Buy WoW Classic Era Zul'Gurub boost to complete iconic raid and defeat all 10 bosses, including the optional. It’s the most reliable way to gear up with at least 2 items and a guaranteed Primal Hakkari Idol if you choose a Loot run. Our Classic Era Zul'Gurub carry makes the whole process fast and worry-free.
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While Zul’Gurub is a catch-up raid and doesn’t have a great significance in the events of the game, it still remains a classic part of the Vanilla WoW experience. If anything, playing through the raid the way it was meant to be can help many players see Zul’Gurub in a new light, now that they don’t just run around one-shotting every boss they meet. Whether your goal is a Hakkar farm or just a trip down memories, Overgear will gladly help you with our Classic Era Zul'Gurub runs for sale.
Some notable Zul’Gurub rewards include, but not limited to:
Zul’Gurub requires no attunement, so as long as you have high enough level, gear and a party, you’re good to go. The raid is located in Stranglethorn Vale, Eastern Kingdoms.
You have to be level 60 to enter the Zul’Gurub raid in WoW Classic.
In WoW Classic, Zul’Gurub is a raid rather than a dungeon, meaning that you’d have to wait for a reset before diving in there again. That being said, you only have to wait 72 hours or 3 days, rather than a full week, for the raid to reset.
While Zul’Gurub was reworked into the dungeon during the Cataclysm expansion, it originally came out during Vanilla WoW as a raid. Thus, it’s also a rad in WoW Classic.
Hakkar, the final boss of the raid, has about 745804 Health Points.
Zul’Gurub is located at the coordinates 71.32, at the north-east of Stranglethorn Vale, east of the Lake Nazferiti, Eastern Kingdoms.
Zul’Gurub was originally released on September 22, 2005, as part of the Patch 1.7 - Rise of the Blood God. When the instance first came out, it was a 20-person raid activity. The players got to experience Zul’Gurub in its former glory in WoW Classic, during the raid re-introduction in April of 2020.
During the patch 4.1.0 of the Cataclysm expansion, Zul’Gurub was changed from a 20-person raid to a 5 person-dungeon. While there were many changes to the maps of World of Warcraft during the aforementioned Cataclysm, Zul’Gurub didn’t actually change all that much.
You’d expect that Zul’Gurub will only be available only once a week, just like the majority of other raids in WoW, but that’s not the case! Instead, the raid has a 72-hour reset, which means that you can enter it 3 days after clearing it the last time.
Zul’Gurub doesn’t require any kind of attunement to enter, neither as a dungeon, nor as a classic raid. That being said, it’s a lvl 60 instance in WoW classic and you have to be at least lvl 50 to enter it, as well as a whole raid team.
In WoW Classic, Zul’Gurub is a 20-person raid, just like when it originally came out. Starting from Cataclysm and to this day in the retail version of WoW, the instance has been changed to a 5-person dungeon.
Hakkar the Soulflayer is the last boss of the raid version of Zul’Gurub. When the raid was turned into the dungeon in the Cataclysm expansion, Jin'do the Godbreaker took his place as the final boss of the instance.
Almost half of all the Zul’Gurub bosses are optional, however there is one boss that is easy to miss unless you perform some very specific actions to summon them. Gahz'ranka is a giant hydra lying dormant in the waters near Pagle's Pointe. The boss must be summoned with Mudskunk Lure and five Zulian Mudskunk.The former is received from the Nat's Measuring Tape quest and the latter must be fished out from the “Muddy Churning Water” pools inside Zul’Gurub, by a player with min 300 fishing skill.
Here's the full list of bosses you can expect encountering in the Zul'Gurub raid: