Battle for Stromgarde is the Arathi Highlands warfront from Battle for Azeroth: a 20-player co-op assault where your faction storms the enemy base and takes the whole zone for itself. Control swings back and forth between Horde and Alliance on a rotating cycle. It plays like a stripped-down RTS bolted onto a scenario: you gather resources, raise troops, push three fronts, and topple the enemy commander.
It is still fully live in WoW Retail, and that is the point. Holding Arathi unlocks six mounts, nine battle pets, and eleven toys from rares that wake up across the outdoor zone, plus a warfront-themed transmog set in three different looks. None of it is gone. You just need to catch the window when your faction is in control and know what to hit before it flips.
The warfront itself is a 20-player PvE scenario — no enemy players, just AI. You land near a beachhead with almost nothing, then build up. Lumber and iron feed your buildings; buildings unlock troops, vehicles, and upgrades; troops let you push the map. Three objectives stand between you and the final boss, and the whole thing usually wraps in 20–30 minutes once a group gets rolling.
The control cycle around it is the real driver. The scenario is only available to the faction whose turn it is to attack. The other side already holds Arathi Highlands as an outdoor zone, with its rares, world boss, and world quests switched on. Win the warfront, and control flips to you — the outdoor rewards switch sides with it.
The cycle runs in phases that loop forever. While your faction does not hold the zone, you donate war resources and gold at the contribution table to fill a meter. Once that meter hits 100%, the assault scenario opens for several days. Clear it, and your faction takes the zone for the next stretch: the patrol window, where the world boss spawns and the rares start dropping. Then it flips, and the other faction begins their own contribution grind.
Phase lengths flex with how fast players donate, so there is no fixed weekly clock you can set a timer to. To see who currently holds Stromgarde, open the Arathi Highlands map in game or glance at the war board in your capital.
Most people run the whole Warfront challenge for one thing: the transmog sets. Three appearance tiers per armor class, two faction themes, plus matching weapons and the Don't Warfront Me achievement for finishing one. The looks are some of the strongest old-world cosmetic armor still farmable, and they carry the entire grind. The dedicated guide below covers the full visual breakdown and weapon rewards, tier by tier. Read it before you commit. The models alone sell the farm.
Arathi Warfront Transmog Sets GuideIf you would rather watch the unlock done than read it, our creator Poizy runs the whole thing on camera. The video follows the same path from the capital portal through the short questline to the queue itself, so you can mirror each step instead of guessing at it.
It is built around the goal of farming the standout 7th Legionnaire plate set, the tier-3 look that pulls most people into Stromgarde in the first place. Watch it once, then run it.
The first time through, warfront access is gated behind the Battle for Azeroth War Campaign — not the contribution table, which will not even surface until the campaign flags it. You need to be level 50 or higher and reach your faction's Kul Tiras or Zandalar base: Alliance take the Stormwind mage-tower portal to Boralus, Horde leave Orgrimmar for Dazar'alor. From there the prerequisites run in a fixed order. Miss one and the warfront stays locked.
Start with the Heart of Azeroth. Pick up The Heart of Azeroth, which routes you to Magni Bronzebeard in Silithus. On older or returning characters it no longer offers itself automatically, so if it is missing from your log, grab it from Magni by hand.
The real gate is World Quests, and one quest flips them on: Uniting Kul Tiras from Halford Wyrmbane, or Uniting Zandalar on the Horde side. On a first character it wants Friendly with the three local reputations first — for Alliance the Proudmoore Admiralty, Order of Embers, and Storm's Wake; for Horde the Zandalari Empire, Talanji's Expedition, and the Voldunai. Once any character on the account has cleared it, your alts get an alternate version that ignores reputation and the Heart entirely. That one takes about ten minutes.
With World Quests unlocked, the warfront becomes available to queue. You find it through the Group Finder → Premade Groups → Warfronts list, and it only appears there while your faction's assault window is live (contribution capped, scenario open).
Build or join a group there, then accept the Normal Warfront: The Battle for Stromgarde quest from Ralston Karn at the war table (Throk on the Horde side). Load in with the group and you are set.
The standard clear hands out a guaranteed appearance toward the warfront transmog set. First win of a cycle also drops a Warfronts Equipment Cache holding a set piece. After that first cache, repeat wins still throw set pieces on the victory screen, so farming the same warfront multiple times in one window is worth it for transmog.
Heroic warfront is the tougher version, and it used to be the reason to keep an eye on the cycle even at max level. Its cache was paying out a higher transmog tier than the normal clear, but not anymore in modern WoW. For transmog hunters chasing the full look, clearing Normal Warfronts can get you Heroic set apperances.
