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The Twin Fangs Boss Guide: Normal, Heroic & Mythic

The Twin Fangs Boss Guide: Normal, Heroic & Mythic

Plan Vexhul and Ithraz positioning, venom management, soak assignments, tank swaps, and intermission movement for all three raid modes.

Strategy at a Glance

The Twin Fangs is a two-target encounter in The Venomous Abyss. Across Patch 12.1 Normal, Heroic, and Mythic, Vexhul and Ithraz pressure the raid with permanent venom stacks, assigned globule contacts, ordered Feast groups, tank debuffs, and a 100-energy movement sequence before a near-simultaneous kill.

Key Takeaways

The core plan is a venom ledger: assign who gains a stack, who removes one, which tank takes each package, and where the transition remains safe.

Quick Pull Plan

Use two tanks, with one controlling each Fang, and approximately one healer per five raiders during progression. The raid benefits from controlled cleave, but never at the cost of pushing one serpent far ahead. Mythic locks the group at 20 and needs explicit Bulwark interrupts, Broodling kicks, and Tainted Blood healing assignments.

Venom, Soak, and Tank Assignments

Assign the three Feast groups and the first globule rotation before the pull. Venom stacks are permanent, so the roster cannot wait until high stacks appear to decide who owns the next contact.

AssignmentOwnerNon-negotiable rule
Vexhul tankTank AIsolate Deluge in the outer sector and hand off before repeating the long Envenomed package.
Ithraz tankTank BCover every Stone Breaker marker and exchange targets while Fractured clears.
GlobulesLow-stack healthy playersTouch every assigned orb before 10 seconds; one player localizes the effect that would otherwise hit everyone.
Feast strike 1Group 1Enter the 14-yard soak, lose one venom application, take the knockback, and leave.
Feast strikes 2 and 3Groups 2 and 3Use distinct players, with at least three valid soakers per strike on Heroic and Mythic.
Health balanceOne damage callerStop the lower-health target and kill both within the same few seconds.

After the Eternal Venom and soak map is fixed, a roster targeting this encounter can pick a targeted raid boss for its current mode.

For the instance route and complete eight-boss index, view the complete raid guide. Twin Fangs positioning remains independent of the raid's branching middle path.

Positioning Before the Pull

Hold both serpents near enough for intentional cleave but with distinct fronts, outer tank sectors, and a clear center for adds. Mark Vexhul's Deluge side, Ithraz's Stone Breaker lane, three Feast stacks within 14 yards, and one edge-to-edge route for Ichor pools. Leave the transition track open.

Twin Fangs venom soaks and transition positioning diagram

Globule soakers approach from the safe side without entering the four-yard Deluge impact. Feast groups line up so their knockbacks do not reach the edge or a pool. On Heroic and Mythic, reserve a separate outer arc for Sanguine Storm pools; on Mythic, number the Bulwark and Tainted Blood locations.

Damage and Healing Cooldowns

Use Bloodlust on the pull unless the roster has a defined later need. The encounter has no damage-amplification phase, and the opening gives the cleanest two-target uptime. Balance both bosses throughout the cooldown window.

Healers map throughput to the first unavoidable stack checkpoint, the six-second wave event, the three Feast strikes, and the 100-energy transition. Tanks keep externals for Deluge's half-second ticks and Stone Breaker after Fractured begins stacking. Mythic adds rapid Blood Torrent absorbs and eight-second healing fount deadlines.

✏️ Venom cooldown rule: top players before their mode's threshold—11 on Normal, 10 on Heroic, and 9 on Mythic—because another unavoidable application can trigger the 85%-health stun or a lethal stack.

Personal defensives belong on unavoidable high-stack events, not on optional wave or flood contacts. Avoiding one permanent application preserves value for every later minute of the pull.

Fight Overview and Timeline

Vexhul and Ithraz use separate kits until both reach the 100-energy sequence, then submerge and attack together while the room fills with hazards. After they return, the cycle resumes. Neither boss shares health; if one dies first, the survivor begins a rapidly escalating damage ramp.

Vexhul's Main-Phase Cycle

Caustic Deluge channels on the current tank for five seconds and ticks every 0.5 seconds. Nearby acid impacts hit within four yards, apply Eternal Venom, and create Globules. The tank isolates; assigned low-stack players consume the resulting orbs before their 10-second raid-wide rupture.

Venomous Emergence and Spawns of Vexhul add one venom application to the raid and create the add wave. Kill them before repeated Corrosive Spit lines add avoidable stacks. Stir the Depths lasts six seconds, pulses every two, and sends waves across the platform; dodge every wave contact.

