Heroic Lei Shen

Well it’s 5.4 and why did I decide to release this guide?  There may be someone who can get some use out of it…

Anyways, there’s already a lot of great heroic Lei Shen guides out there.  Here are some links:

Getsu’s Holy Paladin Heroic Lei Shen Guide

MMO-Champion Forum 10M Heroic Lei Shen Guide

Youtube Videos (Holy Paladin Perspective)

Unlike my other guides, I won’t go in to the details of each spell from Lei Shen but provide some more in-depth tips that you may not be able to grasp from videos or general guides.

The Heroic Lei Shen fight is broke up in to 3 phases with 2 intermissions one between each phase.

  1. Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2
  2. Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 33%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 2, Lei Shen unattackable, 3 conduits active but all 4 abilities retained, once again 5 different abilities x2
  3. Lei Shen active till death, Overwhelming Power, Violent Gale Winds, Thunderstruck, Ball Lightning, Lightning Whip in addition to the 2 abilities he retains from phase 1 and 3

Don’t be too daunted by the amount of abilities Lei Shen retains in the last phase, the phase of this fight you will be wiping on the most is phase 2, the first intermission.  Lets go in detail a bit for each of the phases.

Phase 1: Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight

Assuming you’ve read some of the guides out there on how to position for this fight, the first phase doesn’t provide a lot of healing conerns.  Everything hits for a lot harder.  Thunderstruck is basically a one shot if you’re anywhere within 10-15 yards of it.  But these things shouldn’t be making your life a lot harder.  Since your raid is already stacked for a majority of the fight, it’s easy to stack up your shields with Holy Radiance and Light of Dawn and using more EFs on the melee/tanks as well as yourself.  The Crashing Thunder damage can be healed up quickly with Holy Prism.  Definitely go Speed of Light for this fight.  You will need this to move from platform to platform as well as for the Helm of Command ability.  The one main source of damage occurs when your raid transitions between pillars.  In Heroic, when Lei Shen is not latched to a conduit he will cast discharged energy on the whole raid.  This debuff is permanent for the rest of the phase (it will drop off during intermission).  On the last movement to the pillar, your discharged lightning stacks may be above 15 or so making the transition extremely damage.  One of your healers should pop a healing cooldown for this transition.  You can optionally also pop individual 1 minute reduction cooldowns for it.  This last movement will be the main and only source of large raidwide damage to watch out for.  MAKE SURE that for the last pillar you go to, you do not pop your Speed of Light.  You need to save it for the Helm of Command during intermission.  Instead, just pop your Divine Protection (so good for this fight). Chances are if you figure out which conduits you want to disable first (which is actually enabling them for the rest of the fight) and getting the power of the conduits right then this first phase won’t be too hard.

Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2

My goal here is to make this phase a little less confusing for you.  The order of spells in this phase goes like this:

[23:20:38.900] Lei Shen casts Supercharge Conduits
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)

Basically he will toss out Diffusion Chain + Overcharged at the same time first.  Make sure that you’re spread apart for this.  Right after the overcharged goes out (6 seconds), one person in your raid (and only one person will get hit by Helm of Command.  He will also around the same time send out his Bouncing Bolts (~2 per platform).  The people who does have Helm of Command should be in charge of handling the Bouncing Bolts.  If you get an extra add it’s not the end of the world.  You can ask your tank to come over and taunt it if possible or just DPS it down.  Just continue to get in the bolts if you miss them.  Helm of Command lasts approximately 8 seconds therefore you should be able to stand in any Static Shock that comes up but you’ll have to move quick.
The order of the second set of spells should be for people primarily to stand in the Bouncing Bolt.  If you get Static Shock and you can solo soak, get the bolt and then wait 2-3 seconds and pop your immunity.  Don’t panic.  The Helm of Command person should only worry about staying on the platform.  If your Static Shock player can not solo soak, also don’t panic.  Soak the Bolt and then run to the other people in the group (especially if it’s the Helm of Command in your platform you will want to stay somewhere close to them so after it ends, and it will end before your static shock goes off, they can quickly stack on top of you.

