WoW WotLK Classic Dungeon Guide: Azjol Nerub (Normal/Heroic)

WoW WotLK Classic Dungeon Guide: Azjol Nerub (Normal/Heroic)

In Wrath of the Lich King Classic, the Northrend heroes among you will face off against the Nerubians of Azjol-Nerub. Do you want to face the fight in normal as well as in heroic mode? Then head over to our Azjol-Nerub WotLK Classic Dungeon Guide. The entrance to the tunnels of the instance is in a nondescript hole in the west of the Dragonblight (27/49), just north of the Stars’ Rest landing point. You will receive the two quests for the dungeon directly at the instance entrance from Kilix the Unraveler.

The first patrol at the beginning of the Azjol-Nerub instance is not yet a problem. The web spinners occasionally lock a random player in a net. You destroy the net as quickly as possible, as it only has 1,000 hit points and your opponent will then be able to act again. After another group you are already in front of the first boss, Krik’thir the gatekeeper. But before you take on him you first have to get rid of three of his guards, who themselves have two spider companions in tow.

All three guards, like the webspinners before them, can trap players in a web. Her infected bite inflicts you with a plague that gives you additional damage. Try to remove them if possible. Each guard has a unique ability to deal with.

  • Silthik attacks with poisonous spit, which druids, paladins or shaman remove.
  • Guardian Gashra deals extreme melee damage to the tank during her tantrum, so the healer is on the ball.
  • Narjil occasionally blinds a player for four seconds, incapacitating them. Also pay attention to the companions of the guards, which you can put out of action with various controlling abilities such as penance or shackles.
  • the skirmishers are particularly awkward melee fighters, as they occasionally lose the tank’s threat and charge at a random player. Stun them if possible, as taunting has no effect.
  • the shadowcaster naturally attack with Shadow Bolts and a Shadow Nova. When all opponents have been defeated, Krik’thir the gatekeeper awaits you.

Krik’thir the Gatekeeper

Krik’thir does not pose much of a threat without his guards. Curse of Fatigue only hits players within his melee range. However, you should remove it if possible to do additional damage to the boss. The party healer tends to the player who happens to suffer the mind flay. Occasionally, dozens of scurrying swarmers will appear from all corners, usually rushing toward the healer. They only have a few hit points – use area damage specifically here. From 20 percent of his hit points, Krik’thir goes into a frenzy and does more damage to the tank.

The difficulty in heroic mode Here, too, it is more about defeating the three guardians before the actual fight with Krik’thir begins. You fight the swarmers again with area damage, while the healer takes care of the tank and the group.

In the next section, of course, you will continue to encounter disgusting spiders. However, one particularly large specimen doesn’t seem too friendly with the rest of the Nerubians, fighting its way up the corridors through huge hordes of attackers. But this shouldn’t bother you for the time being, since you’ll have three larger groups around one beforehand Anub’ar Crusher met. Although this puts quite a strain on the tank, its companions do not pose a great threat. They have around 10,000 hit points and do not deal any significant damage. Take care of the little spiders first, and then kill the crusher. Afterwards you take up the fight with Hadronox, which should have destroyed all attackers by now.

The huge spider Hadronox mainly attacks with nature spells and poisons. So having a paladin, shaman, or druid in the party that can nullify poison effects is beneficial. Above all, the removal of the “leech poison” is important so that Hadronox does not heal itself. In addition, the spider leaves clouds of acid in its vicinity, in which it takes damage. Occasionally, Hadronox pulls all players close to it, and with it, into a cloud of acid. So get on safe ground as soon as possible.

Hadronox possesses in Heroic Difficulty no new skills. As a result, the combat principle hardly changes. Stay away from the acid clouds and remove their leech venom if possible while battling the bugs.

After encountering Hadronox, go through the now empty corridors to a large hole through which you let yourself fall deeply. Arriving at the bottom, the group expects two more primal guards. Through a skill, they drain your strength, causing you to deal less damage and increasing the damage of the Primal Guards. On top of that, they distribute a magic debuff that damages the party once the target is healed. Then you move Anub’arak on the tank.


The fight takes place in two phases, which alternate depending on the number of hit points of the boss. His swarm of locusts deals constant damage to you for the duration of the fight, which must be healed. His pounding hits all players in front of him, causing the tank to turn Anub’arak with his back to the group and also run behind the boss as he casts the attack to avoid taking damage.

After a while, the tomb lord burrows into the ground and summons some insects to help. Only the poisoners pose a small threat with their poison salvos – so kill them first. After that, it’s all about the rest of the opponents. Occasionally, Anub’arak will pierce the earth with his spiked tail and throw players into the air. Dodge the bumps to avoid damage. When all opponents are defeated, the tomb lord reappears and the game continues from the beginning.

Reference-www.buffed.de