Ithraz's Main-Phase Cycle

Ravenous Feast strikes three times in quick succession. Each strike splits Physical damage within 14 yards, removes one Eternal Venom application from every valid player hit, applies Feasted, and knocks the group away. On Heroic and Mythic, fewer than three struck players causes an additional raid hit, and Feasted prevents immediate reuse.

Coiling Ichor and its long-lived pool create 12-second shrinking player areas followed by two-minute slowing hazards. Place every pool around the edge and away from Feast markers and the transition path. Stone Breaker then pushes the raid and marks repeated impacts that must each hit an assigned tank or soaker.

The 100-Energy Transition

Submerge impacts damage within six yards and leave Noxious Slicks that tick every second and increase all damage taken by 30%. Clear the markers, then read Vile Flood's 14-second frontal path while spreading from Sanguine Storm's four-yard impacts. Never cross a Slick to greed a shorter route.

Heroic and Mythic Sanguine impacts leave six-second Congealed Gore that ticks every second and slows by 50%. Bait the sequence progressively around the outside so the next Deluge, Feast, and Ichor positions remain reachable after the bosses return.

Mechanics and How to Handle Them

Every avoidable hit has a lasting cost because Eternal Venom cannot be dispelled. Globule contacts and Feast soaks are the intentional stack transactions; waves, frontals, missed orbs, and add casts are not.

Eternal Venom Threshold and Removal

Eternal Venom uses a different threshold by mode. On Normal, the 11th stack deals 85% of maximum health as Nature damage and stuns for 8 seconds. The 10th stack on Heroic and the 9th on Mythic are lethal, so calls must name the active difficulty instead of using one universal number.

Ravenous Feast is the designed removal. One strike removes one application from each player hit; route the highest safe stacks into the next valid group without reusing Feasted players. Eternal Venom is not a Poison or Magic dispel, and a mass dispel does not replace the encounter's soak schedule. Toxic Fumes keeps damaging the raid every two seconds throughout that decision.

⚠️ Globule misconception: avoiding every Caustic Globule causes it to rupture at 10 seconds and give Eternal Venom to the entire raid; one assigned contact is the lower-cost outcome.

On Mythic, a player who dies while carrying Eternal Venom creates more Globules. Stabilize high-stack targets and preserve the scheduled orb consumers so one death does not turn into a raid-wide stack cascade.

Tank Debuffs and Boss Exchanges

Each Deluge tick adds Envenomed, increasing later Deluge damage taken by 10% for 90 seconds. Each Stone Breaker hit adds Fractured, increasing future Stone Breaker damage taken by 33% for 90 seconds. Exchange serpent assignments before a vulnerable tank repeats the corresponding package.

Keep a tank in melee with each boss outside scripted transition movement. Both Fangs use ranged tank attacks when nobody remains in melee; neither should become a normal part of the raid damage pattern. Announce every exchange so the new Vexhul tank owns the Deluge sector and the new Ithraz tank owns the marked impacts.

Adds, Interrupts, and Control

Normal and Heroic Spawns of Vexhul die as an immediate priority, with their Spit lines aimed away from the raid. The baseline encounter lists no player dispel or required kick. Mythic changes that rule by adding two distinct control jobs that must not be conflated.

Rouse the Brood summons Broodlings of Ithraz. Their Visceral Burst is explicitly interruptible; a successful kick makes the Broodling retreat, while a completed cast hits the raid and adds a stacking six-second DoT.

Blood Torrent wraps each Globule in a Barbed Bulwark. Interrupt Protected Gestation to destroy the shell before the orb's 10-second deadline. Keep that Bulwark interrupt rotation separate from the Broodling kick order, and do not walk into a shell because contact damages and knocks players back.

Tank, Healer, Melee, and Ranged Responsibilities

The fight rewards role discipline around a shared stack tracker. Tanks exchange matching debuffs, healers pair health with venom counts, and DPS remove the sources of optional applications.

Tanks

Control one serpent each, isolate Deluge, and cover every Stone Breaker marker. Trade targets when Envenomed or Fractured makes a repeat dangerous. Keep both bosses in melee, protect the Feast knockback lanes, and call health stops before one Fang falls far behind. On Mythic, pre-mitigate Blood Torrent's rapid five-second absorb package.

