Karazhan Raid Guide
Karazhan is most likely the first raid you will venture into in TBC Classic. It is located in Deadwind Pass within the Eastern Kingdoms, not actually in Outland! Unlike most other raids in TBC Classic, it is a 10-man raid, not 25. It also has an attunement process, unlike the other two raids available in Phase One.
The Karazhan Quests
Before heading into Karazhan, you will need to complete the attunement required to enter the raid. In addition to that, we also advise you to get any of the quests for this raid that you are able to pickup. To make this process easier, we have written separate guides for the attunement process, relevant quests, and their chains.
Karazhan Entrance Location
Karazhan can be found on the south side of Deadwind Pass. Alliance players will want to fly to Darkshire in Duskwood and enter from the West, while Horde players will want to go to Stonard in Swamp of Sorrows and enter from the east.
Karazhan Trash Mobs
Karazhan holds a large number of trash mobs. We will list all of the important mobs that have very threatening abilities you should be aware of.
A few of these can be found on the way to the first boss. Try to have the raid stack behind them to prevent the Charge and make sure to use spells such as Tremor Totem and Fear Ward to prevent the fears.
Spectral Stable Hand
You will fight a few of these alongside the other horse-trash types on the way to the first boss. The main danger of these mobs is the Knockdown and Pierce Armor. By itself, this is not that dangerous, but when you are tanking multiple mobs at a time it can be quite deadly. Aim to kill these early on or use crowd controls on them such as Shackle Undead. Make sure to also interrupt their Healing Touch.
These should be the main focus of your DPS when pulling packs in the Ballroom. Focus these down quickly to avoid them using Oath of Fealty and mind-controlling raid memebers. Antimagic Pulse is also worth mentioning as it can dispel some vital buffs, such as a Protection Paladins Righteous Fury.
While these do not have noteworthy abilities, they are listed here as they hit extremely hard. Keep your tank full health and make sure to keep up damage-reducing debuffs, such as Demoralizing Shout.
These skeletons are not too deadly on their own. However, the debuff they can apply can be quite deadly to tanks. Brittle Bones leaves a 2-minute debuff on players, periodically reducing their Armor to 0 for a few seconds.
When reaching low health, Concubines will Concubine Transform into their true demonic forms, casting Seduction on all nearby enemies. Have a tank ready to pick them up afterward or use Tremor Totem to break the sleep before these attack your non-tank raid members.
Ranged DPS and healers will want to stay at max range from these to avoid the silence from Banshee Shriek. While above 50% health, nearby players will be debuffed by Alluring Aura, reducing Physical damage dealt by 50%. When the Wanton Hostess falls below 50% health, this aura will change to Bewitching Aura, reducing spell damage dealt of nearby players by 50%. All of these abilities can be out-ranged to avoid them completely.
Ice Tomb will be cast on the highest-threat target and then they will proceed to attack whoever is second on threat. When Ice Tomb is used it also wipes the threat from the main target, meaning a second tank will need to be high on threat or DPS raid members will start to die.
These mobs are fairly easy to deal with. Remove the Bad Poetry with a Magic dispel like Cleanse or Dispel Magic. When these mobs die, they will cast Curtain Call, dealing high damage to any nearby enemies.
The main threat from these monsters is their high damage output. They also apply a nasty Curse in Ethereal Curse, reducing the hit chance of Physical attacks by 15% per stack. Keep this removed from your tank to help with threat.
These as well deal very high Melee attack damage. Your tank will want to keep these faced away from the raid to reduce the amount of players hit by Cone of Cold. You will also want to keep removing the buff Elemental Armor, which increases their Magic Resistance by 200.
These are rather easy to deal with aside from their main ability. Overload will cause a random raid member to deal damage to all nearby raid members. If you get this debuff on you, make sure to move away from any nearby allies.
By themselves these mobs are rather weak, but when facing groups of 5 or more the Drain Mana becomes a huge threat as it quickly drains the Mana of random raid members. Quickly kill these off before they drain too much Mana from your raid.
These mobs have a Mana Shield up, taking damage as Mana instead of health. When they run out of Mana these die as they have very low maximum health. Periodically they will also cast Blink, jumping to a random location and resetting threat. Tanks will need to quickly pick them back up. When defeated, Loose Mana will be cast around their corpse, restoring Mana to anyone nearby.