Winning the scenario is the gate. The payoff is the outdoor zone. The moment your faction takes Stromgarde, Arathi Highlands turns into a farm: a world boss with a guaranteed toy, a rotating set of world quests, and a couple dozen rares scattered across the map that drop mounts, pets, toys, and transmog. Arathi is an old Eastern Kingdoms zone, so you can fly the entire time — clearing the rare circuit takes a fraction of what it would on the ground.
Two rules decide how often you actually get the loot, and they trip people up constantly:
Every rare in the zone is colour-coded in the legend below by what it drops, and the route is simple once you know the key. Fly the loop and tag everything in range, drop or no drop, since dead rares still pay 7th Legion or Honorbound reputation and the odd gear upgrade on the way.
If you run the TomTom addon, paste the block below in chat to drop a waypoint on every rare, Goliath, and the world boss in one go. Coordinates are repeated in each reward table further down so you can find any single target without the addon.
Six mounts drop from the outdoor rares, and this is what keeps most people coming back cycle after cycle. Two of them are faction-gated, with each side earning its own war-horse from the opposing commander, while the other four are open to whoever holds the zone. Drop rates are low across the board, so the play is simple: clear all six sources every control window and let the RNG sort itself out.
| Mount | Dropped By | Location | Notes |
|---|---|---|---|
| Highland Mustang | Doomrider Helgrim | 53.0, 57.8 | Alliance control only |
| Broken Highland Mustang | Knight-Captain Aldrin | 49.0, 40.0 | Horde control only |
| Swift Albino Raptor | Beastrider Kama | 65.4, 70.9 (patrols) | Either faction |
| Skullripper | Skullripper | 56.6, 44.5 | Either faction |
| Witherbark Direwing | Nimar the Slayer | 67.9, 66.5 | Either faction |
| Lil' Donkey | Overseer Krix | 33.5, 37.0 (cave) | Tucked in a cave |
A word on the two Mustangs. Because each is locked to one faction's control phase, a single character only ever farms one of them from this zone. Want both appearances on one account? You need a character on each faction, each catching their own side's window. Overseer Krix is the one easy miss: he sits inside a cave with the entrance around 33.5, 37.0, so you cannot tag him from the air like the rest.
The same rare circuit feeds a long pet and toy list. Nine battle pets and eleven toys drop here, each from a dedicated rare, ranging from the genuinely useful to the gloriously stupid. The Magic Fun Rock is a rock. It is a fun one. That is the energy of this whole list.
Every pet comes off a single rare, so the route doubles as a pet farm whenever your faction holds the zone. Two of the cage items are named after their flavor rather than the pet. The Shard of Fozruk teaches Fozling, for instance, but the species is what lands in your journal.
| Battle Pet | Dropped By | Location |
|---|---|---|
| Scabby | Yogursa | 14.0, 36.9 |
| Aldrusian Sproutling | Branchlord Aldrus | 22.9, 22.2 |
| Foulfeather | Plaguefeather | 37.0, 63.7 |
| Fuzzy Creepling | Venomarus | 56.7, 54.1 |
| Squawkling | Man-Hunter Rog | 51.9, 73.4 |
| Teeny Titan Orb | Echo of Myzrael | 56.6, 36.0 |
| Fozling | Fozruk | 30.2, 48.0 |
| Ragepeep | Ragebeak | 18.4, 28.3 |
| Voidwiggler | Darbel Montrose | 50.8, 36.6 |
The toys are the highlight for a lot of collectors: masks, a gong, a cooler, a morion helm, all dropping from their own named rares the same way. Two of them, the Syndicate Mask and the Spectral Visage, come off faction-specific rares, so their exact drop depends on which side currently holds the zone.
| Toy | Dropped By | Location |
|---|---|---|
| Molok Morion | Molok the Crusher | 47.6, 77.9 |
| Kovork Kostume | Kovork | 28.9, 45.5 |
| Witherbark Gong | Zalas Witherbark | 63.2, 77.5 |
| Coldrage's Cooler | Kor'gresh Coldrage | 48.0, 79.4 |
| Magic Fun Rock | Ruul Onestone | 43.0, 57.0 |
| Foul Belly | Foulbelly | 28.9, 45.5 |
| Brazier Cap | Geomancer Flintdagger | 77.8, 37.2 (cave) |
| Syndicate Mask | Singer | 51.2, 40.1 (faction-specific) |
| Spectral Visage | Horrific Apparition | 26.7, 32.6 (faction-specific) |
Add the two war-machine toys from the world boss and you are looking at eleven toys total from one zone. Foulbelly and Kovork share a single spawn point at 28.9, 45.5, and Geomancer Flintdagger hides in the same cave system as his drop, so plan those two stops on foot. The rares share long-ish respawn timers on the loot side and low drop rates, so the honest expectation is several control cycles to clear everything.