For the second set of spell, it’s the same thing.  You have around 4 seconds after the Static Shock goes out to get in position so after you’ve soaked your bolts it’s probably better just to move back in to position to maintain that you’re still far enough from each other.  The first two spells once again come close to each othee BUT note here that the chain comes a few seconds AFTER overcharged.  What this means is on the second overcharged you must wait for Diffusion Chain to go out before stacking.  Otherwise you can say Hello to 3 adds.
The second set of spells for this last group is a little bit different as the Static Shock comes a bit early.  For this one, if you have Helm of Command and Static Shock on the same platform you must either try to stack up with the Helm of Command person or if you can 2 person soak it then you should do that as the Helm of Command player will be taking a lot of damage.  In my tries, the first static shock was hitting for ~1.5M so it’s possible to soak it with two players if you toss some absorbs and hit Devotion Aura and some personal cooldowns.  Granted it’s probably better to save Devotion Aura for the next phase.  In some cases, you can just have that person die and get ressed.  Killing 1 person with a res is better than killing 3 people with a res.  Finally, it’s very likely that if your platform gets Helm then the other two people will be in charge of getting the Bouncing Bolts as well and then quickly stacking up for Static Shock.

It’s important to plan out your groups accordingly.  You want to separate melee into different groups and people who can solo soak with Tanks, etc. For example, you don’t want to have a platform with 3 casters who all can’t solo soak or only 1 can solo soak.  You should place your Tanks with Ranged DPS so that the Tanks can help out with some of the Bolts. It will be highly variable depending on your composition.  Anyways, all of this information may help in clearing up what’s going on during this phase but much of it will come down to practice.  The most important thing is to avoid stacking for Diffusion Chain.  Many guides have recommended using a separate Weakaura to track this which I find extremely helpful.

Phase 2: Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 30%, Lei Shen retains level 1 Static Shock along with performing whichever ability he is next to  the conduit of.

This phase is fairly easy to handle.  Designate 3 people with 1 backup person to stand on the outside.  It is possible to get Lei Shen to spawn only 3 ball lightnings if you have 3 ranged out and everyone else grouped up on the boss.  The backup person is because Lei Shen does static shock some time before ball lightning.  If this happens to one of the 3 designated people, the backup person will take their place and the person with static shock should run in to the stacked group to soak.  Make sure this person who runs in stays in until the balls go out.  The balls do a large amount of damage each time they bounce so it’s important to have your death knights mass grip/single grip them to kill them.  Also, it’s important not to stack with each other while stacked on the boss.  Maintain a small area around you so that a bouncing ball doesn’t hit more than one person.  You can also just run back out a bit because the balls should be killed fairly quickly.  Other than this, the only thing your ranged need to do is to stand in such a way that Lei Shen’s Lightning Whip targets an area where your raid is not running. This means standing to the left of the conduit since you are moving East to South to West.  On the last platform, position the Lightning Whip on the right of the conduit since everyone will be running left.  Healing requirement is really low except for ramping up slightly running between conduits.

Intermission 2: Similarly to Intermission 1, the conduits are increased by one level.  Depending on how much time you spent at each conduit, you may be able to decrease the levels during this phase.  This is why Phase 2 DPS is quite important.  With one platform empty, there will be more people on each platform.  For my guild, the formation 3/3/4 worked.  It will highly depend on your raid makeup.  What you want is for example to have people who can oh shit hit a button and immune static shocks on a platform with less people.  Players who can’t live through Static Shock by themselves should group with 4.  It’s vital that you stun the add from Diffusion Chain since it hit likes an absolute truck.  Since this targets only ranged, it’s also good to have ranged with a tank or other CC who can control this add.  The order of the spells is the same. On average, this phase is easier than Phase 1 simply because there are more people on each platform.  For holy paladins, make sure you help stun the add.  Healing will be spikey and change fast so be prepared to use your Flash Heals.

Phase 3: Ball Lightning, Lightning Whip, Thunderstruck, Winds, Level 1 Static Shock and Diffusion Chain
People were proposing very exact plans to deal with this phase and for us it turned out to be unnecessary. The one thing to maintain is the 3 people on the outside plus one backup.  It’s more important this phase to spread out for a majority, only stacking for ball lightning and static shock.  One note for holy paladins, You can pop your bubble for the static shock such that it will immune you through static shock AND a thunderstruck.  This greatly reduces the amount you will need to run during this phase.  The damage during this phase is quite high.  As soon as the winds come, get ready to  pop your cooldowns.  Set up a cooldown rotation for the thunderstrucks and make sure you move away from Thunderstruck.  As a Holy Paladin, I found it easier to be one of the people on the outside because I could bubble when things were going to shit.  So make sure you continue standing on the outside while moving away for Ball Lightning since it come very quickly after Thunderstruck.  Everyone who normally stacks should also spread out to place the Thunderstruck farther away from melee. Other guides recommend moving from one quadrant to the other but we found that it just was too much movement for very little gain.  Better to remain relatively spread while in range of healers.

Finally good luck!


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