Be prepared when facing these as they are one of the hardest-hitting mobs in the entire instance. Be ready to top your tank up instantly as they can easily die fighting these. While fighting, these will deal reflective damage to specific types of attacks, either melee, physical ranged, or spells. Be aware of your health at all times and stop attacking if you are low as healers will most likely be focused on healing tanks.
While rather weak overall, these can be very annoying to deal with depending on your raid composition. They are completely immune to all magical damage and can only be killed by Physical attacks. Physical damage dealers should focus on killing these off while casters deal with any other mobs in combat. These will also burn a small amount of Mana from anyone they attack in combat with Astral Bite.
You will want to focus these down quickly to prevent the Power Distortion from causing issues. This can quickly burn through someone's Mana pool, or make it extremely difficult for Warrior/Druid tanks to maintain threat.
When these mobs die they will start to cast Warp Breach. Be prepared to stun them before this cast finishes or they will deal a very high amount of AoE damage to all nearby enemies.
Stay at max range when fighting these to avoid being hit by one of the volleys above. Focus these down first as they deal high damage to all nearby enemies.
Be cautious when pulling these as they are very dangerous when facing more than one at a time. Keep them faced away from the raid as the Cleave hits non-tanks very hard. Periodically they will Disarm their target and drop threat, possibly attacking the second-highest on threat instead.
These are very dangerous, dealing high AoE damage to all nearby enemies. They also hit very hard with Thrash, so be ready to top the tanks off quickly.
The improved version of the above mob, having the same abilities, just dealing a bit more damage. These are very deadly to tanks; be ready to heal them at all times as the Thrash makes it possible to die in nearly one attack.
Overview of Karazhan Boss Fights
Karazhan hosts eleven bosses in total, many of which are optional. Nightbane is one of these optional bosses, and while he is not the last boss of Karazhan, he is harder than the rest. Check out our Karazhan Quests guide to learn how to summon Nightbane.
Attumen the Huntsman
This fight consists of 2 phases. In the first phase, you will be fighting Midnight until he reaches 95% health, then Attumen the Huntsman will be called in and you will have to face both bosses at the same time.
- Summon Attumen — Summons Attumen the Huntsman when reaching 95% health.
- Mount — Merges together with Attumen the Huntsman whenever either boss reaches 25% health.
Attumen the Huntsman Abilities
- Knockdown — Knocks down current target, stunning them for 3 seconds.
- Shadow Cleave — Frontal cone cleave attack; deals shadow damage.
- Intangible Presence — Curses all nearby enemies, reducing their hit chance by 50% for 12 seconds.
- Mount — Merges together with Midnight whenever either boss reaches 25% health.
Mounted Attumen the Huntsman Abilities
- Knockdown — Knocks down current target, stunning them for 3 seconds.
- Shadow Cleave — Frontal cone cleave attack; deals shadow damage.
- Intangible Presence — Curses all nearby enemies, reducing their hit chance by 50% for 12 seconds.
- Berserker Charge — Charges the enemy that is the farthest away between 8-40 yards.
Tanks will need to be ready to pick up Attumen the Huntsman whenever he spawns to prevent healer deaths as he will start attacking right after spawning. They will also need to make sure to face the boss away from the raid to prevent the Shadow Cleave from hitting non-tanks. DPS need to be aware of threat constantly as the Knockdown will constantly stun the tank, preventing them from building threat.
Intangible Presence needs to be removed from the tanks and DPS as soon as possible, but especially tanks to help with their threat generation. When either boss reaches 25% health, they will "merge" together into a single boss.
When Attumen Mounts Midnight, he will continue to use Shadow Cleave, Knockdown, and Intangible Presence, in addition to a new ability. He will start to Berserker Charge at the enemy that is furthest away from him. This can be avoided by having the entire raid stack within 8 yards of the boss, as the charge as a minimum range, or you can have the off-tank stand max range to soak the charges.
