Grand Empress Shek'zeer Encounter Guide: Strategy, Abilities, Loot
Grand Empress Shek'zeer is the final boss of the Heart of Fear. She is the cunning and ruthless leader of the Mantid who betrayed her race to become a loyal servant of the Old God Y'Shaarj. The old gods influence has driven her mad, causing a Mantid uprising to overthrow her growing, corrupted power.
Role-Specific Tips for Grand Empress Shek'zeer
DPS Tips
- Remember that you can not be healed while inside
Dissonance Fields; pop out before the
Sonic Discharge goes off, or if you are low health.
- Do not kill the Set'thik Windblades until you have made 2
Amber Traps; this may not be a problem early on, but will likely need to stop DPS on them when players are more geared.
- Running near the tank with the
Poison-Drenched Armor will grant you the
Poison Fumes buff, adding Nature damage to your attacks for 30-seconds; try to refresh this as needed.
- Phase 3 is all about surviving the overwhelming raid-wide damage that Grand Empress Shek'zeer will be dealing; help your healers out by using personal defensive cooldowns here as needed!
Healer Tips
- Phase 1 can have high burst damage on random targets, try to keep everyone topped up to prevent deaths in this Phase.
- While people can not be healed while standing inside of the
Dissonance Fields, absorbs such as
Power Word: Shield still work; try to any absorbs and a defensive cooldown on players with
Cry of Terror inside the
Dissonance Field.
- Phase 2 can see some very high burst damage on tanks when the adds have
multiple stacks of
Band of Valor; be mindful of when adds are converging together on 1 tank and keep them alive.
- Phase 3 has an absolutely crazy amount of healing needed to keep the raid alive; constantly have defensive or healer cooldowns rotating during this Phase.
Tank Tips
- Be mindful of the other tanks
Eyes of the Empress debuffs and
Taunt before they reach 5 stacks.
- Keep the Kor'thik Reavers faced away from the raid.
- Use damage mitigation cooldowns during Phase 2 if you are tanking multiple mobs with
the
Band of Valor buff.
- On Heroic difficulty, "intercept" the beam from the
Heart of Fear if you are not currently tanking Grand Empress Shek'zeer.
Strategy for Grand Empress Shek'zeer
Grand Empress Shek'zeer is the sixth and final boss found within the Heart
of Fear; here players will face-off against the Sha-corrupted ruler of the Mantid,
working with the Mantid Paragons to free their stronghold from the Shas corruption.
This encounter takes place across 3 Phases, with players facing some
of most difficult challenges yet to be presented. In Phase 1 players will attack
Grand Empress Shek'zeer herself for 2-minutes 30-seconds, at which point
She will retreat and Phase 2 will start; Phase 2, also lasting 2-minutes
30-seconds, will see players facing off against the Empresses army of Mantid
soldiers. Phase 1 and 2 both last 2-minutes 30-seconds each and will cycle
back-and-forth (Phase 1 > Phase 2 > Phase 1 > Phase 2) until Grand Empress Shek'zeer
reaches 30% and Phase 3 begins.
Phase 1
Tanks will need to deal with
Eyes of the Empress, a stacking debuff applied
frequently by Grand Empress Shek'zeer; if this debuff reaches 5 stacks,
the tank will become mind-controlled and must be killed. To prevent this, tanks
should perform a taunt-swap after every 3-4 stacks of
Eyes of the Empress.
The raid will need to spread out for
Dread Screech, which targets random
players (2 on 10-man, and 5 on 25-man), dealing high Physical damage to the
targeted players and any allies within 5-yards. Stay spread the whole fight and
keep people topped up.
The main mechanic of Phase 1 are the 2 Dissonance Fields that
will spawn in 30-seconds into the Phase, and again 1-minute 30-seconds into the
Phase. The
Dissonance Field are unattackable "yellow-and-orange
circles of sound", which will slowly deplete their own life. When a
Dissonance Field dies it will explode with
Sonic Discharge,
dealing high Physical damage to the entire raid. The goal is to prevent both
of the
Dissonance Fields from dying at the same time, as 2
Sonic Discharges going off at once will cause a wipe. As the fields are
unattackable, this can not be achieved through normal means; instead, players
will need to move inside of one of the
Dissonance Fields, where
their spell casts while inside the field will cause that particular
Dissonance Field to die quicker. Players standing inside the
Dissonance Field will take moderate damage-over-time, but can not
be targeted by outside spells, this includes hostile spells as well as friendly
spells such as healing. Players must be mindful of their health while inside a
Dissonance Field, stepping out to become healable when they reach
lower health before the coming
Sonic Discharge when the field dies.
