TBC Classic Karazhan Guide: Tactics and Tips for all bosses

Here is a guide on how to beat every boss in Karazhan

TBC Classic Kharazan Guide
Karazhan is the largest raid of Phase 1 of TBC Classic. Here is a guide to all the bosses. Image via Blizzard

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With the launch of TBC Classic, players are on their way to level 70, where more than likely they’ll get into raiding, dungeon farming, battlegrounds, arena, and more. Those that go down the raiding avenue will likely get to experience Karazhan as their first way. With many different bosses, and the game. For those looking for boss tactics, here is a TBC Classic Karazhan guide to accompany you.

Please note this TBC Classic Karazhan guide takes into account the current version of Karazhan on the 2.5.1 patch. It will likely be adaptable to many private servers out there, or to retail wow for any players who want to know what the original Kahrazan did. Furthermore, do not get this confused with Return to Karazhan from Legion, as that is a five-player mega-dungeon conversion with different bosses.

Glossary:

OT = Off Tank

MT = Main Tank

Read More: Best TBC Classes.

Attumen the Huntsman ( Midnight ) Guide

Attumen is the first boss players will encounter during the TBC Classic Karazhan guide. He sits in the sables which is immediately to the side of the main entrance of Karazhan. Players will need to fight their way through the undead stables before the large pen of Midnight.

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Midnight Tank Tactics

The OT starts the fight and tanks Midnight, which is the boss horse in the stables. When the horse falls to 95% HP, Attumen spawns, which the main tank switches to. If the main tank is a Warrior, they should build their rage bar up on Midnight and unload it on Attumen when he spawns. Meanwhile, Druids should make sure they have enough energy to use their abilities to grab aggro.

When Midnight reaches 25% HP, Attumen mounts Midnight. Their health bar goes back up to full at this phase of the fight, and the threat meter resets. The main tank will then grab the aggro on the boss, while the OT stands towards the furthest away from the boss to take the charge. The charge can happen at random, which means it could happen several times in a fight. Also, the main tank should position Midnight away from the ranged DPS during this phase because of a melee range knockdown ability.

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Attumen DPS Tactics

The raid DPS focuses on Midnight first to spawn Attumen at 95% HP. With the two mobs spawned, the raid should focus on Midnight throughout the fight, as Attumen mounts Midnight when it reaches 25% HP. Be warned that the threat resets at 25%, also allow the MT time to regain their threat.

Melee DPS need to keep track of the Stomp Ability from Midnight. The ability deals AOE damage around the horse, knocking targets to the ground.

Ranged DPS need to be aware of their positioning throughout the fight. When Midnight and Attumen merge, they gain a new charge ability. The OT is supposed to stand the furthest away from the boss, and they’ll take the large damage. Ranged damage dealers could find themselves in the wrong position and dying.

In some instances, Mages may be required to help dispel the Intangible Presence curse that hits the entire raid.

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Attumen Healer Tactics

There should be two tank healers for the first phase of the fight as both tanks will tank a mob each. Furthermore, Restoration Shamans and Druids need to dispel the Curse called Intangible  Presence, which lowers the target’s chance of hitting by 50%. The tanks are the priority for the decurse, while the DPS are free for all. Ideally, decurse your highest damage dealers first. Other healers that cannot dispel curses should focus on healing the remaining raid members.

Furthermore, Healers need to be aware of the stomp damage during phase 2  as it can deal raid-wide damage depending on comp. Also, they should be prepared to burst-heal the off tank after a charge.

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Moroes Guide

Karazhan Ball Room Moroes

Moroes is the next fight players experience in the TBC Classic Karazhan guide. Moroes’ Dining Room is located towards the top of the large ballroom sat in front of the Main Entrance. There are multiple different mobs within the Mores fight itself. Normally, Moroes’ pack contain four different NPCs, which can be any of the following, but will always contain Moroes:

  • Moroes the Tower Steward – Rogue
  • Lady Catriona Von’Indi – Holy Priest
  • Lord Robin Daris – Arms Warrior (Will leave Mortal Wounds on targets)
  • Baroness Dorothea Milstipe – Shadow Priest
  • Lady Keira Berrybuck – Holy Paladin
  • Baron Rafe Dreuger – Protection/Retribution Paladin
  • Lord Crispin Ference – Protection Warrior

Ideally, the raid composition will contain at least one Priest and Paladin that can Shackle Undead one of the mobs. If the Holy Paladin or Holy Priest is present, then they’ll want to be chain CC’d to avoid them healing their party. If the room is entirely cleared out of trash, a Paladin could use Turn Evil to maintain the fear instead. Finally, have a Hunter Freezing Trap, one of the DPS mobs. After that, the tanks can grab the two remaining mobs.