Attumen the Huntsman Loot
|Worgen Claw Necklace||Accessory||Neck|
|Bracers of the White Stag||Leather||Wrist|
|Stalker's War Bands||Wrist|
|Vambraces of Courage||Plate||Wrist|
|Handwraps of Flowing Thought||Cloth||Hands|
|Gloves of Saintly Blessings||Cloth||Hands|
|Gloves of Dexterous Manipulation||Leather||Hands|
|Gauntlets of Renewed Hope||Plate||Hands|
|Spectral Band of Innervation||Accessory||Finger|
|Schematic: Stabilized Eternium Scope||Engineering Schematic||Misc.|
|Fiery Warhorse's Reins||Mount||Misc.|
- Gouge — Incapacitates a target for up to 6 seconds.
- Blind — Disorients a random target for 10 seconds.
- Vanish — Moroes will enter stealth periodically throughout the fight for a short duration.
- Garrote — After using Vanish, Moroes will put a bleed on a random target.
- Enrage — At 30% health Moroes will Enrage, increasing his damage output.
Below is a list of the suggested kill order of the adds during Moroes fight and their important abilities.
- Baroness Dorothea Millstipe
- Lady Catriona Von'Indi
- Lady Keira Berrybuck
- Baron Rafe Dreuger
- Lord Robin Daris
- Lord Crispin Ference
Moroes himself is the main threat of this fight. He will periodically use Gouge on his current target, causing him to ignore that player and attack his next-highest-threat target. For this reason, having tanks as the top 2 on threat is recommended to prevent DPS from dying. Blind is a Poison and should be removed as soon as possible if your raid can remove Poisons.
Throughout the fight Moroes will Vanish and Garrote a random raid member, leaving a 5-minute bleed on them. These Garrote debuffs can be removed with spells such as Ice Block or Blessing of Protection.
Dealing with the adds at the start of the fight is the most important. You may choose to use some crowd control such as Shackle Undead or Turn Evil to deal with less adds at the start, or you can simply try to AoE all adds down at once. Use the recommended priority list above to kill off the most threatening adds first and try to interrupt their important casts.
|Brooch of Unquenchable Fury||Accessory||Neck|
|Royal Cloak of Arathi Kings||Cloak||Back|
|Shadow-Cloak of Dalaran||Cloak||Back|
|Belt of Gale Force||Waist|
|Crimson Girdle of the Indomitable||Plate||Waist|
|Boots of Valiance||Plate||Feet|
|Moroes' Lucky Pocket Watch||Accessory||Trinket|
|Signet of Unshakable Faith||Off-Hand Weapon||Off-Hand|
|Idol of the Avian Heart||Idol||Relic|
|Formula: Enchant Weapon - Mongoose||Enchanting Formula||Misc.|
Maiden of Virtue
- Holy Ground — Deals damage to nearby enemies and silences them for 1 second.
- Holy Fire — Deals Holy damage to a random target and leave a damage-over-time magical debuff.
- Holy Wrath — Deals Holy damage to a random enemy and bounces to a nearby enemy, doubling in damage.
- Repentance — Incapacitates all nearby enemies for 12 seconds; the effect breaks upon taking damage.
Start the fight off by having the entire raid spread out around the room between the different pillars. Make sure to move up toward the boss to prevent the pillars causing line-of-sight issues for healers that are also spread throughout the room. Holy Wrath prevents you from stacking as it deals damage to a random target and then bounces to a nearby enemy, doubling in damage each time it bounces.
Repentance will incapacitate all enemies in the raid. To counter this, you will want to move near the boss before the Repentence goes off to take damage and break the incapacitate effect. Anyone able to remove magical debuffs should also be quick to remove the debuff applied by Holy Wrath on random members.
Maiden of Virtue Loot
|Barbed Choker of Discipline||Accessory||Neck|
|Bands of Indwelling||Cloth||Wrist|
|Bands of Nefarious Deeds||Cloth||Wrist|
|Bracers of Maliciousness||Leather||Wrist|
|Bracers of Justice||Plate||Wrist|
|Mitts of the Treemender||Leather||Hands|
|Gloves of Centering||Hands|
|Gloves of Quickening||Hands|
|Iron Gauntlets of the Maiden||Plate||Hands|
|Boots of Foretelling||Cloth||Feet|
|Shard of the Virtuous||One-Handed Mace||Main-Hand|
|Totem of Healing Rains||Totem||Relic|
The Opera Event in Karazhan consists of one of three different fights that changes weekly. All three of the specfic fights will be covered here.
Big Bad Wolf
- Red Riding Hood — Marks a random target as Red Riding Hood, chasing them around the room trying to attack them.
