
Karazhan Guide — Raid guide · WoW Wrath of the Lich King
- Level
- 70
- Group
- 10 players
- Bosses
- 12
- Difficulty
- Raid
- Location
- Deadwind Pass
- Key
- None needed
How the run goes
Medivh's tower, a ten-player raid with a flexible order. Attumen in the stables and Moroes at his banquet come first; then the guest chambers (Maiden of Virtue) and the Opera; the Menagerie with The Curator, Terestian Illhoof and the Shade of Aran; Netherspite; the Chess Event; and Prince Malchezaar at the top. Nightbane and the Servants' Quarters are optional.
Group: Ten players: two tanks, three healers and five damage dealers. Crowd control for Moroes's guests, fear protection for Nightbane, and interrupts for Aran and The Curator's Evocation burn.
Map and route
Attumen in the stables and the Servants' Quarters, Moroes in the banquet hall, Maiden of Virtue and the Opera in the guest chambers, then up the tower: the Curator, Terestian Illhoof, Shade of Aran, Netherspite, the Chess Event and Prince Malchezaar. Nightbane is summoned on the Master's Terrace.
- strategy
- strategy
- strategy
- strategy
- strategyThe play changes from week to week.
- strategy
- strategy
- strategy
- strategy
- strategy
- strategy
- strategySummoned on the Master's Terrace with the Blackened Urn.
! marks a quest giver inside the instance; select it for the quest.
1.The stables and the banquet
From the entrance through the stables to Attumen the Huntsman and Midnight, then up to the banquet hall for Moroes and his guests. The Servants' Quarters off the stables hide one of three beasts once the quarters are cleared.
2.The guest chambers and the Opera
Through the guest chambers to Maiden of Virtue, then the Opera House: speak to Barnes to start this week's play (Big Bad Wolf, Romulo and Julianne, or the Wizard of Oz).
3.The Menagerie and the library
Up through the Menagerie to The Curator, then Terestian Illhoof in his lair beside it. The Guardian's Library leads to the Shade of Aran's study, and Netherspite waits in the Celestial Watch.
4.The top of the tower
The Chess Event opens the way to Prince Malchezaar on Netherspace, the tower's summit. Nightbane is summoned at the Master's Terrace with the Blackened Urn from his quest chain.
Boss by boss
The stables and the banquet
On the way: Spectral stable hands and horses, then skeletal servants and ghostly guests around the banquet. Phantom guards come in pairs.
- Level
- 73 · Boss
- Health
- 265,580
- Armor
- 7,618
Intangible PresenceReduces an enemy's chance to hit by 50%. Reduces an enemy's chance to hit with spells by 50%.
Charge
KnockdownDeals 1500 damage to current enemy target, knocking them down for 3 sec.
Shadow CleaveInflicts weapon damage minus 1500 Shadow damage to an enemy and its nearest allies, affecting up to 3 targets.
First Midnight, his horse; then Attumen joins. When one of them is low, he mounts Midnight and charges players far from him.
- Tanks
- One tank on Midnight, a second picks up Attumen when he appears; keep his Shadow Cleave away from the raid.
- Healers
- Remove his curse, which lowers hit chance, from the tanks and melee.
- Damage dealers
- Ranged stand close enough that his charge doesn't single anyone out. Burn the mounted Attumen.
- Level
- 73 · Rare elite
- Health
- 265,580
- Armor
- 7,618
Hyakiss' WebStuns an enemy for 10 sec.
Acidic FangInflicts normal damage plus 0 to an enemy, then an additional 500 Nature damage every 2 sec. for 30 sec. Reduces armor by 1000. Stacks up to 7 times.
RavageInflicts normal damage plus 500 to an enemy, causing it to bleed for 2550 damage over 10 sec.
DiveCharges a distant enemy, inflicting normal damage plus 1, then fears all nearby targets.
Sonic BurstInflicts normal damage plus 2188 to 2812 on nearby enemies, preventing them from spellcasting for 5 sec.
Wing BuffetInflicts 1050 to 1350 damage to enemies in a cone in front of the caster, knocking them back.