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Moroes Tank Tactics

The MT, or the one with the most defensive cooldowns up, will tank Moroes, as he does incredible burst damage. That tank will pick them up and take them to the corner of the room ahead of the Gauge ability. Moroes will run to the second-highest target with threat during the Gauge ability, hence the need to take him as far away from the raid as possible.  Even more, Moroes will Vanish and Bleed a random target for heavy damage on the odd occasion, meaning the MT needs to pick him back up.

The Off Tank will then take the other active mob or the two other active mobs depending on raid comp, accidental damage, or strategy.

Once when two of the four mobs are dead, Moroes is the ideal kill target.

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Moroes DPS Tactics

The DPS should focus on killing one of the melee DPS mobs in the encounter first. This is even more so if Robin Daris is in the pack, as he will apply Mortal Wounds onto the target, making healing difficult. From there, transition into the next target, not CC’d or the other DPS mob.

After killing the two DPS characters, it is time to transition to Moreos. Moroes ideally needs to die third in line as the damage does eventually become unbearable. Not to mention Moroes’ Rogue skills become annoying the more the healers begin to run out of mana.

Finally, kill the healer that should have remained in CC during the fight. Remember to continue to reapply the CC if you are the designated DPS for Shackling, Turning, or Freezing Moroes’ friends in place throughout the fight until told otherwise.

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Moroes Healer Tactics

Healers will watch for healing on both tanks, with one staying close enough to the main tank that takes Moroes away. The rest will either monitor the OT, based on the number of mobs they tank or raid healing. Furthermore, a Holy Paladin should pay attention to any target that gets DoTed by Moroes as he vanishes. The bleed deals lots of damage over time, so bopping it should remove it nicely. Also, Druids and Shamans should be ready to dispel any debuffs the Shadow Priest leaves behind.

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Maiden Guide

Maiden is a fairly simple fight but can be really punishing if one thing goes wrong. Firstly the main tank positions the boss in the centre of the room and uses a defensive cooldown when she casts repentance. Healers could also use a healing cooldown if they won’t survive the Repentance cast.

The Ranged DPS spread themselves around to avoid standing in the Consecration she leaves behind. If a DPS with an immunity gets the Holy Fire debuff, they can remove it with things like Ice Block or Divine Shield.  She will also make a random target go to sleep throughout the fight, broken through damage or Shaman’s Tremor Totem. When the sleep comes through, players can walk into the Consecration in preparation for the debuff if no Shaman is nearby.

Melee DPS, be careful of standing in the Consecration for too long. It is better to be coordinated so the healers can top you up rather than staying in it for too long and dying. Ideally, the melee should be behind the boss in a loose triangular stack.

Likewise. Healers evenly spread themselves around the room to heal the raid. Also, one healer should be near the melee range during the Repentance cast to avoid the wipe. The boss will also cast Holy Fire on a random target, which any healer can dispel as soon as possible.

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Opera Guide

Opera is a fight that has one of three possible encounters depending on the week. Ideally learning each fight before going in will keep you prepared for the mystery every week. Below you’ll find the tactics for all three in the TBC Classic Karazhan guide.

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Romulo and Julianne

Romulo is the first target that you fight during the encounter. When Romulo dies, Julianne appears and revives him, and then you fight them both together. Be warned there is no threat table during this phase of the fight, so the tank needs to damage Julianne in front of Romulo to gain aggro. There is no threat table on this fight, but you need to damage Julianne in front of Romulo, and he will therefore attack you.

The DPS need to manage their cleave effectively. Both mobs need to go down within five seconds of each other; otherwise, they resurrect and go back to full HP. Ideally, the raid leader should call the health percentage on each mob to avoid the accidental death of one of the mobs.

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Little Red Riding Hood

You talk to Grandma to start the event, which she will then transform into the Big Bad Wolf. Throughout the encounter, a player will sometimes become Little Red, which will cause the Wolf to fixate on that target, requiring the individual to survive to return to normal. However, if the Little Red dies, another player will transform, and the fixate phase begins again. Repeat until the fight is over.

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Wizard Of Ozz

Dorothee, Todo, Tinman, Strawman, Scar and the Crone are all hostile mobs in this encounter. However, many of the mobs seem to have a weakness making them easier to manage during the bar brawl that is the fight.  Warning, Dorothee has no threat table and will attack randomly and will require decent spot healing depending on who she hits. Todo and Scar are beasts and can be affected by Scare Beast, meaning a Hunter(s) should be assigned to the mobs during the fight. A Mage should be assigned to Tinman, as the slow from their Frost schools can kite him. Alternatively, a Hunter’s slowing trap works well, as does the Shaman’s Earthbind Totem. On the other hand,  a Warlock or Mage’s fire spells can stun the Strawman. The Fire Mage’s Ignite debuff from Fireball is the ideal debuff, as every tick of the fire damage stuns the Strawman.

