Within the third Wing of Heroic Molten Core you will encounter Baron Geddon and Golemagg.

Defeating each of the bosses awards you with 100 Valor. Valor is used for upgrading an army slot to Diamond (+4 levels). Defeat both bosses to earn yourself a Golden Molten Giant Skin. For repeat clears in the subsequent cycles, one reward per cycle, you will get 2000 Arc Energy instead of the golden skin.

LFR Builds

Important Talents

Fae Blessing on Faerie Dragon enables you to give Resistant to your Gargoyle, helping it survive longer.

Air Drop on Gryphon Rider is needed to give Ragnaros levels.

Empowered Renew on Priestess is necessary because it is the only effective heal on Ragnaros (once per Priestess).

Dark Iron Armaments give Dark Iron Miner Armored and thus damage reflect from Ragnaros.

Strategy

Towers are not too important with Ragnaros. You mainly want to give Ragnaros levels and then take on Geddon.

Use Dark Iron Miner to get gold.

Use Gryphon Rider with Air Drop to give Ragnaros levels.

Use Priestess to heal Ragnaros.

When Ragnaros is strong enough, use Gargoyle and Faerie Dragon (to give Gargoyle Resistant) to attack Geddon.

Watch it in action

This build is designed for the 8-9 o’clock ambush strategy. You can sometimes pull it off on the first lap even in Heroic, but unless you're capped for the encounter, it often makes sense to do it on the second lap when you have a more solid control of the Towers to give you more time.

Important Talents

Fae Blessing on Faerie Dragon enables you to give Resistant to your Chimaera and Gargoyle, helping them survive longer.

Corrosive Breath on Chimaera gives it the damage it needs to take out Towers effectively.

Forsaken Fury adds damage to your Gargoyle and Dire Batlings.

Soundbite on Dire Batlings enables them to easily beat Vultures.

Strategy

Grab the early Molten Giant with your Banshee. It will help you take some Towers.

Use Chimaera and Faerie Dragon (for Resist on Chimaera) to attack Towers.

Use Dark Iron Miner to get gold.

Ambush Geddon at 8-9 o’clock if you have good map control: at least the top two Towers, preferably something going on at the bottom right Tower as well. If you had a slow start, let Geddon do another lap and take Towers behind it.

Send a Gargoyle with Resist from Faerie Dragon at Geddon. Send another Gargoyle when a new phase begins. A level 27 Gargoyle with Resist from Faerie Dragon and Fury from the Sylvanas talent can solo one phase of Geddon.

Watch it in action

Co-op Build

This build aims to support a Ragnaros army, hence the Air Drop on Gryphon Rider.

Important Talents

Fae Blessing on Faerie Dragon enables you to give Resistant to your Chimaera and Gargoyle, helping them survive longer.

Corrosive Breath on Chimaera gives it the damage it needs to take out Towers effectively.

Forsaken Fury adds damage to your Gargoyle.

Strategy

Use Chimaera and Faerie Dragon (for Resist on Chimaera) to attack Towers.

Use Dark Iron Miner to get gold.

Send a Gargoyle with Resist from Faerie Dragon at Geddon. Keep Geddon in place with Unbound minis at phase transitions. Send another Gargoyle when a new phase begins.

Watch it in action

Boss Strategy

Baron Geddon map (normal version)

molten core geddon map

Minis in Heroic Baron Geddon’s Army

  • Dark Iron Miner - Dark Iron Armaments
  • Drake - Engulfing Flames
  • Gargoyle - Aerial Superiority
  • Harpies - Trinket Collectors
  • Living Bomb - Blast Radius
  • Vultures - Migration

Baron Geddon can only deploy regular minis at the Towers. If it does not control any Towers, it will eventually be unable to play anything.