- Terrifying Howl — Fears all nearby enemies.
- Wide Swipe — Stuns current target for 4 seconds.
The main focus of this fight is the Red Riding Hood debuff. The target of the debuff will need to kite the boss around as they will die if he reaches them. If you have any abilities like Fear Ward or Tremor Totem, use them to prevent the Terrifying Howl fear.
Big Bad Wolf Loot
|Big Bad Wolf's Head||Head|
|Red Riding Hood's Cloak||Cloth||Back|
|Big Bad Wolf's Paw||Fist Weapon||Main-Hand|
|Wolfslayer Sniper Rifle||Gun||Ranged|
Romulo and Julianne
At first you will face Julianne alone. After she dies, Romulo appears to join in the fight. After defeating him as well, both bosses will resurrect, with both engaging you at the same time. Make sure to remove the Devotion and Daring from either boss to reduce their damage.
Julianne needs to be watched at all times to interrupt her Eternal Affection heal. Make sure to face Romulo away from the group. Both bosses need to die within 15 seconds of eachother or they will both resurrect again at full health.
Romulo and Julianne Loot
|Romulo's Poison Vial||Accessory||Trinket|
|Blade of the Unrequited||Dagger||Weapon|
Wizard of Oz
- Annoying Yipping — Silences a random target for 2 seconds.
- The Crone
This encounter is a 2-phase fight. For the first phase you will be facing Dorothee, Roar, Strawman, and Tinhead. Follow this kill order and use your cooldowns here to quickly burn through some of these mobs.
Dorothee should be killed first quickly; if killed fast enough, Tito can be avoided completely. Roar can be Feared and should be killed second as the Frightened Scream can cause problems. When Strawman enters combat, you should have someone use Fire spells such as Searing Pain or Scorch on him constantly to stun him. Finally, when Tinhead comes out, pick him up and make sure to face him away from the group.
Wizard of Oz Loot
|Wicked Witch's Hat||Cloth||Head|
|Blue Diamond Witchwand||Wand||Ranged|
Opera Event Shared Loot
|Ribbon of Sacrifice||Accessory||Trinket|
|Libram of Souls Redeemed||Libram||Relic|
- Summon Astral Flare — While The Curator has Mana, he will periodically summon these.
- Hateful Bolt — Deals Arcane damage to whoever is second-highest on threat.
- Evocation — Casts when out of Mana; restores Mana over 20 seconds and increases damage taken by 200% for the duration.
- Arcane Infusion — Adds Arcane damage to melee attacks.
- Enrage — Increases damage dealt by 20%, used at 15% health.
Start off by having the raid slightly spread out as the Astral Flares summoned during the fight have a chain-lightning-type attack. The raid needs to prioritize killing the Astral Flares over anything else as they will quickly wipe a raid if ignored.
Healers need to stay ahead of the healing at all times as there is quite a lot of healing during this fight. Astral Flares deal high raid damage, while Hateful Bolt deals high damage to a single target. The Curator himself deals high melee damage as it is all Arcane damage, thus ignoring Armor.
The Curator Loot
|Pauldrons of the Solace-Giver||Cloth||Shoulder|
|Forest Wind Shoulderpads||Leather||Shoulder|
|Gloves of the Fallen Hero||Tier 4 Hands Token||Hands|
|Gloves of the Fallen Defender||Tier 4 Hands Token||Hands|
|Gloves of the Fallen Champion||Tier 4 Hands Token||Hands|
|Wrynn Dynasty Greaves||Plate||Legs|
|Garona's Signet Ring||Accessory||Finger|
|Staff of Infinite Mysteries||Staff||Weapon|
Terestian Illhoof Abilities
- Shadow Bolt
- Fiendish Portal — Opens 2 portals that constantly summon Fiendish Imps throughout the fight.
- Sacrifice — Teleports a random enemy to the middle of the room, stuns them, and leeches life from them every second.
- Resummon Kil'rek — Summons Kil'rek back if he dies after approximately 45 seconds.
- Amplify Flames — Increases Fire damage taken from all sources.
- Broken Pact — While dead, increases Terestian Illhoof's damage taken by 25%.
Terestian Illhoof himself is rather easy. Simply kill the demonic chains that are summoned by Sacrifice in the middle of the room. From time to time you will have to deal with the Fiendish Imps summoned during the fight before they build up too much.