Once when all the above die, the Crone will appear. Be careful on positioning on the stage as she casts tornadoes all over the room that cyclone those who get caught. Tanks can tank and spank her otherwise.

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Nightbane (Summon) Guide

Nightbane WoW

Nightbane is a summonable boss who requires a raid member to get a quest from Kalyna Lathred from Netherstorm, requiring you to get the urn from Tempest Keep. When you have the Urn, you can spawn Nightbane in the raid.

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Nightbane Tank Tactics

Have the MT face the boss away from the raid, so no one gets hit by the Dragon’s Breath. The MT should have the dragon’s face looking away from the room. Every time the boss is reduced to 25% HP, Nightbane begins to fly. Have the Tank lead the raid by standing under the boss as it flies around.

During the Air Phase, Nightbane will spawn skeleton adds, which the tank can pick up. It is vital as healers or AOE classes will take aggro immediately. Ideally, take them slightly out of the pack to avoid immolate damage on the raid, but not too far away to avoid getting fireballed by Nightbane.

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Nightbane DPS Tactics

Melee DPS stand at the back of Nightbane, towards either of the legs, but they must all stack at the same leg to avoid the Tail Sweep.  Ranged DPS need to be at their maximum range to avoid getting feared from Bellowing Roar.

During the air phase, stack on the Tank. Anyone selected with the Bones ability moves 6 yards away from the group to avoid AOE damage.  Do not move too far away as that person will cause Nightbane to use Fireball Barrage. Once the bones have landed, kill the five Skeletons that spawn.

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Nightbane Healer Tactics

Healers stand at max range to avoid the Bellowing Roar fear. Also, Dispel Distracting Ash on any target affected by it as it reduces the chance to hit.

During the Air Phase, healers need to focus on those with the Smoking Blast debuff. The debuff deals heavy damage over time, so any huge burst heals topped with HoTs is worth throwing on the target. Moreso, be careful with aggro as the Skeletons have no threat when they land. Paladin BoPs are very important for this phase.

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Curator Guide

Ideally, there only needs to be one tank, which will tank him away from the raid. The DPS will stand behind the boss and nuke the Sparks that the Curator spawns. Healers should get ready to raid heal as the Sparks deal raid-wide damage as long as they last. Once the Sparks are dead, DPS will continue to damage the boss.

While it is tempting to nuke the boss on the pull, DPS should save their cooldowns for the innervate phase. The Innervate Phase is when the boss takes more damage. At 10%, the boss becomes enraged, so nuking him as quickly as possible during the innervate is the best approach. Use your cooldowns like Drums, Bloodlust, Icy Veins, etc., to take the boss down as it Innervates.

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Illhoof Guide

As the raid climbs higher up Karazhan, they’ll stumble upon a bookcase, which reveals a secret passage to Illhoof’s room, containing lots of imps. Have your MT get aggro on the boss, with the OT dealing with imps and add spawns. Alternatively, you can have only one tank, as long as it is a Prot Paladin that is fairly geared.

Killrek should be killed as often as possible, while the DPS should cleave both the boss and the imps gathered. If the raid opts for the two tank strat, have both the adds and the boss stacked if possible. During the fight, the boss will imprison raid members and will kill them if they are not freed in time. Using Immunities can free the individual from the imprisoning chains if needed. Other than that, it is a kill adds and nuke boss fight.

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Shade of Aran Guide

Shade of Aran Karazhan Boss

The Shades of Aran is an interesting fight as it technically requires no tank to defeat. You’ll see three different shades of the boss during the fight: one Arcane, Fire, and Frost.

  • The Arcane form uses arcane explosion, requiring the raid to move away from the boss.
  • The Fire will create fire circles underneath raid members, meaning players cannot move out of them otherwise, they die. 
  • The Frost one will cause the room to get filled with a blizzard. The raid will need to rotate around the room to avoid getting hit by the Blizzard. 

When the boss falls to 50% HP, the boss will summon Water Elementals. The Elementals are easily CC’d, with Warlocks able to banish them as well.

Once Aran runs out of mana, he will Polymorph the entire raid and then deal raid-wide damage after he drinks. Healers need to make sure the entire raid is topped up before his mana runs out. Players can use their Warlock Healthstones or Health Potions to make it easier.