While your faction holds the zone, one world boss is up: the enemy's Azerite War Machine. Alliance players bring down Doom's Howl; Horde players bring down The Lion's Roar. Both drop a guaranteed cosmetic toy — the Toy Siege Tower for Alliance, the Toy War Machine for Horde.
The machine parks in the middle of the zone, by the Stromgarde keep ruins around 38.8, 41.4. It is not a tag-and-go rare: it carries real raid mechanics and hits hard enough that a loose group needs to actually coordinate, so expect a forming raid rather than a solo pull. The boss only exists while your side controls Arathi, which means roughly one swing at it per month. There is a weekly quest tied to the kill, Doom's Howl or The Lion's Roar, worth 75 reputation with your war faction on top of the loot.
Four Azerite Goliaths roam the zone, and they are not collectibles — they are a tool. Each is a beefy elite that usually wants a small group, and each drops a matching Essence that summons an ally to fight beside you for 10 minutes. Pop one before a tough solo rare like Molok the Crusher and the kill gets a lot smoother. Burning Goliath drops Burning Essence, and the other three follow the same pattern with their own element.
| Goliath | Location | Drops |
|---|---|---|
| Cresting Goliath | 62.51, 30.84 | Cresting Essence |
| Thundering Goliath | 46.18, 52.09 | Thundering Essence |
| Rumbling Goliath | 29.40, 58.34 | Rumbling Essence |
| Burning Goliath | 29.89, 44.95 | Burning Essence |
Control also lights up a small pool of world quests across the highlands, each rewarding war resources and a service medal. They rotate, but four show up most. Knock them out while you are already flying the rare route, since most overlap with the same camps.
| World Quest | Objective |
|---|---|
| Boulderfist Beatdown | Clear out the Boulderfist ogres harassing the controlling faction. |
| Sins of the Syndicate | Punish the Syndicate agents raiding down from the Alterac mountains. |
| Twice-Exiled | Kill 20 Burning, Cresting, Rumbling, or Thundering Exiles or Guardians. |
| Wiping Out the Witherbark | Cut down the Witherbark trolls in the southern highlands. |
One more worth flagging is the elemental world quest. Elementals burst free at the Circles of Binding scattered across the zone, plus the central Circle of Elements, and the quest asks you to put down fire, water, earth, and air elementals among them. Finishing it pays 200 war resources and a service medal, which stacks neatly with the Goliath farm since both pull you through the middle of the map.
Short version: yes, if you collect. The gear it drops was relevant in Battle for Azeroth and is long outclassed now, so nobody runs this for power. What survived is the cosmetic haul: six mounts, nine pets, eleven toys, and a faction transmog set in three flavors. None of it is going anywhere or getting easier to obtain elsewhere.
Yes. Battle for Stromgarde still runs on its rotating cycle. Control keeps flipping between Horde and Alliance, the scenario still queues, and every outdoor rare, mount, pet, and toy is still obtainable.
Open the Arathi Highlands map in game, or check the war board in your capital. Both show your current status: contributing, assaulting, or already holding the zone.
Yes. At modern max level the outdoor rares die fast solo. The four Azerite Goliaths and the world boss are the exceptions, and those want a small group, though the boss usually has a raid forming on it during a control window.
No. The scenario is group-gated: at least five players to queue Normal, ten for Heroic, with no solo-queue option. A geared character trivializes the fight itself, yet the system still needs the group to launch — and on dead legacy content the matchmaker rarely fills one. The outdoor rares are the part you farm solo.
No. They reset when your faction retakes control of Stromgarde, not on the Tuesday/Wednesday weekly reset. One loot shot per rare per control cycle.
There is no fixed clock. Phases flex with how fast players donate war resources, so the meter fills faster on busy realms. Once contribution caps, the assault scenario stays open for several days; win it, and your faction holds the patrol window, with the world boss and rares live, for a few more before control flips. A full round-trip back to the same faction tends to land around a month.
Usually one of two reasons. Either it is the other faction's turn to attack, so the scenario is closed to you while they hold the zone, or your region's contribution meter has not filled yet. Check your war board in the capital to see which phase you are in. The first time, you also need enough Battle for Azeroth war campaign progress to have the war board unlocked.
Low, and Blizzard never published exact numbers. There is no bad luck protection, and you get one loot roll per rare per control cycle. The realistic plan is to clear all six mount sources every window your faction holds the zone and expect it to take several cycles before they all drop.