Terestian Illhoof Loot
|Gilded Thorium Cloak||Cloak||Back|
|Shadowvine Cloak of Infusion||Cloak||Back|
|Breastplate of the Lightbinder||Plate||Chest|
|Cincture of Will||Cloth||Waist|
|Cord of Nature's Sustenance||Leather||Waist|
|Girdle of the Prowler||Waist|
|The Lightning Capacitor||Accessory||Trinket|
|Fool's Bane||One-Handed Mace||Main-Hand|
|Formula: Enchant Weapon - Soulfrost||Enchanting Formula||Misc.|
Shade of Aran
Shade of Aran Basic Abilities
- Arcane Missiles
- Dragon's Breath — Disorients a random player and deals damage to them and any nearby allies over time.
- Chains of Ice — Roots a random target in place for 10 seconds.
- AoE Counterspell — Periodically silences enemies within 10 yards.
- Summon Water Elementals — Used at 40% health to summon 4 Conjured Elementals.
- Mass Polymorph; Pyroblast — If Aran reaches 20% Mana, he will Mass Polymorph the entire raid, drink some water, then Pyroblast the entire raid.
Shade of Aran Special Abilities
- Flame Wreath — Places rings of fire around random raid members. If anyone inside the rings of fire move, the entire raid takes massive damage.
- Circular Blizzard — Summons a Blizzard that moves around the room in a clockwise direction, dealing high damage and slowing anyone hit.
- Massive Magnetic Pull; Mass Slow; Charged Arcane Explosion — Pulls everyone on top of himself, slows them down, then starts to cast Charged Arcane Explosion.
Shade of Aran can be a rather tricky fight has he deals very high damage with his many different abilities. Try to interrupt Fireball and Frostbolt as much as possible to prevent as much damage as you can. Only interrupt Arcane Missiles if it will otherwise kill someone. Move away from anyone hit by Dragon's Breath, as it deals damage to nearby allies, and be ready to heal that target.
The main portion of the fight involves around Shade of Aran's special abilities. Flame Wreath is a very simple "do not move" mechanic. Simply do not move if you are in a ring of fire or you will explode and deal massive damage to the raid. Circular Blizzard summons a Blizzard that moves around the room in a clockwise direction; try to move in front of the Blizzard at all times to reduce how much damage you take. The last ability is a combo of a few different abilities. First, Aran will pull everyone into melee range with Massive Magnetic Pull. Then, he will slow everybody with Mass Slow. Finally, he will cast Charged Arcane Explosion for 10 seconds, dealing lethal damage to anyone nearby. To avoid taking the damage, simply start running to the edges of the room as soon as you get pulled on top of Aran.
At 40% health, Shade of Aran will cast Summon Water Elementals, summoning 4 Conjured Elementals. These adds have a threat table and will most likely attack healers if left unchecked. Warlocks excel on this fight for their Banish and Fear crowd control abilities. If you have little-to-no crowd control, have your tanks pick up as many elementals as possible. Your group may need to kill one or two adds to help reduce the damage taken by the raid.
The Mass Polymorph and Pyroblast combo serves as a DPS and interrupt check of sorts. Try to interrupt as many casts as possible to keep his Mana high and maintain high damage uptime to prevent this combo of spells from happening.
Shade of Aran Loot
|Mantle of the Mind Flayer||Cloth||Shoulder|
|Pauldrons of the Justice-Seeker||Plate||Shoulder|
|Drape of the Dark Reavers||Cloak||Back|
|Boots of the Incorrupt||Cloth||Feet|
|Boots of the Infernal Coven||Cloth||Feet|
|Pendant of the Violet Eye||Accessory||Trinket|
|Aran's Soothing Sapphire||Off-Hand Weapon||Off-Hand|
|Tirisfal Wand of Ascendancy||Wand||Ranged|
|Formula: Enchant Weapon - Sunfire||Enchanting Formula||Misc.|
- Empowerment — Increases damage dealt by 200% during Phase 1.
- Nether Portal - Perseverence — If this beam reaches Netherspite, he will take 1% reduced damage per stack.
- Nether Portal - Dominance — If this beam reaches Netherspite, he will deal 1% increased damage per stack.
- Nether Portal - Serenity — If this beam reaches Netherspite, he will heal for 4,000 health per second, per stack.
