Magtheridon's Lair Guide: Strategy, Abilities, Loot
Magtheridon's Lair is considered the harder of the two 25-man raids available in Phase 1 of TBC Classic, though it has no attunement requirement. This raid can be located in Hellfire Peninsula on the back side of the Hellfire Citadel. The Magtheridon fight itself requires a high amount of coordination and planning as 20 coordinated players will be needed to complete the mechanics.
Magtheridon's Lair Entrance Location
Magtheridon's Lair can be found in Hellfire Peninsula, on the back side of Hellfire Citadel. Simply fly around the back side in the area shown above around coordinates (47,53). From here you will see something similar to the picture shown below. Outside of the instance portal is a summoning stone that two players can use to get the rest of their group together.
Magtheridon's Lair Trash Mobs
Magtheridon's Lair only hosts a single trash mob as the instance is only a few short pulls and then you are engaging the boss. Nonetheless, these mobs are rather deadly as they have some very strong AoE abilities. Make sure to handle them properly, as they can wipe your entire raid in a few seconds if poorly managed.
There are 4 packs of these mobs throughout the instance, and they will always be found in groups of 3. Three of the packs remain stationary, while the fourth one patrols in a circle around the entire instance. Be sure to not pull multiple groups at once.
You will want to be aware of the patrolling group's positioning so you do not pull multiple groups at once. Assign reliable interrupts to each mob individually, as the Shadow Bolt Volley deals high damage to all nearby enemies. Do not let any of these casts go through.
These Hellfire Warders will also be constantly debuffing your entire raid with both Shadow Word: Pains and Unstable Afflictions. It is advised to dispel these as quickly as possible as the raid will already be taking heavy damage from the other AoE abilities. Typically a Priest will be casting Mass Dispel to remove multiple Shadow Word: Pains at a time. If possible, have a high-health player such as a Protection Paladin remove the Unstable Afflictions, as it deals very high damage and silences the dispeller when dispelled.
Death Coils can cause issues if they hit your tanks; be ready to quickly top up any tank afflicted by these spells. Shadow Burst is another spell tanks need to be aware of as it knocks back all nearby enemies and resets threat. Be ready to taunt the mob back right away.
Lastly, the entire raid needs to be ready to move out of the Rain of Fire. It deals very high damage periodically to all enemies inside of it. The Warders will cast this on top of random players and it will stay in that area for a few seconds. Simply spread out before engaging these mobs and be ready to move out of the fire!
Overview of Magtheridon Boss Fight
Magtheridon's Lair only has one boss fight, Magtheridon himself. It consists of 2 phases, the first of which you will be facing 5 of these mobs at once:
When you first encounter Magtheridon, he is "banished" away by 5 Hellfire Channelers. The fight begins when you attack these mobs, and all 5 will engage at once. Be ready with your assignments as mishandling these mobs will quickly lead to a raid wipe.
As soon as you enter combat, you will have exactly 2 minutes until Magtheridon breaks free of his banishment and engages you in combat. If you manage to kill all 5 Hellfire Channelers, Magtheridon will break free early and engage right away.
Each channeler starts in their own section of the room as they are handling their own cube. On pull, you will want tanks assigned to picking up certain adds and even Hunters casting Misdirection to help tanks get any mob outside of their range. The most common strategy is to have 3 tanks, with two tanks tanking two mobs each and a third tank tanking the first add you kill. If these adds are tanked far enough away from the raid, their Shadow Bolt Volley should not hit anyone else besides the tank.
Every time one add dies, it casts Soul Transfer, increasing the damage and cast speed of all remaining adds by 20% and stacking up to 4 times. Assign multiple healers to the tanks that are tanking multiple adds, and have extra healers ready to assist when other adds die as the stacking buff greatly increases their damage output. The free tank should move over and taunt one of the mobs whenever possible.
Fear is still a threat here, especially on a tank or a crucial healer. These Channelers also cast Dark Mending, healing themselves or a nearby ally for a large amount. Make sure to interrupt this as the heal can easily cause you fall far behind.
Similar to the trash, you will want an interrupter assigned to each Hellfire Channeler to prevent both the Shadow Bolt Volleys and Dark Mendings from going off. Two interrupters per mob will be needed as both of these abilities can be cast back-to-back. Since the adds that are not currently being killed are being tanked away from the raid, we do not need two interrupters assigned to every add; only the ones we are near.