The Boss and Other Minis

Baron Geddon

  • 14,000 health
  • Unstoppable, Special Resistant (75% Elemental damage reduction)
  • Melee Sweep: 165 Elemental damage to minis, 365 Elemental damage to buildings, applies Burn that deals 45 Elemental damage per second for 8 seconds (360 overall), 2.7 seconds attack speed, 4.5 range, 9 radius
  • Ignite: Burns the target for 45 Elemental damage per second for 8 seconds (360 overall), and when the target reaches 5% health it is afflicted with Living Bomb, Ignite acquire range 15, Ignite range 13, targets ranged minis only, targets the ranged mini with the highest percentage of health remaining, 12 seconds cooldown

Map Mechanics

The floor is lava. The lava floor deals 80 Elemental damage every 0.5 seconds to ground minis that stand on it. The lava does not hurt Fire Elementals, Molten Giants, bosses (like Geddon itself), and Ragnaros.

Geddon does not mind the lava and happily walks around the map clockwise. His path goes by all four Towers, which he will retake as he passes.

Baron Geddon summons Fire Elementals. The first one spawns after 4-7 seconds, and new ones spawn every 12-15 seconds from there. These Fire Elementals have Fan the Flames talent and are immune to the lava floor.

Baron Geddon also summons a Molten Giant with Blood of the Mountain talent at 5:55.

Phase 2 begins at 70% health

  • Geddon cleanses itself of Burn and Poison
  • Geddon gains a 90% damage shield for 5 seconds
  • Geddon deals lethal damage to all enemy minis in a radius of 10
  • Geddon summons a Tornado
  • Geddon spawns two Fire Elementals at every corner of the map. These Fire Elementals have Fan the Flames talent and are immune to the lava floor.

Phase 3 begins at 40% health

  • Phase 3 transition is identical to the phase 2 transition: there are now two Tornadoes on the map
  • Additionally, Geddon gains +0.05 gold per second in additional income

Tornado spawns at the top of the map, and starts moving counterclockwise with a movement speed of 1.5. Geddon’s minis are immune to Tornadoes, but any of your buildings or minis that touch one take 80 Elemental damage every 0.5 seconds. It is possible to spawn both Tornadoes on top of each other if you phase Geddon at the right time, but this is generally not necessary.

General Strategy

Baron Geddon is a challenging fight that is best overcome with Ragnaros as your Leader, but traditional armies with Sylvanas or Rend also work. Your life becomes increasingly difficult as you push through the phases, so most strategies attempt to identify a good moment to push and then go through all phases in rapid succession. Because there is a short-range wipe at phase transitions, you need to send reinforcements at the start of each phase.

Heroic Geddon can destroy Meat Wagons, so they are less effective against it. They seem to live sometimes, so they are not completely out of question.

If you have Ragnaros, grow it to around level 35 to help defend your base, and then attack Geddon. Pushing at 8-9 o’clock is strong with this plan.

First, what does it mean to push at 8-9 o’clock? When you send your tank, usually Gargoyle, to the left when Geddon is moving upwards on the left side, you can meet Geddon before it reaches the path towards your Barracks. The Fire Elementals Geddon spawns will then start moving downwards and walk a long way before they threaten your base. If you send your mini too early, it will not attack Geddon, as it also wants to move clockwise ahead of Geddon. If you send your mini too late, the Fire Elementals move straight towards your Barracks. The timing is not particularly hard, but may take a bit of practice. At phase transitions, you can use Unbound minis to hold Geddon in place for a while.

The Fire Elementals that spawn at phase transitions are able to destroy Towers, but it does not take much help to stop them. Especially at the first phase transition, deploying some minis to help the Towers can buy you extra time.

If you are not ready to take on Geddon, and it moves past Towers that you control, you generally want to take them back before Geddon manages to complete their construction. Quilboar or Dark Iron Miner can be played on land in the corner to start hitting a Tower before it is fully available to Geddon. These can sometimes be tricky to time correctly because Geddon sometimes lingers a while next to the Tower.

There is a lot of gold on the map, and you want to mine most of it. Dark Iron Miner is a good solution, and Trinket Collector Harpies are another option. When positioned correctly on the left side of your base, one Harpy will fly over the mountain to the south and also mine there. Sometimes, you may also want Harpies with Infectious Swipes just for the additional damage.