Once the Servants' Quarters are cleared, one of three beasts appears: Hyakiss the spider webs players and poisons with Acidic Fang, Rokad the worg ravages, and Shadikith the bat dives, silences with Sonic Burst and buffets.
- Tanks
- Pick up whichever beast appears; Shadikith dives at players, so taunt him back after each dive.
- Healers
- Hyakiss's web takes players out of the fight and her fang poisons; Shadikith's Sonic Burst silences everyone near him.
- Damage dealers
- Clear the quarters fully first, then burn the beast; ranged stay back from Shadikith's burst.
- Level
- 73 · Boss
- Health
- 270,892
- Armor
- 7,618
GarroteGarrote the target, inflicting 107500 damage over 5 min.
BlindBlinds the target, causing it to wander confused for up to 10 sec. Any damage caused will remove the effect.
GougeInflicts 950 to 1050 damage to an enemy and stuns it for up to 6 sec. You will automatically stop attacking. Target must be facing you. Any damage received by the stunned target will revive it.
Enrage
Moroes and four of six guests, a different set each week. He gouges the tank, garrotes random players and vanishes.
- Tanks
- A second tank sits second on threat: Gouge stuns the top-threat tank. Tank the guests not crowd-controlled.
- Healers
- Garrote bleeds last until the fight ends: heal them steadily. The guests include healers; interrupt them.
- Damage dealers
- Crowd-control guests (Shackle, Polymorph and the like), kill the healing guests first, then Moroes. He enrages at low health.
The guest chambers and the Opera
On the way: Concubines and wanton hostesses charm; the Opera's backstage is full of spectral performers.
- Level
- 73 · Boss
- Health
- 297,430
- Mana
- 67,740
- Armor
- 7,604
RepentancePuts all nearby enemy targets in a state of meditation, incapacitating them for 12 sec. Breaks on damage.
Holy FireConsumes an enemy in flames, burning it and inflicting additional Fire damage every 2 sec. over 12 sec.
Holy Wrath
Holy GroundDeal 240 to 360 Holy damage and prevents spellcasting for 1 sec.
Maiden's Repentance incapacitates the whole raid, Holy Fire burns random players and Holy Wrath chains between players standing together. Holy Ground silences those near her.
- Tanks
- Tank her in the middle of the room so healers and ranged players can spread around her at an even distance.
- Healers
- Stand spread in a circle outside Holy Ground, and dispel Holy Fire.
- Damage dealers
- Spread out around the room so Holy Wrath can't chain between players; Repentance stuns everyone, so expect the pause.
- 5
Opera Event — The Big Bad Wolf, Romulo, Julianne, The Crone, Dorothee, Roar, Strawman, Tinhead
Loot and drops →- Level
- 73 · Boss
- Health
- 265,580
- Armor
- 7,618
Terrifying HowlCauses nearby enemies to flee in fear for 3 sec.
Wide Swipe
Blinding PassionPurifies the enemy for 1500 Holy damage and then an additional 3000 Holy damage over 4 sec.
DevotionIncreases the Physical damage dealt by the caster by 50% and the caster's attack speed by 50% for 10 sec.
Eternal AffectionCalls upon Holy magic to heal an ally.
Powerful AttractionDazzles the target, filling it with intense attraction, stunning them for 6 sec.
Backward LungeStrikes at an enemy behind the caster, inflicting 1900 to 2100 Physical damage and knocking the enemy away.
DaringIncreases the Physical damage dealt by the caster by 35% and the caster's attack speed by 35% for 8 sec.
One of three plays each week: The Wizard of Oz, Romulo and Julianne, or Red Riding Hood.
- Wizard of Oz: Dorothee, Roar, Strawman and Tinhead come out in turn, then The Crone. Strawman takes heavy fire damage; Tinhead slows down as he rusts; The Crone's cyclones move around the stage.
- Romulo and Julianne: Julianne first (interrupt her heal), then Romulo, then both: they must die within a few seconds of each other or the survivor revives the other.
- Red Riding Hood: the Big Bad Wolf turns a random player into Little Red Riding Hood and chases them; that player runs around the stage.
- Tanks
- Wizard of Oz: pick up each character as it comes; Romulo and Julianne: tank them apart in the last phase; Red Riding Hood: pick the wolf back up after each chase.