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Chess Event Guide

Karazhan Chess Event

The Chess event aims to kill Medivh’s King piece. While that is the objective to win the event, the raid must take out pieces of Medivh’s forces before the King becomes exposed.

The Pawns are the weakest pieces on the board that deal small damage and have the lowest HP.

The other priority targets are the Bishops and the Queen.

Ideally, players will want to move the Pawns out of the way to make room for the Knights and Bishops to advance up the board. Rooks are worth using as long as they can get next to several enemy pieces and use their AOE abilities. Otherwise, they have low HP and can easily fall if used wrong.

  • Knights can move two spaces forward or one space in any direction a turn. Their health pool is okay while doing fairly decent single target damage.
  • Bishops are strong pieces that can heal allied pieces. They have some offence, too, with lance abilities that hit in a straight line. These are pieces you’ll want to keep alive while prioritizing defeat on Medivh’s side.
  • Queens are incredibly healthy and strong mages that have potent movement and spells. They have a mixture of strong single target spells and AOE abilities, making them very strong.

Overall, this fight is kinda weird yet very fun. Have a few goes at it, and remember that each piece offers something so keep coming back to this TBC Classic Karazhan Guide if you need quick pointers on this boss.

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Netherspite Guide

If you liked Dragons, then you’re in luck. Netherspite is the dragon fight of the raid that will require clearing on every lockout. Unlike other boss fights, mechanics are of the utmost import; otherwise, the raid will wipe.

The main mechanic of the fight is to have the raid split up, one group for the tanks, another for healers and casters and the other for melee DPS. The Tank group will stand in the Red zone, with the DPS in the Blue and the Healers in the Green.

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Divide the Room

  • The Tanks need to take it in turns getting to 25 stacks of the red beam debuff. Getting higher than that will likely cause a one-shot on the tank, which will later guarantee a wipe. Rotate the tanking of the boss between the two tanks.
  • The caster portion of the room will sit in the blue light. The blue light grants the opportunity for bonus spell power to pump healing and damage, but that causes the recipients to take more spell damage. Two DPS in this category will take the buff but will need to rotate every 50% of the beam’s lifespan.
  • The Healers will need to absorb the Healing Green beam and rotate out just like the tanks and the DPS do. A healer could lose all of their mana bar during the soak, hence rotating Healers during the Beam.

During the Beam phase, players need to avoid the purple swirlies that appear as it inflicts heavy Shadow Damage.

Beginning in Phase 2, Netherpsite fades out and gains bonus damage and can’t be moved. Players need to avoid standing at the front of the dragon as it deals a shadow damage breath. Ideally, stand to the back of the boss as the breath begins casting as it also knocks players back. Banish Phase only lasts for 30 seconds, so be mindful of pumping during this phase, with melee throwing caution during it. 

You’ll likely need a few goes at getting the coordinate ready if you are new to the fight. Keep practising and you’ll soon see the coordinate line up well that you’ll have read in this TBC Classic Karazhan Guide.

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Prince Malchezaar Guide

Prince Malchezaar is a rather long fight, with three phases players need to pull off correctly. The thing is, each phase gets progressively harder, so pay attention.

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Phase 1

The main tank positions the Prince near a wall on the right. Player’s will find a dent in the wall on the right, which is a decent landmark for positioning the boss. Once engaged, Malchezaar attacks his main target and summons Infernals that need killing. Also, the boss will cast Enfeeble, which causes everyone except the tank to drop to low health. Simply run further than 36 yards away to avoid taking damage from the Shadow Nova he casts shortly after. The raid will likely wipe if the Infernalks have not been dealt with during this time. Keep these tactics in mind as they become relevant again later in the TBC Classic Karazhan Guide.

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Phase 2

At 60% HP,  Prince picks up his other blade and becomes a dual-wielding boss. Healers can expect lots of damage during this phase so keep the tank topped up. Tanks need to be aware that the boss can parry and Sunders Armour. Meanwhile, DPS and Tank Warriors can chain their disarm ability on the boss to reduce the amount of damage during Phase 2.

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Phase 3

When the boss reaches 30% HP,  he goes back to casting his abilities from phase 1 while empowering all the damage he deals for 10 seconds through Amplify Damage. Remember to keep moving during Shadow Nova and banishing and killing the Infernals. Likewise, he will frequently cast his Shadow Nova ability, meaning the raid must remain on their toes. While the Price stops using his weapons, he throws them at a random target, doing physical damage. The weapons then animate and increase their damage the longer they hit the target. The targeted players need to move and communicate to healers for extra healing.

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Once Malchezaar drops, you’ll therefore have finished the raid. Thank you for taking a look at our TBC Classic Karazhan guide. We hope it has brought you much look on gearing in the freshly launched TBC Classic.