When you commit to attacking Geddon, remember to be ready for phase transitions: your tank will be killed, so you need to send in another one.

LFR Builds

Important Talents

Clearcasting on Jaina makes your spells cheaper.

Ritual of Rime on Skeleton Party is essential to build static defenses.

Celestial Focus on Eclipse gives additional levels to your Starfall.

Moonfury on Earth and Moon adds more damage to Starfall.

Splashing Pumpkins on Plague Farmer is essential to allow it to reach enemy casters behind the tanks.

Strategy

Your main boss damage comes from Starfall. You want to play Jaina, look for an enemy caster anywhere on the map and kill it with Eclipse, and then play Starfall on Golemagg. That is your main damage cycle. Do not be afraid to use your spells for defense early in the game. Depending on the strength of your partner, you may need to defend a lot and go all in only in overtime. You should always have enough gold to do your damage cycle constantly during overtime. It helps if you can push a phase or two already before overtime. With a very strong partner and high levels, you can beat Golemagg in a few minutes, well before overtime.

At the start of the game, you want to build some Ritual of Rime Skeleton Party defenses. One group on each side of the base is enough, and optionally you can have two groups on each side of the base. Do not play them in front of the base, as they get killed easily while there. Also, do not play them behind the base because then they are out of range most of the time. Leave a bit of space on the side if you are teamed up with a Ragnaros so that they can level it up with their Gryphon Rider instead of leveling up your Skeletons. In a premade, only one player needs to bring Skeleton Party. The other can bring something like Defias Bandits instead (build 2): they are useful for stunning enemies and can even kill Pyromancers.

Meet Golemagg's attacks with Harvest Golem, Priestess, and Plague Farmer. Use Jaina or spells to support your team if there are Drakes around. Plague Farmer with hit the backline while Harvest Golem tanks in front and Priestess keeps it alive. It is especially important to stop Pyromancers from shooting at your Skeleton Party and Fire Elemental from reaching them. Two Skeleton Party groups can take out a Molten Giant without a tank and a single group will easily beat an Earth Elemental.

You can tank the Core Rager on a vacant lane. Both left and right are fine. You can mine right next to the Core Rager on the right because it deals no area damage. Avoid keeping it in the middle for long because you want to grab the chest there. If you are able to take a Tower, the left one would be great as it gives you access to another gold mine. It is not necessary to take any Towers though.

Watch it in action

These two builds are variants of the Starfall Jaina for players who lack Starfall and possibly also Rime Skeletons. The Starfall build is stronger than these.

Important Talents

Clearcasting on Jaina makes your spells cheaper.

Ritual of Rime on Skeleton Party is essential to build static defenses.

Splashing Pumpkins on Plague Farmer is essential to allow it to reach enemy casters behind the tanks.

Strategy

Your main boss damage comes from either Skeleton Party or Whelp Eggs. You do not have room for both in the army. Whelp Eggs deal around 15% more damage, but Skeleton Party is more flexible because it also allows you to build static defenses. Because only one player needs to bring Skeleton Party, the other can go with Whelp Eggs in a premade.

With Skeleton Party, you first play your Quilboar and then the Skeleton Party behind Golemagg. With Whelp Eggs, it's the opposite: you need Golemagg to pop the Eggs, so you play the Eggs first and then the tank on the other side, closer to Golemagg. Your damage output is lower than with Starfall, so you need to start earlier or have your partner contribute to damage. For example, a level 27 Skeleton Party can only push around two phases during overtime.

Jaina mostly brings value in additional levels and damage on Eclipse. You want to play Jaina and then look for an enemy caster anywhere on the map and kill it with Eclipse. You can also use Sunfire on Golemagg, if you get the opportunity. Moonfire stun talent is useful because it helps to kill Pyromancers without them being able to shoot. It is not mandatory though.