Grand Empress Shek'zeer will also cast Cry of Terror on
a random Ranged player every 30-seconds, causing them to pulse moderate Shadow
damage to the entire raid for 20-seconds. Luckily this damage can be prevented
by having the
Cry of Terror debuffed player move into one of the
Dissonance Fields, which will prevent the raid-wide damage from
Cry of Terror; note that the debuffed player will still take the
damage from both the
Dissonance Field as well as the
Cry of Terror and will be unhealable while inside the field. The
player with
Cry of Terror should quickly move into the nearest
Dissonance Field, using a personal defensive cooldown to help
reduce damage taken. This player should always be mindful of their health,
stepping out of the
Dissonance Field to quickly get topped up when
needed. An easy way to handle this is to utilize
Hand of Protection on
the affected player before the
Dissonance Field will die, as the
Sonic Discharge explosion deals Physical damage; this will allow the
Cry of Terror debuffed player to sit inside the
Dissonance Field
until it dies, reducing the raids damage taken.
Phase 1 will last 2-minutes 30-seconds, at which point Grand Empress Shek'zeer will retreat, becoming unattackable. This can also be tracked by watching her energy bar, which is simply a tracker for the start of Phase 2.
Phase 1 - Heroic
The only difference between Normal and Heroic mode for Phase 1, aside from the
increased health and damage, is that one of the Dissonance Fields
will turn into a
Corrupted Dissonance Field. This
Corrupted Dissonance Field will deal high Shadow damage to the
entire raid every second until it is killed; you must make killing this field
a priority, having the
Cry of Terror move into the
Corrupted Dissonance Field.
Phase 2
After 2-minutes 30-seconds Grand Empress Shek'zeer will retreat, becoming
unattackable, and call in 2 Kor'thik Reavers and 6 Set'thik Windblades
to aid Her; these adds will spawn evenly on both sides of the room (1
Kor'thik Reaver and 3 Set'thik Windblades per side). Have a tank
pick up both of the Kor'thik Reavers and tank them near the stairs. The
Reavers need to be faced away from the raid at all times as they use
Toxic Slime, a frontal conal attack. The Kor'thik Reavers
will also debuff the tank with
Poison-Drenched Armor, dealing moderate
damage-over-time, and buffing nearby allies with
Poison Fumes; players
should grab this buff periodically (lasts 30-seconds) to add Poison damage to
their attacks, allowing them to kill the adds much easier. Lastly the Reavers
will use
Poison Bomb on random targets, dealing moderate Nature
damage and placing a 10-second poison on them; nothing to do about this one, just
heal through it.
The 6 Set'thik Windblades will be the adds we focus in this phase, as
the Kor'thik Reavers have too much to kill with normal means. Set'thik Windblades
will Fixate on random targets, chasing them around while reducing
their own movement speed by 75%; this makes them incredibly easy to kite,
and no one should have trouble avoiding them. Try to keep the adds somewhat near
each other, allowing them to be AoE'd and keeping their abilities nearby.
The Set'thik Windblades will use
Sonic Blade often on their
Fixate
target, dealing damage and interrupting any spells being cast. They will also
occasionally try to cast
Dispatch, a channeled spell dealing high
Physical damage to a random target every 2 seconds; this is a cast and should be
interrupted as often as possible. Remember that the Set'thik Windblades
will be getting kited around, so Ranged players should be ready to interrupt
ones that are far away.
These Set'thik Windblades have a special ability of interest,
Sticky Resin, which creates a Pool of Resin nearby; this Pool of
Resin can be "picked up" by having a player run through it. Players will take
periodic Nature damage every second while the Pool of Resin is "attached" to
them, and the only way to remove the debuff is by combining 2 Pools of Resin
together. When 5
Sticky Resin Pools have been combined, a
Amber Trap will be created, which traps the first enemy to walk
through it, dealing 5% of their max health per second. These
Amber Traps are crucial to this phase, as the Kor'thik Reavers
have too much health to kill with traditional means.
It's crucial that the Sticky Resin Pools are handled properly,
as its possible to combine multiple pools into many piles, never reaching 5
total combined to form a
Amber Trap; make sure a specific spot is
designated for the current trap, placing all of the
Sticky Resin
in that Pool until a trap has been made. It's important to note as well that the
Amber Traps will trap the first enemy that walks on top of them,
including the Set'thik Windblades; make sure to never kite these on top
of the traps, as they have very little HP. For this reason, we recommend having
1 tank assigned to tank both of the Kor'thik Reavers, as this will allow
them to easily move them onto the traps. If your raid has high damage you may need
to stop all damage on the Set'thik Windblades until they have created
enough
Sticky Resin (at least 10 Pools), allowing you to create the
2
Amber Traps needed.
