Twin Emperors

The clever brothers and  are known as the Twin Emperors. They rule over the qiraji from the sanctuary of their temple.

In this area, Qiraji Scarabs and Qiraji Scorpions are scattered all around the floor, and if killed, they constantly respawn throughout the fight. They are initially, but turn when hit by any sort of area of effect spell or when mutated by Emperor Vek'nilash.

Attacks and abilities
Both Emperors:
 * [[Image:Spell Nature HealingWaveGreater.png|20px]] Heal Brother — Whenever the twins get within 60 yards of one another, they will spam heal each other for 30000 health/tick. Keep them far apart.
 * [[Image:Spell Arcane Blink.png|20px]] Twin Teleport — Every 30–40 seconds, the two twins will switch places, visible by a blue glow around their feet. The twins will be rooted for about 2 seconds after they teleport before they start attacking again. There is a complete aggro wipe, and the Emperors will attack the closest player to them, who will receive a large amount of threat after the 2 second root runs out.
 * Berserk — After 15 minutes, the Emperors will go berserk dramatically increasing damage and wiping the raid. Note that they still can be downed during berserk if they have very low health left.
 * Combined Health — The Emperors share percentage health. Damage to one emperor hurts the other emperor as well. HP of Vek'nilash is about 1.6M, HP of Vek'lor is about 1M. Therefore 100k damage done to Vek'lor equates to 160k damage done to Vek'nilash. This allows them to die simultaneously, but not in fact have the same real HP. Only their HP percentages go down simultaneously. This causes casters to have a greater effect in this fight than melee damage dealers.

Emperor Vek'nilash: Swings a big sword, immune to all magical damage (except holy).
 * [[Image:INV Gauntlets 05.png|20px]] Uppercut — Knocks back a single random target in melee range.
 * [[Image:Ability Warrior DecisiveStrike.png|20px]] Unbalancing Strike — Inflicts 350% weapon damage and leaves the target unbalanced, reducing their defense skill by 100 for 6 sec.
 * [[Image:Ability Hunter Pet Scorpid.png|20px]] Mutate Bug — Mutates a bug every 10-15 sec or so making it grow to a gigantic size and attack the raid.

Emperor Vek'lor: Caster, immune to all physical damage, has a mana bar. Qiraji Scarabs/Qiraji Scorpions:
 * [[Image:Spell Shadow ShadowBolt.png|20px]] Shadow Bolt — Spams on his aggro target, hits for 3000-4000. Partially resistible.
 * [[Image:Spell Frost IceStorm.png|20px]] Blizzard — Slows and damages everyone within its area of effect. 1500 damage/tick.
 * [[Image:Spell Nature WispSplode.png|20px]] Arcane Burst — 4000-4950 arcane damage AoE counterattack whenever a player is within melee range. Knocks back anyone it hits and slows their movement speed by 70%.
 * [[Image:Spell Fire Fire.png|20px]] Explode Bug — Every 7-10 secs Emperor Vek'lor forces a nearby bug to explode, blowing it up and dealing a huge amount of fire damage over a wide area.
 * [[Image:Spell Nature CorrosiveBreath.png|20px]] Virulent Poison — Stackable DoT randomly procs on melee attack.
 * Bugs are triggered by their corresponding Emperor: Vek'nilash mutates bugs within 25 yards, Vek'lor explodes bugs within 30 yards.
 * [[Image:Spell Fire Fire.png|20px]] Explode Bugs — grow to 200% size, and their tentacles begin to spark. They explode 3sec after they are triggered and inflict between 2813 to 3187 fire damage.
 * [[Image:Ability Hunter Pet Scorpid.png|20px]] Mutate Bugs — grow to 400% size, gain 300% health, melee for 1800% damage, as well as turn hostile. They must be tanked/killed since they otherwise stay mutated for 4 minutes and melee for 1000+ damage per hit.



Strategy

 * Raid setup
 * Two tank teams: Each team consists of: 1 Warrior, 2 Warlocks (one for Blood Pact, the other for tanking), a Paladin/Shaman and 4-5 Healers. One team covers the left side, the other takes the right.
 * A bug-hunter team: 3 Mages, 2 Warriors and a Paladin/Shaman/Druid for healing.
 * A physical DPS team: all Rogues, Hunters and remaining Warriors plus 1-2 Paladins/Shamans for healing.