- Nether Burn — Constantly deals Shadow damage to all enemies.
- Void Zone — Summons a Void Zone under a random player.
- Netherbreath — Uses this constantly during Phase 2.
This fight revolves around a constant rotation of Beams. There are 3 different beams, Red, Blue, and Green. Empowerment greatly increases the boss's damage output, making these Beams a vital part of the fight that must be used properly to kill the boss.
Nether Burn is the main damage dealt during the fight, hitting all raid members for around 450 Shadow damage every few seconds. Stay nearby other players to help with the AoE healing. Avoid standing in any Void Zone and watch your feet for any spawning on you.
The Red beam of Nether Portal - Perseverence is used by the tanks, giving whoever stands in it reduced damage taken and increased defense per stack. It also greatly increases your health, but every time you take a stack from the beam you lose 1,000 health. A single target will be able to take a Red beam for one phase by themselves; simply weave in and out of the Red beam, only taking a few stacks when you need to heal after taking damage.
The Blue beam of Nether Portal - Dominance is typically used by DPS members as it gives increased damage dealt. Unlike the Red beam, this beam requires multiple soakers per phase, as you can easily die if you take too many stacks of this beam. Aim to have 2-3 soakers per phase for this beam.
The Green beam of Nether Portal - Serenity is the most important beam to have soaked 100% of the time, as it will quickly heal the boss to full health if not soaked. Standing in this beam increases healing done per stack and reduces spell costs. It also reduces your maximum Mana per stack, but also restores your Mana. Healers can take a few seconds of this beam to help restore their Mana and increase their healing output.
The banish phase of the fight is the most dangerous part of the fight. Netherspite will keep attacking anyone nearby and periodically cast Netherbreath on a random enemy. Either spread out during the banish phase to prevent multiple people being hit by the breath, or out-range it by running to the windows in the back of the room. After the banish phase ends, it comes with a threat reset.
|Cowl of Defiance||Leather||Head|
|Shining Chain of the Afterworld||Accessory||Neck|
|Mantle of Abrahmis||Plate||Shoulder|
|Girdle of Truth||Plate||Waist|
|Pantaloons of Repentance||Cloth||Legs|
|Mithril Band of the Unscarred||Accessory||Finger|
|Jewel of Infinite Possibilities||Off-Hand Weapon||Off-Hand|
The Chess Event in Karazhan is a very unique fight where you control pieces of a chess board as pets and play a chess-style game against NPCs. The fight is started after talking with Echo of Medivh and taking control of the King piece on your faction's side. Simply move the main pieces toward the enemy's King and defeat it as quickly as possible to win.
Chess Event Loot
|Headdress of the High Potentate||Cloth||Head|
|Mithril Chain of Heroism||Accessory||Neck|
|Bladed Shoulderpads of the Merciless||Leather||Shoulder|
|Girdle of Treachery||Leather||Waist|
|Fiend Slayer Boots||Feet|
|Legplates of the Innocent||Plate||Legs|
|Ring of Recurrence||Accessory||Finger|
|King's Defender||One-Handed Sword||Weapon|
|Triptych Shield of the Ancients||Shield||Off-Hand|
- Summon Infernal — Summons an Infernal to a random location that cannot be attacked and deals a constant, large AoE around it with Hellfire.
- Enfeeble — Reduces the health of random non-tank raid members to 1 HP.
- Shadow Nova — Deals Shadow damage to all nearby players and knocks them back.
- Shadow Word: Pain
- Thrash — Only used during Phase 2; this allows Prince Malchezaar to attack up to 2 extra times at once.
- Sunder Armor — Only used during Phase 2; Reduces the tank's Armor by 1,000 per stack, and stacks up to 5 times.
- Summon Axes — Only used during Phase 3. Summons his axes as a non-attackable enemy that attacks random targets.
- Amplify Damage — Only used during Phase 3. Increases a random target's damage taken by 100% for 10 seconds.
The entire raid will need to avoid the Summon Infernals that drop around the room in random places. If one lands near or on your raid location, you must move away from it or you will die from the Hellfire damage. Dispel any Shadow Word: Pains on the raid.
