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Boss

Rajh

Rajh, Construct of Sun - Halls of Origination

Rajh is a boss of the Rajh, Construct of Sun encounter in Halls of Origination.

Found In

EncounterRajh, Construct of Sun
Journal creatures7

Encounter Facts

In the game's encounter order for Halls of Origination, Rajh comes 7th of 7, after Setesh.

Instance modesNormal, Heroic
Group size5 players
Instance typeDungeon
ExpansionCataclysm
Encounter order7 of 7
Encounter ID1078
Adventure Guide pin47.5, 25.3 on the instance map
  1. Temple Guardian Anhuur
  2. Earthrager Ptah
  3. Anraphet
  4. Isiset
  5. Ammunae
  6. Setesh
  7. Rajh

3D Model

First-party render from the game files. Model © Blizzard Entertainment.

Downloads

Instance Entrance: Uldum

Uldum mapHalls of Origination entrance

The Halls of Origination entrance is in Uldum, at 69.1, 53.1 on the Uldum map.

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Abilities & Strategy

What the in-game dungeon journal describes for this encounter. Every ability links to its spell page.

Abilities & Strategy

Sun Energy

Rajh begins with 100 Sun Energy, and uses this resource to cast his spells.

Sun Strike

This ability costs Rajh 20 Sun Energy.

Summon Sun Orb

Rajh channels for 3 seconds then summons a Sun Orb above the location of a random player. The Sun Orb then falls, and when it lands the Orb deals Fire damage to any player and knocks them back. This ability costs Rajh 20 Sun Energy.

Inferno Leap

Rajh prepares to leap to the location of a random player, then propels himself into the air and lands on the chosen location. While Rajh is casting Inferno Leap, players of the chosen location have their movement speed increased by 50%. When Rajh lands at the chosen location, he inflicts Fire damage and knocks away any player. This ability costs Rajh 20 Sun Energy.

Solar Winds

Rajh summons a fiery vortex in front of him. The vortex grows and moves away from Rajh, then begins to move around the room. The Solar Winds vortex inflicts Fire damage and knocks back any players that move. This ability costs Rajh 20 Sun Energy.

Solar Fire

As the Solar Winds move across the room, they periodically create small patches of Solar Fire. The Solar Fire inflicts Fire damage every 1 second to any player that stands within the flames.

Blessing of the Sun

When Rajh has less than 10 Sun Energy, he walks to the middle of the room and reenergizes himself with the Blessing of the Sun for 3 sec. Rajh gains 5 Sun Energy, inflicts Fire damage to all players, and increases the damage players inflict by 100% while he channels the Blessing of the Sun.

Ability Spells

Every ability the Adventure Guide lists for Rajh, with its spell's school, cast time and duration and the description the game gives it.

Sun Strike

Fire · Instant

Inflicts Fire damage to an enemy, and causes them to burn for Fire damage every 3 seconds.

Inferno Leap

Fire · Instant

Leaps at an enemy, inflicting Fire damage and knocking all nearby enemies away.

Solar Winds

Fire · Instant

Inflicts Fire damage and knocks back targets.

Solar Fire

Fire · Instant

Deals Fire damage.

Blessing of the Sun

Fire · Instant · Lasts 3 sec

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Drops

Loot the dungeon journal lists for this encounter in Halls of Origination.

What is shown is the loot the game's own dungeon journal lists for this encounter.

Adventure Guide Entry

The in-game Adventure Guide text for the Rajh, Construct of Sun encounter in Halls of Origination.

Rajh oversees the energies that have both sparked life and snuffed it out in an untold number of his kin. Considered the mightiest of his fellow constructs, Rajh holds the power to unleash the fury of a thousand suns upon Azeroth.

What Each Drop Is

The Rajh, Construct of Sun encounter lists 10 items in the dungeon journal, item level 37. Equip slots covered: Finger, One-Hand, Hands, Feet, Trinket, Legs, Waist and Back. Every piece binds when picked up, so none of it reaches the Auction House.

  • Band of Rays Finger, item level 37, requires level 32. Bind on Pickup. Stats: Intellect, Stamina, Critical Strike and Haste. A vendor pays 36 gold75 silver for it.
  • Blade of the Burning Sun One-Hand (One-Handed Sword), item level 37, requires level 32. Bind on Pickup. Stats: Intellect, Stamina, Critical Strike and Haste. A vendor pays 83 gold85 silver for it.
  • Fingers of Light Hands (Plate), item level 37, requires level 32. Bind on Pickup. Stats: Strength or Intellect, Stamina, Parry and Mastery. A vendor pays 28 gold18 silver for it.
  • Hekatic Slippers Feet (Cloth), item level 37, requires level 32. Bind on Pickup. Stats: Intellect, Stamina, Versatility and Mastery. A vendor pays 44 gold42 silver for it.
  • Left Eye of Rajh Trinket, item level 37, requires level 32. Bind on Pickup. Stats: Haste. A vendor pays 3 gold4 silver for it. Equip: Item - Proc Agility On Crit.
  • Legguards of Noon Legs (Plate), item level 37, requires level 32. Bind on Pickup. Stats: Strength or Intellect, Stamina, Versatility and Critical Strike. A vendor pays 59 gold12 silver for it.
  • Red Beam Cord Waist (Leather), item level 37, requires level 32. Bind on Pickup. Stats: Agility or Intellect, Stamina, Critical Strike and Haste. A vendor pays 28 gold29 silver for it.
  • Right Eye of Rajh Trinket, item level 37, requires level 32. Bind on Pickup. Stats: Critical Strike. A vendor pays 3 gold9 silver for it. Equip: Item - Proc Strength On Crit.
  • Solar Wind Cloak Back (Cloth), item level 37, requires level 32. Bind on Pickup. Stats: Intellect, Stamina, Versatility and Haste. A vendor pays 44 gold9 silver for it.
  • Sun Strike One-Hand (One-Handed Sword), item level 37, requires level 32. Bind on Pickup. Stats: Strength, Stamina, Critical Strike and Mastery. A vendor pays 80 gold69 silver for it.

Read from the current game build's item data. Listed prices come from our latest US Auction House scan; a drop that binds when picked up never has one.

Where to Find Rajh

Quests in Halls of Origination

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