The Twin Fangs

The Twin Fangs

Mythic
Plan & Assignments

What this page is

The Wowutils plan for The Twin Fangs: Guide for how to approach Cooldown Planning, and the jobs covered in the assignment planner. It is assumed that you already know the basics of the fight. For full boss guides, see the links in Full mechanics.

It covers

  • CD Planning and Personal Defensives
  • The Wowutils Assignments
  • Raid-night quick reference

It skips

  • Basic boss strategy
  • Tank/Dps stuff
  • The stuff other guides already cover
01Cooldown plan

One long phase against both serpents, built on Eternal Venom: every green mechanic stacks it, and the Ravenous Feast soaks are the only way to shed stacks. Damage comes in add windows that pack the fight's four big hits into about 30 seconds. Between windows the fight lulls, and after every second window the serpents submerge for a movement intermission.

SteadyVenom, all fight

Eternal Venom stacks on everyone through the whole fight and only the Feast soaks remove it, so the background rot climbs from the opener to the kill. Being topped before each window matters more and more as it ramps.

Heavy HitsThe add windows

Each Venomous Emergence opens a window with all four big hits back to back: the add spawn hit, Stir the Depths, the Feast soak, and the healing absorb after it. Long cooldowns go early into the window, the rest spread across the other three hits.

Group SoaksFeast + absorb

Ravenous Feast strikes three times in quick succession, each soaked by an assigned group that gets knocked away, then the healing absorb lands on them. Group-based cooldowns shine here because the soakers are already stacked.

Personal defensives

Use a personal if you get the line or the circle during the add windows. If you dodge both, send it on the knock into your Feast soak instead.

Ability timeline

0:301:302:303:304:305:306:307:301:002:003:004:005:006:007:000:301:302:303:304:305:306:307:301:002:003:004:005:006:007:00
Each row is one ability.icon = a cast, placed when it happensshade = how long the raid damage runsgradient = rot that ramps updashed = the Fungal Blooms

Your Cooldown Plan

4 abilities to plan around
Venomous EmergenceVenomous Emergence

Add Spawn, Raid Damage

Danger: High
Plan around this

Vexhul calls her spawn from the venom sea while Ithraz rouses his brood at the same moment, so two raid hits land together, everyone gains a venom stack, and the add window opens: toxic lines from the spawns, the circles, and Stir the Depths. Kicks on the Broodlings are assigned.

The whole burst lands within about 30 seconds, so long cooldowns placed at the start cover the opening hit and carry into the rest, while the remaining cooldowns spread across the window's other three big hits. Hold everything during the lull after; nothing there needs it.
Stir the DepthsStir the Depths

Raid AOE

Danger: High
Plan around this

Vexhul churns the venom sea, ticking on the whole raid while waves sweep the platform. It lands inside the add window on top of the adds and the circles.

The raid is dodging waves while it ticks, so coverage that works while moving fits best.
Ravenous FeastRavenous Feast

Group Soak

Danger: High
Plan around this

Ithraz strikes three times in quick succession. Each strike splits its damage across the assigned soak group, eats venom stacks off everyone hit, and knocks them away. This is the only venom removal in the fight, so the soak rotation is assigned.

The players taking each strike are already standing together, which is exactly what group-based cooldowns want, and it flows straight into the healing absorb after, so coverage that lingers through both is ideal.
Tainted BloodTainted Blood

Group Soak, Healing AbsorbMythic only

Danger: High
Plan around this

The Feast expels founts of blood that absorb healing for 8 seconds, landing on the soak groups right after they are knocked out. Any fount not healed off in time detonates into the raid.

The last of the window's three spread targets. The debuffed players are scattered from the knock, so favor coverage that reaches them fast.

Other boss mechanics

Eternal VenomEternal VenomRaid DOT, Ramping Rot

The stacking venom rot behind the whole fight. Every green mechanic adds a stack, at the cap it kills you, and only the Feast soaks remove stacks, so the background damage ramps from the opener to the end.

Coiling IchorCoiling IchorRaid Debuff, Spread

The circle during the add windows: a shrinking damage circle on several players that leaves a slowing pool. Spread it away from the raid and use a personal if it is on you.

The intermission: gore rains over the platform while a frontal torrent sweeps it. Movement speed is what you want here, not healing.

02Assignments

The jobs we settle on for The Twin Fangs, and the reasoning behind each. Slot players on the planner; this page is the why.

The jobsWhat each assignment does and why. Slot players on the planner.
Open in planner
Always on
Broodling Kicks - Left/Right
Timed callout
Always on

Venomous Emergence spawns the Broodlings of Ithraz, which cast Visceral Burst.

Each row is one side of the room, and you kick the adds on your side in the order they spawn: the first name kicks the first add, the second name the second add, and so on.

This is a plain reminder at each spawn, not the Interrupt module, so you get one call for kicks and pick your own target.

Calls out
Left KicksKick Left Adds0:41 · 1:42 · 3:16 · 4:17 · 5:51 · 6:52
Right KicksKick Right Adds0:41 · 1:42 · 3:16 · 4:17 · 5:51 · 6:52
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03Full mechanics

We deliberately don't re-teach the pull here. For first-timers, exact add pathing, and the complete ability list, these cover it better than we would.

A mechanics video for this boss is coming soon.

Hand-picked sources for this boss are coming soon.