All of the adds will gain a stack of Band of Valor for every other
add near them, increasing their damage dealt by 30% and reducing damage
taken by 5% per stack. This is mostly only an issue at the start of Phase
2, when all of the adds are stacked together; once the Set'thik Windblades
begin to
Fixate tank damage will drop down. Your tanks need to
use damage mitigation while tanking more than 3 mobs here, as they can easily
die from the multiple stacks of
Band of Valor; this is especially
true on Heroic difficulty, where you will want to have a defensive cooldown up
on your tanks for most of this Phase. Phase 2 will last
2-minutes 30-seconds, or until all adds have died; Grand Empress Shek'zeer
will reappear and Phase 1 will start again, with Phase 1 and Phase 2 repeating
themselves until Grand Empress Shek'zeer reaches 30% health and
enters Phase 3. Make sure to clear any remaining adds or
Dissonance Fields
that remain, stopping damage on Grand Empress Shek'zeer if needed; you are
almost guaranteed to wipe if these are alive for long in Phase 3.
Phase 3
Phase 3 is by far the most difficult part of the fight, and you may want to have
upwards of 6-7 Healers for Normal mode, and 8-9 Healers for Heroic mode kill attempts to make it through the staggering
amount of raid-wide damage. You will want to use all major DPS cooldowns such as
Bloodlust once everyone is in position. For this Phase
we will be stacking up behind the boss and dragging her down the stairs, giving
us a level floor to fight Her on. The only ability that Grand Empress Shek'zeer
retains from earlier phases is
Eyes of the Empress, requiring the tanks
to perform a
Taunt swap every 3-4 stacks of the debuff.
The raid will be getting bombarded with multiple AoE spells every few seconds,
the first of which is Sha Energy, dealing moderate Shadow damage to
random targets (2 on 10-man, and 5 on 25-man).
Amassing Darkness will
be used every few seconds, and each time it's used it will hit 1 additional target;
starts off hitting just the tank > 2 players > 3 players, and so on.
Calamity will go off
every 10 seconds or so, dealing 50% of all players current health; while
ideally you would like to keep players health low, to reduce the damage dealt
by
Calamity, there is far too much raid damage going out
to do this. These 3 abilities must simply be healed through, with the goal of
keeping players above 120k health at all times to survive multiple abilities at
once.
Every 35 seconds Grand Empress Shek'zeer will target a random player
and cast Consuming Terror in a frontal-cone in that players
direction. After 2-seconds all players remaining in front of Grand Empress Shek'zeer
will take high Shadow damage, get feared for 20-seconds, and take Shadow
damage-over-time; dispel this if anyone gets hit, but you should simply avoid
this by running through the boss. Saving the deadliest spell for last, every 20-seconds
Grand Empress Shek'zeer will use
Visions of Demise on
random players (2 on 10-man and 5 on 25-man). These players will be marked for
4-seconds, after which they will become feared for 20-seconds and take high
Shadow damage-over-time; anyone within 8-yards of these targets will also be
feared and take damage-over-time. The marked players should quickly move out of
the raid and spread out, standing near enough to each other that a
Priest
is able to
Mass Dispel all of the fears afterwards. Dispel any remaining
fears that the
Mass Dispel may have missed and quickly stack back up
behind the boss to help the healers.
Phase 3 - Heroic
Grand Empress Shek'zeer gains only 1 new spell on Heroic difficulty,
Heart of Fear. This is a whitish "heart" that floats around the
room at random, choosing a random target and shooting a beam at them; this player
will take high Shadow damage every second. This beam is rather easy to deal with
by simply having whichever tank is currently not tanking Grand Empress Shek'zeer
"intercept" the beam by standing in its path. This tank will take the
damage-over-time instead of the intended target, making it a bit easier to
mitigate the damage taken. The main difficulty of Heroic difficulty will come
from the enormous amounts of healing required, with up to 9 Healers being
recommended for Heroic mode kills early on.
Grand Empress Shek'zeer Loot
Below you will find all of the loot available for this boss encounter. Use the different buttons to view the different loot between all difficulties.
Celestial Dungeon Loot
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Below you will find all of the loot available for this boss encounter. Use the different buttons to view the different loot between all difficulties.
Normal Difficulty Loot
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Below you will find all of the loot available for this boss encounter. Use the different buttons to view the different loot between all difficulties.
Heroic Difficulty Loot
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Grand Empress Shek'zeer Achievements
Achievement | Description |
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Defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty. |
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Defeat two Kor'thik Reavers within 10 seconds of each other, and then defeat Grand Empress Shek'zeer in Heart of Fear on Normal or Heroic difficulty. |
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Defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty while in a guild group. |
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Defeat Grand Empress Shek'zeer in Heart of Fear on Normal difficulty, before the discovery of the Throne of Thunder. |
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Defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty, before the discovery of the Throne of Thunder. |
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First guild on the realm to defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty while in a guild group. |
Further Reading
Grand Empress Shek'zeer is just one of the six encounters present in the Heart of Fear raid of Mists of Pandaria. If you would like to learn more about the others, please see our other pages for the raid below.
Changelog
- 25 Aug. 2025: Raid guide created.
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.