Lastly, while alive, the Channelers will constantly summon Burning Abyssals, which deal heavy damage to the highest-threat target, typically a healer. It is crucial that these are crowd-controlled as much as possible. If ignored, these will quickly kill all of your healers. Warlocks can use Fear and Banish to CC these, and other classes like Priest can even throw out an emergency Psychic Scream if needed.
Magtheridon himself is mostly about the execution of the fight mechanics more than anything else. Pay attention to your assignments and be ready to click your assigned cube at the proper time and you will easily down this boss.
To start off, when Magtheridon is awakening and entering the fight make sure no one is standing near him except for the tank as he will immediately begin attacking anyone nearby. Healers especially need to be aware of when he is coming out and try not to pull threat from healing spells.
Healers and DPS will want to spread evenly throughout the room as the Conflagration fire on the ground will appear on top of random players. In addition to that, healers assigned to healing the tank will want to be within range of them and ideally have their back against a wall to avoid the knock back from Quake.
The main focus of the fight is the Blast Nova. Approximately every 50 seconds, Magtheridon will begin to cast Blast Nova, periodically dealing massive damage to all nearby players. This must be interrupted or it will cause a raid-wide wipe.
To stop the Blast Nova cast, 5 players are required to simultaneously click each individual Manticron Cube to temporarily stun Magtheridon, interrupting his cast. When doing this, players will receive a 3-minute debuff (Mind Exhaustion), preventing them from clicking on the cubes again. Because of this, 4 different groups of 5 players are needed to click the cubes at different times.
Lastly, at 30% health, Magtheridon will collapse the ceiling above, causing Debris to fall down. This deals very high damage to all players and stuns them for 2 seconds. Make sure you are full health before this goes off and use any health-restoring abilities you have right after. Healers need to be ready to top the tank off immediately after as they will quickly be melee attacked by Magtheridon soon after.
After the initial ceiling collapse, there will be constant falling debris on individual players. After 5 seconds, this debris lands and kills anyone nearby. Be ready to move out of any "cave-in" animations and keep watching your debuffs for the Debris debuff. Simply move away from this area or you will die.
|Cloak of the Pit Stalker||Cloak||Back|
|Chestguard of the Fallen Champion||Tier 4 Chest token||Chest|
|Chestguard of the Fallen Defender||Tier 4 Chest token||Chest|
|Chestguard of the Fallen Hero||Tier 4 Chest token||Chest|
|Liar's Tongue Gloves||Leather||Hands|
|Terror Pit Girdle||Waist|
|Girdle of the Endless Pit||Plate||Waist|
|Eye of Magtheridon||Accessory||Trinket|
|Glaive of the Pit||Polearm||Weapon|
|Karaborian Talisman||Off-Hand Weapon||Off-Hand|
|Aegis of the Vindicator||Shield||Off-Hand|
|Eredar Wand of Obliteration||Wand||Ranged|
|Black Sack of Gems||Gem Sack||Misc|
|Pit Lord's Satchel||Bag||Misc|
Recommended Group Composition for Magtheridon's Lair
There are a few class recommendations for Magtheridon. Firstly, you will want to make sure you have enough interrupts for the Hellfire Channelers. Elemental Shamans, Rogues, and even Warriors are good for this. You MUST interrupt their casts, so bring at least 4 reliable, hit-capped interrupters.
Secondly, you will want to bring as many Warlocks as possible to deal with the Burning Abyssals. When they spawn, Banish or Fear them to prevent them from killing healers. Around 4 Warlocks is a good amount for this job.
As far as tanks are concerned, we recommend bringing 3 but even 4 can be fine for early kills. You need enough tanks to safely tank each of the Hellfire Channelers before unleashing Magtheridon. A Protection Warrior is recommended as the tank for Magtheridon himself as they will take reduced damage compared to other tanks and has strong cooldowns available such as Last Stand and Shield Wall.
You will want to bring around 5 or 6 healers for this fight, depending on your relative gear level. Early on more healers is preferred to clear the raid safely. Restoration Shamans are good for this slot as they can act as a backup interrupter with Earth Shock, though they are not required for a kill. Bloodlust / Heroism are also great to ensure all 5 Hellfire Channelers are dead before Magtheridon himself engages in combat.
- 14 Jul. 2021: Removed Magtheridon Double Blast Nova section as this was patched.
- 15 Jun. 2021: Added pictures; added note about double Blast Nova.
- 11 Jun. 2021: Guide added.
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