Healers

Track each player's venom stack beside current health and selected difficulty. Cover Deluge, Emergence, Stir, three Feast groups, and the transition without letting a Normal player reach 11 or a Heroic/Mythic player reach the lethal 10/9 threshold. On Mythic, assign backups for every Broodling kick and direct healing into each Tainted Blood group until the fount is fully satisfied.

Melee DPS

Stay behind distinct boss fronts, switch to Spawns immediately, and enter only the assigned Feast strike. Approach Globules without touching the Deluge impact. During Stone Breaker, stay out of the tank markers. The 100-energy phase favors survival movement over chasing either submerged target through Slicks and Gore.

Ranged DPS

Aim Corrosive Spit lines away from teammates and dodge Stir waves without drifting through Globules. Carry Ichor to the next edge marker and preserve the transition track. Mythic ranged players often make reliable Bulwark-control or Broodling-kick owners, but assignments should follow the roster's actual tools rather than a class assumption.

One player should call venom thresholds, another boss health, and a third the Mythic control order. Combining all three into one long sentence invites missed ten-second Globules.

Difficulty Comparison

Normal contains the full venom economy and transition. Heroic hardens Feast group rules and floor placement, while Mythic turns every missed control or healing assignment into another source of permanent stacks.

DifficultyAdded pressureAssignment change
NormalVenom triggers an 85%-health hit and eight-second stun at 11 stacks; Globules, Spawns, Feast, Ichor, Stone Breaker, and transition remain baseline.Use assigned orb contacts, ordered stack-removal soaks, edge pools, and synchronized boss health.
HeroicVenom is lethal at 10; each Feast strike needs at least three players; Feasted blocks reuse; Storm leaves six-second, 50%-slow pools.Run three distinct soak groups and bait transition impacts along a controlled outer arc.
MythicVenom is lethal at 9; Venom deaths spawn orbs; Bulwarks, Broodlings, and Tainted Blood founts join the cycle.Fix separate Bulwark-interrupt and Broodling-kick owners, then assign players and healers to every fount.

Keep the Normal stack and health calls unchanged when moving up; append only the mode-specific group or control instruction.

Normal Strategy

Assign every Globule, kill Spawns, dodge Stir waves, and place Ichor along the edge. Send Groups 1, 2, and 3 into the three Feast strikes to remove one venom application from each participant. Tanks exchange bosses when the corresponding 90-second vulnerability makes another Deluge or Stone Breaker unsafe.

At 100 energy, avoid Submerge impacts, read Vile Flood, and spread for Sanguine Storm. Resume with a clean transition route. Stop damage on the lower-health Fang when needed, then finish both within seconds so Uncoiled Wrath, which adds 30% survivor damage per stack, has no time to grow.

Heroic Changes

Every Feast strike must hit at least three players or the raid takes an additional Physical hit. Feasted lasts eight seconds and prevents further venom removal while greatly increasing Feast damage taken, so the three groups cannot be recycled inside the sequence.

Sanguine Storm impacts now leave Gore for six seconds, ticking every second and slowing by 50%. Bait them around the outside without covering Feast locations, the Ichor route, or the space needed for the next Deluge. Heroic adds no dispel solution for Eternal Venom; the three-group Feast rotation remains mandatory.

Mythic Changes

Blood Torrent applies rapid healing absorbs to Ithraz's tank and creates Bulwarks around Globules. The orb clock remains 10 seconds, so interrupt each Protected Gestation immediately. Use a dedicated Bulwark rotation that does not consume the Broodling kick order.

Broodlings cast Visceral Burst and leave the fight after a successful kick. Tainted Blood and Tainted Burst form an eight-second healing check after Feast: players stand within five yards while assigned healers feed enough actual healing into each fount, or the unfinished fount detonates raid-wide.

📌 Mythic control call: say “shell CC, Broodling kick, fount heal” in that order; using the same word for all three jobs is how a protected Globule ruptures while a DPS tries to kick an unkickable shell.

A death while afflicted by Eternal Venom adds more Globules on Mythic. Recovery therefore starts by identifying new orbs and available low-stack consumers before returning to boss damage.

Common Wipe Causes and Recovery Calls

Find the first unnecessary venom application. A later threshold failure—Normal 11, Heroic 10, or Mythic 9—is usually the result of an earlier missed orb, Spit, wave, or incorrect Feast group.