- Healers
- Keep the tank up, and keep Little Red Riding Hood alive as they run.
- Damage dealers
- Interrupt Julianne's heals. In Oz, mages and other fire users burn Strawman.
The Menagerie and the library
On the way: Arcane watchmen, mana warps that explode, and Astral Spark constructs. The library's arcane anomalies and shadow pillagers hit hard.
- Level
- 73 · Boss
- Health
- 488,635
- Mana
- 67,740
- Armor
- 7,604
Astral ArmorReduces all damage taken by 90%.
Astral DeconstructionIncreases Arcane damage taken by all enemy targets by 500%. Game over.
Arcane InfusionImbues the caster with Arcane damage, causing 1500 to 2500 Arcane damage to targets hit by melee swings.
EvocationRegenerate 5% mana per second for 20 sec. Damage taken while Evocating is increased by 200%.
Hateful BoltDeals 4435 to 5999 Arcane damage to a very threatening target with high health.
The Curator summons Astral Flares that hit the raid, and his Hateful Bolt hits the player with the second-most threat. When his mana runs out he evokes and takes double damage. At low health he stops summoning and enrages.
- Tanks
- Tank him; the second-highest player on threat should have plenty of health (another tank or a warrior).
- Healers
- Heal through the flares and the Hateful Bolts; burn phases need steady tank healing.
- Damage dealers
- Kill each Astral Flare at once; burn the Curator during Evocation.
- Level
- 70 · Boss
- Health
- 489,020
- Armor
- 6,719
SacrificeSacrifices the target to the old gods, stunning it and leeching 1500 health every 1 sec for 30 sec.
Shadow BoltHurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Fiendish PortalOpens a portal into the Twisting Nether that periodically summons demonic minions to aid the caster in battle for until cancelled.
Summon ImpSummons an Imp to accompany the caster until dismissed.
Berserk
Broken PactAll damage taken increased by 25%.
Illhoof keeps an imp, Kil'rek, beside him; killing it makes him take more damage for a while. He chains random players in a Sacrifice and summons imps without end.
- Tanks
- Tank Illhoof; another tank or warlock picks up Kil'rek. Area-tank the imps.
- Healers
- Heal the Sacrifice target until their chains break.
- Damage dealers
- Break the Demon Chains at once when a player is sacrificed; kill Kil'rek when Illhoof is about to take more damage; area damage clears imps.
- Level
- 73 · Boss
- Health
- 594,832
- Mana
- 168,388
- Armor
- 6,126
FrostboltInflicts Frost damage to an enemy and reduces its movement speed for 4 sec.
FireballInflicts 3910 to 5290 Fire damage to an enemy.
PyroblastInflicts Fire damage to nearby enemies.
Mass PolymorphTransforms all nearby enemies into sheep, forcing them to wander around for up to 10 sec, quickly regenerating their health. Any damage will transform the target back into its normal form. Only works on beasts, dragons, giants, humanoids, and critters.
Summon Water ElementalsSummons Water Elementals to protect the caster.
Dragon's BreathSets an enemy aflame, inflicting 6000 Fire damage over 6 sec. and sending it into a state of panic. While the target is affected, the flames periodically scorch its nearby allies for 1000 damage as well.
Massive Magnetic Pull
Mass SlowReduces the attack speed of all enemies within 13 by 35% and slows its movement by 60% for 10 sec.
Aran is a caster that can't be tanked. Flame Wreath kills anyone who moves out of it; Blizzard sweeps the room; he pulls everyone to the middle and casts Arcane Explosion. At low mana he drinks; at low health he summons water elementals.
- Tanks
- Nothing to tank until his elementals arrive: then pick them up (they can also be banished or feared).
- Healers
- Heal through his spells; never move during Flame Wreath.
- Damage dealers
- Interrupt his spells; don't move when Flame Wreath is up; run to the walls after he pulls everyone in; burn him while he drinks.
- Level
- 70 · Boss
- Health
- 782,460
- Mana
- 3,155
- Armor
- 6,708
Nether BurnCauses the caster to automatically inflict 150 Shadow damage every 5 sec. to nearby enemies. The aura lasts until cancelled.