 * Tanking:
 * The Magical Emperor is tanked by a warlock (Shadow damage), the Physical by a warrior (physical damage). After each teleport the character closest to the given Emperor will get aggro. In every case we want this to be the warrior. However:
 * On a switch from physical to magical the tanking warlock will immediately after the teleport begin to chain-cast searing pain on the magical Emperor in order to get aggro. Both, the warrior and warlock keep a healthy range to their Emperor to avoid Arcane Bursts, triggered if any character is within melee range. The more range they can get the better, as it helps their healers to avoid all Blizzards and exploding Bugs. Ideally all tanking happens on a line orthogonal to the respective wall an Emperor is tanked against.
 * Warlock tanks should use Curse of Doom as well as Searing Pain to pull aggro. Excluding partial resists, the damage done by Curse of Doom is easily enough to pull aggro from a warrior. Approximately 10–15 seconds after the fight starts, or after a teleport, the active warlock tank should cast this Curse on Vek'lor. The exact timing requires practice, but it far more effective than just spamming Searing Pain alone.
 * Shadow Ward should be activated before the teleport warning is received. This means the first bolt can be absorbed, and Shadow Ward will have cooled down during the tanking period.
 * Once the warlock has aggro Vek'lor will move towards him. It is critical that the warlock be alert for this, and move back slightly.  If the warlock does not react fast enough, Vek'lor will Arcane Blast the warlock tank, seriously disrupting the positioning.  If handled correctly, Vek'lor will remain well outside healing range, and the warrior tank can move in along the wall behind him.  This is close to where the warrior will tank after the teleport.
 * On a switch from magical to physical the warrior has to be closest character in the proximity of the Emperor. If he gets uppercut and knocked away, he has to come back in position before the teleport so the warlock can live (who would otherwise not survive a Physical Emperor's hit). Once the warrior has aggro he positions himself with his back to the wall, so he doesn't go flying when uppercut and thus out of range of heals. The tanking warlock just waits his turn again.


 * DPS:
 * DPS is split in two, bug-hunters and boss-DPS:
 * The bug-hunters take care of all Mutated Scarabs and Scorpions on the Physical Emperor side to keep them from killing the Healers.
 * The boss-DPS bounces from side to side following their Emperor (warriors, hunters and rogues on the Physical, warlocks, mages on the Magical) The melee DPS have to take much care that they run away from their Emperors in due time (5 seconds) before the next teleport so the warrior gets initial aggro on the new Emperor. A rogue getting aggro easily messes up the positioning and healing-chains. Also, standing close to the Magical Emperor triggers Arcane Blasts which can wipe all the melee DPS in seconds.
 * Switch early, don't test your luck.
 * After the first teleport, DPS can start.


 * Healing:
 * Healing the warlock-tank is easily done by a single priest or druid and thus provides a ~25 sec timeframe during Vek'lor (Magical Emperor) where healers are at ease to pick up loose ends, regen mana and heal some DPS.
 * Healing the warrior during Vek'nilash (Physical Emperor) time is tricky as he will frequently get hit by a sequence of big blows in very short time. It is necessary to constantly channel heals, keep HoTs up and shield after Unbalancing Strikes and Uppercuts. 3 priests chaincasting Heal 2 (augmented by +heal) and constant Renew does most of the work. Paladins/shamans and druids are used for the gaps in between. Starting to cast when there is already a health deficit (reactive healing)is not sufficient.
 * Healers will be moving a lot in this fight between their positions for the respective Emperor (further away in a safe spot on Vek'lor to avoid Blizzards and closer on Vek'nilash as the warrior to be healed is near the wall --> see illustration. In the event of Vek'lor moving unintentionally close to the warlock tank, all healers on the side have to react quickly and increase their range to maximum so they can avoid all blizzards.
 * Outpost: Each side places one designated healer (best geared priest ideally, maybe accompanied by a paladin/shaman) in the outpost position (10 yds away from the warlock so they don't get both hit by the same blizzard). His responsibility is to stay in range of the warrior and heal him during Vek'lor. This allows the main healer group to get to their safe-position (out of blizzard range in the middle) immediately after the teleport. Should the outpost-healer take damage from a blizzard or exploding bug, the main healer group takes care of it. The outpost healer also covers the first damage on the warrior when he takes aggro on a switch back to Vek'nilash until the main healer group gets back in close-position.
 * Druids coordinate their innervates and be prepared to cast Rebirth on warlock and warrior.

Twins at 80
At level 80 this encounter becomes many times easier. If your group is physical damage heavy, your target will be the physical damage dealing Emperor. You must have a physical mortal strike (Arms Warrior, or a Hunter with Aimed Shot talented). Tank the Twins together and just dps them down, burning through their self heals. Any casters can be assigned to dealing with the bugs. A caster tank is recommended, but not necessary. Shadow bolts hit for approx. 5-6k. And on a 25k+ player it is easily healable. An alternate strategy, and one I have not personally tested, is if your group is caster heavy, you will need a rogue who has wound poison attempting to keep the poison (which deals nature damage) on the caster Emperor. Once either of the Emperors die, one of two things will happen. 1: The opposite Emperor also dies. 2: The opposite Emperor is reduced to <10% health. And with no healing, it is very easy to finish him off. To make any headway in this setup, your raid needs more than 15,000 DPS.

Quotes
Intro:
 * emote
 * yell
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Aggro:
 * yell
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Killing player:
 * yell
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Enrage:
 * yell
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Death:
 * yell
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Loot

 * Each of the emperors has its own loot table. They will drop loot independently of each other.
 * You get two Qiraji Lord's Insignias from this boss encounter, one from each boss.

Trivia

 * The Twin Emperors were given an updated model with the release of Burning Crusade, granting them shoulder pads. Why Blizzard chose to update their models, just as they were about to become obsolete, is unknown.