Spellblade Aluriel Abilities
Table of Contents
General Information
On this page, we list all the abilities from the Spellblade Aluriel encounter in The Nighthold. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
Overview
Spellblade Aluriel is a control fight which revolves around immaculate positioning from the raid group and correct management of several debuffs. Aluriel has a base set of abilities she will repeat in each of her elemental phases; Mark, Replicate, Detonate, and Animate. The elements she invokes will augment these fundamental abilities in very different ways, which affect the positioning of the group and the way each ability is handled.
Abilities
 Annihilate unleashes a barrage of attacks to her
primary target. The damage can be shared by a secondary target if they stand in
front of her. It also causes the primary target to take 75% additional damage
from Aluriel's physical attacks for 90 seconds.
Frost Phase
 Mark of Frost marks players with the Mark of
Frost. The Mark pulses damage to players within 8 yards and stacks the
 Frostbitten debuff on the marked players, which
increases damage taken by the mark by 30% (70% in Heroic Mode). If two players with the
 Mark of Frost come into contact with each other,
they cause a raid wide explosion for moderate damage and transfer their
 Mark of Frost debuffs to the closest targets. The
debuff prefers players who are not already
 Frostbitten.
 Replicate: Mark of Frost causes additional targets
to be branded by the 
 Mark of Frost.
 Detonate: Mark of Frost clears all current
 Mark of Frost debuffs and leaves a
 Pool of Frost at their location. The pools deal Frost
damage and slow anyone that steps in them.
Animate: Mark of Frost spawns Icy Enchantments from
the 
 Pool of Frost zones on the ground. The Icy
Enchantments will channel a 
 Frozen Tempest, which
creates a dome of frost and deals damage to anyone in the dome, as well as
pushing them back. Anyone who crosses the edge of the dome (in either
direction) will be indefinitely stunned, frozen in a block of ice that must
be destroyed before they can escape the stun.
Fire Phase
 Searing Brand marks several players with a
Searing Brand. A phantom line will appear between the boss and the players, and
after a moment the boss will send out fiery phantoms that deal moderate Fire
damage to everyone in the line, including the players with
 Searing Brand, and knocking them back.
Replicate: Searing Brad causes additional targets
to be branded by the 
 Searing Brands.
 Detonate: Searing Brand clears all current
 Searing Brand debuffs and leaves a patch of
 Burning Ground at their location. The pools deal Fire
damage to anyone that steps in them.
 Animate: Searing Brand spawns Fiery enchantments
from the 
 Burning Ground patches on the ground. The
Fiery Enchantments cast 
 Pyroblast, which deals heavy
Fire damage to a single target, and can be interrupted. They will also buff
each other with 
 Bound in Flame, which increases damage
dealt and cast speed by 100% for each ally within 8 yards.
Arcane Phase
 Arcane Orbs spawn on several players, which pulse
for moderate Arcane damage to everyone within 8 yards.
 Replicate: Arcane Orb causes additional
 Arcane Orbs to spawn.
 Detonate: Arcane Orb causes
 Arcane Orbs to targe a player and fly into the air.
Players will have a moment to escape the zone that appears on the ground.
Anyone caught in the detonation when the orbs land will take heavy Arcane
damage, though the damage is reduced by distance from the detonations.
The orbs will leave an 
 Arcane Fog at their
location, which deals Arcane damage to anyone that steps in them.
 Animate: Arcane Orb spawns Arcane enchantments
from the 
 Arcane Fog zones on the ground. The Arcane
enchantments will begin to channel 
 Armageddon,
which will inflict heavy raid wide Arcane damage if the channel is
completed.
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