At the start of the game, you want to build some Ritual of Rime Skeleton Party defenses. One group on each side of the base is enough, and optionally you can have two groups on each side of the base. Do not play them in front of the base, as they get killed easily while there. Also, do not play them behind the base because then they are out of range most of the time. Leave a bit of space on the side if you are teamed up with a Ragnaros so that they can level it up with their Gryphon Rider instead of leveling up your Skeletons. In a premade, only one player needs to bring Skeleton Party.

Meet Golemagg's attacks with Harvest Golem, Priestess, and Plague Farmer. Use Jaina or spells to support your team if there are Drakes around. Plague Farmer with hit the backline while Harvest Golem tanks in front and Priestess keeps it alive. It is especially important to stop Pyromancers from shooting at your Skeleton Party and Fire Elemental from reaching them. Two Skeleton Party groups can take out a Molten Giant without a tank and a single group will easily beat an Earth Elemental.

You can tank the Core Rager on a vacant lane. Both left and right are fine. You can mine right next to the Core Rager on the right because it deals no area damage. Avoid keeping it in the middle for long because you want to grab the chest there. If you are able to take a Tower, the left one would be great as it gives you access to another gold mine. It is not necessary to take any Towers though.

Watch it in action

Important Talents

Air Drop on Gryphon Rider is needed to level up your Ragnaros.

Ritual of Rime on Skeleton Party is essential to build static defenses.

Splashing Pumpkins on Plague Farmer is essential to allow it to reach enemy casters behind the tanks.

Strategy

Your main boss damage comes from Skeleton Party. First, play your Earth Elemental and then play the Skeleton Party behind Golemagg.

At the start of the game, you want to build some Ritual of Rime Skeleton Party defenses. One group on each side of the base is enough. Do not play them in front of the base, as they get killed easily while there. Also, do not play them behind the base because then they are out of range most of the time. Leave a bit of space on the side so that Gryphon Rider can level up Ragnaros instead of leveling up your Skeletons.

Level up Ragnaros with the Air Drop Gryphon Rider and heal it with Priestess. Each Empowered Renew Priestess heals Ragnaros for 10% of its maximum Health, but only once per Priestess.

Meet Golemagg's attacks with a mix of Molten Giant, Priestess, and Plague Farmer. Plague Farmer will hit the backline while behind any tank and Priestess keeps the tank alive. It is especially important to stop Pyromancers from shooting at your Skeleton Party and Fire Elemental from reaching them. A lone Plague Farmer can draw a fight against a Pyromancer. Two Skeleton Party groups can take out a Molten Giant without a tank and a single group will easily beat an Earth Elemental.

You can tank the Core Rager on a vacant lane. Both left and right are fine. You can mine right next to the Core Rager on the right because it deals no area damage. Avoid keeping it in the middle for long because you want to grab the chest there. If you are able to take a Tower, the left one would be great as it gives you access to another gold mine. It is not necessary to take any Towers though.

Watch it in action

Boss Strategy

Golemagg map (normal version)

molten core golemagg map

Minis in Heroic Golemagg’s Army

  • Drake - Engulfing Flames
  • Earth Elemental - Shrapnel Blast
  • Firehammer - Moultin’ Metal
  • Fire Elemental - Molten Core
  • Pyromancer - Conflagrate

Golemagg has a deck of only 6 minis (including Kobold), but it also has a reduced hand size of only 3 minis, which makes it harder for Golemagg to cycle to the right mini.

The Boss and Other Minis

Golemagg

  • 16,000 health
  • Unstoppable, Armored
  • Avoids moving away from its spawn zone
  • Melee: 320 Physical damage, 2.1 seconds attack speed, 3 range, 6 acquire radius
  • Stomp: 300 Physical damage, 7 seconds cooldown, 5 range, 4 radius, 8 acquire radius, hits both ground and flying minis
  • Cave In: 180 Physical damage and then 50 Physical damage every 0.2 seconds 25 times (1250 periodic damage overall), 13 range, 5 radius, 12 seconds cooldown, hits ground minis only, targets the mini with the least health missing

Core Rager

  • 3400 health
  • Resistant
  • Bite: 200 Physical damage, 2.0 seconds attack speed
  • Charge: Core Rager will charge at ground minis that cross its horizontal lane. Charge knocks back and stuns ground minis on a radius of 3 for 1.6 seconds. Cooldown 5 seconds.
  • Immolate: Deals 10 Elemental damage every 0.5 seconds to enemy minis within a radius of 4.5

Map Mechanics

Core Ragers guard the horizontal lanes. They will charge at any ground minis attempting to cross the lanes, and will also attack flying minis that attempt to fly right over them. They will not charge at flying minis on another vertical lane.

