Overview Almost immediately after the second jormungar dies, Icehowl will rush into the arena; you will have little to no time for preparation. To compensate for that, he is by far the easiest part of the encounter, tactics-wise. Position him in the middle of the arena, so your spellcasters can have more room to spread out. His melee swings are strong, and the tank will occasionally eat extra damage plus a short stun. You could do a tank rotation if you don't think your tanks or healers will do well. His Arctic Breaths need to be healed through as well. Think Champion of Hodir. Icehowl will periodically knockback everybody in close range—make sure to reposition him in the middle after a Whirl, but don't fret over it if you don't succeed—but it won't be a huge problem if he stays where he is. Massive Crash, followed by a charge, is what you need to watch out for. Icehowl will jump in the middle of the arena, knock everybody to the walls, stun them and give raid warning "Icehowl glares at <name> and lets out a bellowing roar!". He will jump back to the opposite side of the arena, the stun will wear off, the raid will receive a short movement speed buff, and Icehowl will charge at the location his target was. After the raid warning he will face the way he will charge, so it's easy to move away from his path. It is important to move away — his charge will kill anyone, and he will gain extra damage and attack speed if he kills a player. Fortunately the buff is removable by a rogue or hunter. If nobody dies Icehowl will be stunned for 15 seconds and take extra damage. Abilities - Inflicts 41,625 to 48,275 Physical damage to his target and stuns it for 3 seconds. - Inflicts 3,000 Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell. - Inflicts 6,938 to 8,062 Physical damage to all players within 15 yards, and knocks them back. - Inflicts 7,400 to 8,600 Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. When the stun wears off, all players receive Surge of Adrenaline for 8 seconds. - Increases movement speed by 50%. - Charges at the location of a chosen target. Inflicts 50,000 Physical damage to everybody in its path, gaining Frothing Rage if he hits a player. If nobody is hit, Icehowl is affected by Staggered Daze for 15 seconds. - Increases all damage taken by 100% for 15 seconds. Stunned for the duration. - Increases Physical damage dealt and attack speed by 50% for 15 seconds. Enrage effect. - Inflicts 55,500 to 64,500 Physical damage to his target and stuns it for 3 seconds. - Inflicts 4,000 Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell. - Inflicts 8,325 to 9,675 Physical damage to all players within 15 yards, and knocks them back. - Inflicts 9,250 to 10,750 Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. - Charges at the location of a chosen target. Inflicts 50,000 Physical damage to everybody in its path, gaining Frothing Rage if he hits a player. If nobody is hit, Icehowl is affected by Staggered Daze for 15 seconds. - Increases all damage taken by 100% for 15 seconds. Stunned for the duration. - Increases Physical damage dealt and attack speed by 50% for 15 seconds. Enrage effect. - Inflicts 69,375 to 80,625 Physical damage to his target and stuns them for 3 seconds. - Inflicts 4,000 Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell. - Inflicts 9,250 to 10,750 Physical damage to all players within 15 yards, and knocks them back. - Inflicts 10,175 bis 11,825 Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. When the stun wears off, all players receive Surge of Adrenaline for 8 seconds. - Increases movement speed by 50%. - Charges at the location of a chosen target. Inflicts 50,000 Physical damage to everybody in its path, gaining Frothing Rage if he hits a player. If nobody is hit, Icehowl is affected by Staggered Daze for 15 seconds. - Increases all damage taken by 100% for 15 seconds. Stunned for the duration. - Increases Physical damage dealt and attack speed by 50% for 15 seconds. Enrage effect. - Inflicts 83,250 to 96,750 Physical damage to his target and stuns them for 3 seconds. - Inflicts 6,000 Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell. - Inflicts 12,950 to 15,050 Physical damage to all players within 15 yards, and knocks them back. - Inflicts 16,188 to 18,812 Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. - Charges at the location of a chosen target. Inflicts 50,000 Physical damage to everybody in its path, gaining Frothing Rage if he hits a player. If nobody is hit, Icehowl is affected by Staggered Daze for 15 seconds. - Increases all damage taken by 100% for 15 seconds. Stunned for the duration. - Increases Physical damage dealt and attack speed by 50% for 15 seconds. Enrage effect. Trial of the Grand Crusader For details about the specific differences in this fight on Heroic difficulty, check
this blog.