Empowerment
Nether Portal - Perseverence
Nether Portal - Serenity
Nether Portal - Domination
Nether Infusion
Void ZoneSummon a Void Zone that deals shadow damage to enemies that stand within it
NetherbreathInflicts 0 Arcane damage to enemies in a cone in front of the caster.
Netherspite fires three beams that empower whoever they hit: red (tank), green (healers) and blue (damage). Players stand in the beams to stop him getting their power, and rotate before the debuff grows too much. He banishes himself now and then and breathes on the raid.
- Tanks
- Stand in the red beam to tank him; rotate with a second tank.
- Healers
- A healer stands in the green beam and rotates out; others heal the beam carriers.
- Damage dealers
- Damage dealers take turns in the blue beam. Avoid his void zones, and spread out during the banish phase.
The top of the tower
On the way: The Chess Event replaces most of the trash; the stairs above have a few demon packs.
The raid controls the Alliance or Horde pieces on Medivh's chessboard and must take the enemy king; Medivh cheats by setting squares on fire and healing his own pieces.
- Tanks
- Take the sturdy pieces (rooks and the like) and hold the front line.
- Healers
- The healer pieces keep the king and front pieces alive.
- Damage dealers
- Move pieces out of the fire Medivh starts and focus the enemy king.
- Level
- 73 · Boss
- Health
- 796,740
- Armor
- 7,618
Sunder ArmorHacks at an enemy's armor, reducing it by 1000 per Sunder Armor. Can be applied up to 5 times. Lasts 20 sec.
Amplify DamageIncreases all forms of damage taken by an enemy by 100% for 10 sec.
Shadow NovaDark magic is unleashed, causing 3000 Shadow damage and knocking back all enemies within 30 yds.
Shadow Word: PainUtters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 sec.
Enfeeble
Three phases. First he enfeebles random players to almost no health, then casts Shadow Nova; next he wields two axes; finally his axes fly around the room and Infernals fall all through the fight.
- First phase: Enfeeble drops several players to almost no health, then Shadow Nova: enfeebled players run away from him.
- Second phase (below about 60%): he wields two axes and hits the tank much harder.
- Third phase (below about 30%): his axes fly around the room, and he amplifies the damage on one player.
- Tanks
- Keep him in place; the second phase is the hard part for tank healing. Avoid the Infernals' Hellfire.
- Healers
- Heal the tank hard in the second phase; heal enfeebled players only after the effect ends.
- Damage dealers
- Run out when enfeebled. Stay out of Hellfire around each Infernal.
- Level
- 73 · Boss
- Health
- 929,530
- Armor
- 7,618
Rain of BonesBombards the target and nearby allies with bone fragments, summoning 3 skeletons in the process.
Bellowing Roar
Target Charred Earth
Smoldering BreathInflicts 3700 to 4300 Fire damage to enemies in a cone in front of the caster.
Tail SweepInflicts 450 damage on enemies in a cone behind the caster, knocking them back.
CleaveInflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 2 targets.
Distracting AshReduces the range of spells and abilities by 50%. ### Do not translate: This still needs its correct aura applied.
Smoking BlastDeals 1850 to 2150 physical damage to the target and additional fire damage over time.
Summoned with the Blackened Urn. On the ground he breathes, sweeps his tail, fears and leaves charred earth. In the air he rains bones that raise skeletons and throws fireballs.
- Tanks
- Face him away; stay fear-immune where you can. Pick up the skeletons in the air phase.
- Healers
- Heal through Smoldering Breath on the ground and the fireballs in the air; Distracting Ash lowers hit chance in the air phase.
- Damage dealers
- Move out of charred earth; kill the skeletons in the air phase.
Before you go
- Use crowd control on Moroes's guests and prepare fear control for Nightbane.
- Check which Opera event is active before assigning roles.
- Bring two tanks and a balanced healing group; several bosses require a second threat target or split assignments.
- The Master's Key chain was required for original early-phase access. Later phases remove the personal raid attunement; a key may still be useful for the exterior gate. Nightbane has a separate summon chain.

