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Twin Fangs Heroic Guide: Venom Stacks, Feast Groups and the Beam

Manage Eternal Venom on Heroic Twin Fangs: assign three Feast groups, share orb pickups, handle tank slams and keep a safe beam route.

Twin Fangs Heroic Guide: Venom Stacks, Feast Groups and the Beam

The short version

Ten Eternal Venom stacks kill on Heroic. Assign three different groups to the three Feast hits; each player removes only one stack per Feast. Let low-stack players collect globules, cover all tank slams and finish both serpents together.

On the Twin Fangs, your venom count is a resource that determines which job you can safely accept next. A player may survive an orb's immediate damage yet leave too little room for the next unavoidable stack. Raid assignments therefore need both an owner and a backup with a lower venom count.

This guide covers Heroic, Retail Midnight 12.1.5, checked on 4 November 2026. Mechanics were compared with Wowhead's encounter reference, Icy Veins and Method's Heroic guide. The lethal threshold was separately verified on the Eternal Venom spell with Heroic selected: 10 applications kill. Do not use a different difficulty's limit.

Cover: authentic game model of Vexhul, viewed in Wowhead’s 3D viewer; © Blizzard Entertainment. This is a model reference, not a combat screenshot. Spell icons are Blizzard game assets, identified through the linked Wowhead records.

Key abilities and immediate actions

Ability names below are searchable English references. Open the linked Wowhead spell for its database entry; follow the Heroic instructions here rather than another difficulty’s default tooltip.

Eternal Venom Eternal Venom — Ten stacks kill on Heroic; reserve room for unavoidable applications.
Ravenous Feast Ravenous Feast — Groups A/B/C take hits 1/2/3; each player cleanses only one stack per sequence.
Caustic Globule Caustic Globule — One low-stack collector per orb, before its 10-second rupture.
Stone Breaker Stone Breaker — Cover all three tank impacts in order, then trade serpents.
Vile Flood Vile Flood — Read the rotating-orb direction early; use the clear sector without crossing the beam.

T = tank; H = healer; R = assigned player/group. Arrows show movement or sequence; dots represent players or objects as described in the caption. Schematic, not to scale or a map of the actual arena. English labels match the linked abilities.

Set three Feast groups and an orb handover rule

Before pulling, split the raid into three groups for Ravenous Feast, name their order and assign replacements. Balance health and defensive coverage rather than assuming every roster can use identical group sizes. Plan a tank for each serpent and a caller for boss-health balance. Bloodlust/Heroism on the pull is a reasonable initial plan.

Eternal Venom does not simply expire. Some applications are forced, including Venomous Emergence, so reserve room instead of planning to live permanently just below the cap. Make the counter visible and call a high count before your next pickup assignment.

Consider a hypothetical choice: player A has six stacks and player B has three, with both able to reach one Caustic Globule. B can take it and reach four, leaving A's remaining margin intact. This is an allocation example, not a prediction of the whole next cycle; other mechanics can add stacks before Feast arrives.

Diagram · Caustic Globule

Illustrative allocation: hold the player at six stacks and let the player at three collect one orb, reaching four. This is not a prediction of the next cycle; track actual debuffs. Ten stacks kill on Heroic; reserve room for unavoidable applications.

Illustrative allocation: hold the player at six stacks and let the player at three collect one orb, reaching four. This is not a prediction of the next cycle; track actual debuffs. Ten stacks kill on Heroic; reserve room for unavoidable applications.

Open full-size diagram

Feast is one cleanse per player, not three

Ravenous Feast strikes three times in quick succession, splits damage and knocks its participants back. On Heroic, Feasted makes another hit dangerous and prevents further venom removal during that sequence. Group one takes hit one, group two hit two and group three hit three. A participating player removes one stack across the Feast, not one on every hit they can greedily stand in.

Diagram · Ravenous Feast

Groups A/B/C take hits 1/2/3; each player cleanses only one stack per sequence.

Groups A/B/C take hits 1/2/3; each player cleanses only one stack per sequence.

Open full-size diagram

Each group enters on its call, positions for a clear knockback landing area and leaves space for the next group. Heal the struck players before the subsequent raid damage. Do not turn an empty assignment into a random solo soak; any immunity alternative must be deliberately planned for the actual class and mechanic.

If an assigned player has died, call the replacement before the first hit. If players keep missing their cleanse, inspect their group attendance and landing position before changing the orb plan. More healing cannot undo an instant death at the venom cap.

Every globule needs one eligible collector

Caustic Deluge pressures Vexhul's tank and creates acid impacts and globules nearby. Stay clear of the initial splashes. Once a globule exists, a low-stack player collects it before its 10-second rupture: an untouched globule gives venom to the whole raid instead of one collector.

Claim a specific orb, approach without clipping a second and report if your count no longer allows the assignment. “Someone soak green” invites two players onto one orb while another expires. A backup should take the unclaimed orb, not race the original collector for the same pickup.

Kill the Spawn of Vexhul from Venomous Emergence promptly. Targets of Corrosive Spit establish a predictable line away from teammates, then let others dodge it. Avoid the waves from Stir the Depths. These avoidable hits consume the same venom margin needed for deliberate orb collection.

Tanks cover the sequence; Ichor targets preserve its route

For Stone Breaker, the Ithraz tank watches the order of the three ground impacts and covers them in that order after the pushback. An empty impact damages and knocks back the raid. Mitigate the set, then trade serpents so accumulated Stone Breaker vulnerability and Envenomed from Deluge can recover.

Both tanks maintain the required melee range of their current serpent, including while adds are present. Chasing an add is not worth triggering the boss's out-of-range attacks or leaving the next tank impact uncovered.

Coiling Ichor targets move to the agreed edge positions before expiry, avoiding overlap while their circles shrink. Leave a clear return route and a working lane for Feast and tanks. Dropping every pool on the same escape route may save space on one side while trapping the group later.

At Submerge, read the beam before committing to a route

At 100 energy, the serpents submerge and reposition. Avoid the impact zones and Noxious Slick, then read the rotating orbs around Vexhul to identify Vile Flood's direction. Move early into a clear sector rather than waiting for the beam to reach the stack. Do not stand in or follow through the beam: its repeated hits build venom quickly.

At the same time, dodge Sanguine Storm impacts and the temporary slowing pools they leave on Heroic. Keep watching the floor while moving around the sweep. A safe beam route is useful only if the team can actually traverse it without being slowed in the next impact.

Return to the normal assignments once the assault ends. Plan to defeat both bosses before the third Submerge enrage; increasing venom and shrinking usable floor also make a long pull progressively harder.

Finish two health bars in the same window

Vexhul and Ithraz have separate health. When one dies, Uncoiled Wrath makes the survivor increasingly dangerous. Rebalance damage before the finishing window rather than discovering a large gap after the first death.

For the next pull, distinguish three failures: too many avoidable venom applications, missed Feast participation, or damage lost to disorganised movement. The first needs better collection and dodging, the second needs reliable group handovers, and the third needs a clearer route. Raising damage on only the lower-health serpent makes none of those safer.