During Phase 1 and 2, Prince Malchezaar will cast Enfeeble on random raid members, reducing their health to 1 hit point. Shortly after, he will cast Shadow Nova, dealing Shadow damage to any nearby players. Ranged DPS and healers need to stay at max range to avoid the damage, while melee players will need to either out-range or line-of-sight the Shadow Nova.
Phase 2 is the most dangerous part of the fight. The Thrash can cause tanks to die in what seems to be 1 hit. It is very important to keep all debuffs up during this phase, such as Demoralizing Shout and Thunder Clap. In Phase 2 you will want to use all DPS cooldowns such as Bloodlust to push through this phase as quickly as possible.
Phase 3, Prince Malchezaar will drop his axes and they will attack random players. Make sure to keep these players alive as they can die quickly without any heals. Amplify Damage will be cast on random players, including the tank. If this debuff lands on the tank, be ready to top them off quickly as they can die easily in this phase.
Prince Malchezaar Loot
|Helm of the Fallen Champion||Tier 4 Helm Token||Head|
|Helm of the Fallen Hero||Tier 4 Helm Token||Head|
|Helm of the Fallen Defender||Tier 4 Helm Token||Head|
|Adornment of Stolen Souls||Accessory||Neck|
|Ruby Drape of the Mysticant||Cloak||Back|
|Stainless Cloak of the Pure Hearted||Cloak||Back|
|Jade Ring of the Everliving||Accessory||Finger|
|Ring of a Thousand Marks||Accessory||Finger|
|Light's Justice||One-Handed Mace||Main-Hand|
|The Decapitator||One-Handed Axe||Main-Hand|
|Sunfury Bow of the Phoenix||Bow||Ranged|
Phase 1 Abilities
- Distracting Ash — Reduces a target's chance to hit by 30%.
- Smoldering Breath — Deals damage to enemies in front of Nightbane and leaves a large damage-over-time debuff on them.
- Cleave — This is a frontal cone attack, hitting all enemies in front of Nightbane.
- Tail Sweep — Rear-facing cone attack, stunning all enemies behind the boss and dealing damage over time.
- Charred Earth — Summons fire underneath a random, non-tank member, leaving a large patch of fire on the ground.
- Bellowing Roar — Fears all nearby enemies.
Phase 2 Abilities
- Rain of Bones — Deals damage to all enemies in an area and summons 5 Restless Skeletons over a few seconds.
- Smoking Blast — While in the air, attacks the highest-threat target, dealing high Physical damage on hit and leaves a Fire damage-over-time effect on that target.
- Fireball Barrage — Blasts raid members if anyone goes over 40 yards away from the boss.
Phase 1 is a somewhat simple "tank and spank" fight. Have the tanks face Nightbane's face and tail away from the raid to prevent the cone attacks. Melee players will need to attack from the side and avoid the Cleave, Smoldering Breath, and Tail Sweep. Ranged players will want to stay at max range and stack tightly together. The Bellowing Roar can be outranged by most players. Avoid standing in Charred Earth fires.
Phase 2, the air phase, is the more difficult part of the fight. When Nightbane flies up, the raid should stack up underneath him to force the Rain of Bones to spawn the Restless Skeletons in one spot. After they start spawning, the raid should move away slightly to avoid being near the Restless Skeletons as they have an Immolation aura, dealing massive damage to all nearby enemies.
Melee players will need to avoid attacking these mobs as the Immolation aura deals around 1,000 damage per skeleton every few seconds. Ranged players will want to start killing these skeletons as soon as they have moved a safe distance away. Use any stuns or slows you have available to you to allow your tank to kite as much as possible.
After Nightbane finishes his Rain of Bones cast, he will start to cast Smoking Blast on his highest-threat target, most likely a healer. This person will take a massive amount of damage and will require direct, focused healing to survive. It is ideal to have a high-Armor healer such as Holy Paladin or Restoration Shaman get hit by this ability as it deals Physical damage. It will also leave a stacking damage-over-time Fire debuff on targets which should be removed as soon as possible.
|Robe of the Elder Scribes||Cloth||Chest|
|Chestguard of the Conniver||Leather||Chest|
|Scaled Breastplate of Carnage||Chest|
|Ironstriders of Urgency||Plate||Feet|
|Nightstaff of the Everliving||Staff||Weapon|
|Shield of Impenetrable Darkness||Shield||Off-Hand|
|Talisman of Nightbane||Off-Hand Weapon||Off-Hand|
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