When a Core Rager dies, the Incinerate Rune on the vertical lane it was on is activated and deals 60 Elemental damage every 0.5 seconds for 12.5 seconds on a radius of 6. After those 12.5 seconds, the Core Rager is resurrected with 75% health.

Golemagg summons two patrolling Drakes with the Mother Drake talent. Their movement speed is 3, faster than regular Drakes. The Drakes respawn after 30 seconds if killed.

Golemagg summons Molten Giants. The first one is summoned at 3:00 on the left side, followed by one on the right at 2:30. The spawns keep alternating every 30 seconds, with each spawner summoning a Molten Giant every 60 seconds.

Phase 2 begins at 75% health

  • Golemagg cleanses itself of Burn and Poison
  • Golemagg gains a 90% damage shield for 5 seconds
  • Golemagg activates all four Incineration runes (each Tower and the boss spawn zone) to deal 60 Elemental damage every 0.5 seconds for 12.5 seconds on a radius of 6 (boss zone radius 13)
  • Golemagg gains the Call Hound ability and will spawn Core Hounds with Guard Dog talent every 45 seconds

Phase 3 begins at 50% health

  • Golemagg cleanses itself of Burn and Poison
  • Golemagg gains a 90% damage shield for 5 seconds
  • Golemagg activates all four Incineration runes (each Tower and the boss spawn zone) to deal 60 Elemental damage every 0.5 seconds for 12.5 seconds on a radius of 6 (boss zone radius 13)
  • Golemagg gains +0.05 gold per second additional income

Phase 4 begins at 25% health

  • Golemagg cleanses itself of Burn and Poison
  • Golemagg gains a 90% damage shield for 5 seconds
  • Golemagg activates all four Incineration runes (each Tower and the boss spawn zone) to deal 60 Elemental damage every 0.5 seconds for 12.5 seconds on a radius of 6 (boss zone radius 13)
  • Golemagg gains the Call Core Rager ability to spawn an additional Core Rager by his side. This ability was present in normal before but never worked, so we do not know if it will work in Heroic either.

General Strategy

Heroic Golemagg has a lot more obstacles in getting to it:

  • Drakes patrol the horizontal lanes together with Core Ragers, and they also drop Whelp Eggs on the lanes
  • Golemagg will not move far from its spawn zone
  • Golemagg has more long-range and anti-air attacks
  • The burn zone at phase changes is bigger

Because of all these reasons, a ground push at Golemagg only succeeds when you outlevel the encounter, and a single flyer push does not work (although multiple flyer attacks can work if you have enough levels to also defend). The main strategy is to beat Golemagg with spells or unbound minis. You can attack the Towers, and it can be useful to gain access to more gold mines and chests, but reaching Golemagg itself is difficult.

The main tools for dealing boss damage are:

  • Starfall (Earth and Moon), preferably in combination with Jaina and Eclipse (Eclipse for the spell levels, you should usually shoot enemy casters with the spell itself before using Starfall on Golemagg)
  • Whelp Eggs and Earth Elemental (allow the Eggs to be popped and then play your unbound tank closer to Golemagg, you can also use Quilboar)
  • Ritual of Rime Skeleton Party and Quilboar (play your unbound tank first and then the Skeleton Party behind Golemagg, you can also use Earth Elemental)

Ritual of Rime Skeleton Party can be an excellent defensive tool to make your stronghold last.

Try to lure the Core Rager away from the gold mine when possible so that you can mine.