahead to the final boss, Prophet Ez’rath. Immediately after pulling the boss you’ll notice a Demonic Pit puddle form in the centre of the room, which you’ll want to make sure you avoid as it’ll slow any player inside it while also increasing all damage taken by 100%. Tanks will also want to be careful when moving the boss, as if he steps inside it he’ll gain the Sanguine Strength buff, increasing his damage by 50%.

This puddle is also important for the Ez'rath's Chosen ability, which causes 4 of the Chosen mobs circling the arena to begin walking towards the centre of the room. If they reach the puddle they’ll sacrifice themselves, applying the stacking 30s Sacrificial Offering DoT to the entire group in the process. You’ll want to do your best to kill as many of these mobs as possible, dragging the boss immediately to the largest group of them to maximize cleave and using things like stuns and knockbacks to delay the Chosen for as long as possible.

Ideally you kill at least 3 of these mobs every time they spawn as a single stack of the DoT is healable, however if more than 1 gets through you’ll need to be ready with defensives and group cooldowns to help mitigate the incoming damage. After defeating Chosen mobs you’ll also need to watch out for the rotating beam that spawns under their corpse, as this will deal heavy damage to anyone it touches.

Outside of this, the main source of group damage comes from the Dark Malice ability, which deals lethal damage to anyone in a circle around the boss, otherwise it just deals a moderate hit of damage to all players. When this circle appears you’ll want to make sure you move out of it and then be ready to use a defensive or health potion relic before the hit if you aren’t topped.

Next up is Wicked Hook, which targets a random player and will pull in the first thing it hits, dealing damage and applying a short 65% slow in the process. This means you can have the targeted player stand behind a Chosen mob to have this attack pull it underneath the boss for cleave, but depending on positioning and timing this may not always be feasible. If that’s the case, I recommend having your tank stand in the path of this ability and use a defensive to safely take the hit.

After pushing the boss to 50% health the boss will lose his Wicked Hook ability after casting Abyssal Nexus, which causes 4 beams to shoot out of the Demonic Pit and slowly rotate around the room. At this point it kind of becomes a race to kill the boss before you’re overwhelmed by the Chosen DoT stacks, because these beams make it very hard to kill them all before they reach the centre. I recommend trying to pool both offensive and defensive cooldowns for this point in the fight, with the goal of defeating the boss before the 2nd wave of adds can reach the centre.