FailureImmediate callNext-pull fix
Globule reaches 10 secondsStabilize the raid-wide venom application and assign every remaining orb.Put one named low-stack player on each spawn as Deluge ends.
Feast group repeatsSend the next fresh group and heal the Feasted target.Use three physical markers and remove substitutions from the default order.
Stone Breaker marker is emptyUse raid defensives for the armor-ignoring hit and knockback.Give the active Ithraz tank one visible route through every marker.
Transition route closesMove together through the last safe lane without crossing Slicks.Drop Ichor and Heroic Storm pools clockwise around separate outer arcs.
Bosses die far apartCommit all damage to the survivor before Wrath stacks further.Call health stops earlier and disable uncontrolled execute cleave.
Mythic fount failsUse a raid cooldown for Tainted Burst and finish other founts.Assign one player cluster and healer owner to each numbered fount.

The shortest useful correction names the cause of the extra stack or the missed Mythic job; changing unrelated cooldowns does not repair the venom ledger.

đź’ˇ Progression read: raid-wide stack jumps mean Globules, isolated gains mean Spit or waves, Feast failures mean group order, and late survivor damage means health balancing rather than healing throughput.

Keep a pull-by-pull count of missed Globules, completed Feast strikes, and the health gap at first death. Those three numbers expose most recurring failures.

Loot and Hotfix Notes

The Twin Fangs drops item level 298 Champion 3/6 gear on Normal, 311 Hero 3/6 gear on Heroic, and 324 Myth 3/6 gear on Mythic. The encounter is the head-token source for all four armor groups.

Token or trinketUseLive note
Venomwoven EffigyCloth head tokenNormal 298, Heroic 311, Mythic 324 bands.
Venomcured EffigyLeather head tokenLive boss loot listing.
Venomcast EffigyMail head tokenLive boss loot listing.
Venomforged EffigyPlate head tokenLive boss loot listing.
Preternatural AntivenomHealer trinketHealing increased by 30% in the August 14 item pass.
Vexhul's Everflowing GlandDamage trinketDamage increased by 15% in the August 14 item pass.

Blizzard's official hotfix record lists August 19 fixes for Coiling Ichor client performance and allied-NPC pathing after the kill. Neither changes the intended mechanic values, and the August 20 entries add no Twin Fangs tuning.

FAQ

What Are the Eternal Venom Stack Thresholds?

Normal triggers at 11 stacks, dealing 85% of the player's maximum health as Nature damage and stunning for 8 seconds. Heroic's 10th stack and Mythic's 9th stack are lethal. Eternal Venom continues ticking every second and Toxic Fumes continues damaging the raid, so every group should call the threshold for its selected mode and schedule Feast removal before it.

Should Players Soak Caustic Globules?

Yes, but only assigned low-stack, healthy players should touch them. A contact localizes the Globule's damage and Eternal Venom application to that player. If nobody consumes it within 10 seconds, it ruptures onto the entire raid and gives everyone a stack. Stay outside the four-yard Deluge impact that creates the orb, then approach from the safe side.

How Do Ravenous Feast Groups Work?

Ithraz strikes three times. Each strike splits damage within 14 yards, removes one Eternal Venom application from each player hit, applies Feasted, and knocks the group away. Use three distinct groups. On Heroic and Mythic, every strike needs at least three players, and Feasted prevents immediate reuse while increasing later Feast damage taken for 8 seconds.

When Should Tanks Swap the Twin Fangs?

Exchange serpent assignments before either tank repeats its matching vulnerability package. Caustic Deluge adds 10% Deluge damage taken per Envenomed stack for 90 seconds. Stone Breaker adds 33% Stone Breaker damage taken per Fractured stack for 90 seconds. The exact handoff follows those debuffs and the actual cast order, not a universal fixed stack number.

What Changes on Heroic Twin Fangs?

Heroic makes the 10th Eternal Venom stack lethal, requires at least three valid players in each Ravenous Feast strike, and uses Feasted to enforce three separate groups. Sanguine Storm impacts also leave six-second Congealed Gore that ticks every second and slows by 50%. Bait it along the outer arena without blocking Ichor drops, Feast markers, Deluge sectors, or the next transition route.

What Are the Mythic Twin Fangs Interrupt Assignments?

Interrupt every Barbed Bulwark's Protected Gestation so its shell disappears before the Globule ruptures. Separately, kick every Broodling's Visceral Burst; a successful interrupt makes that add retreat. Tainted Blood is neither job: it is an eight-second healing assignment, with players inside each five-yard fount receiving enough healing to prevent Tainted Burst.

Last reviewed 2026-08-22 against Patch 12.1 live data — Maintained by WowCarry's WoW team.