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Onyxia's Lair

Levels 601 bosses

40-player raid.

Checked for ForeverClassic Era habit: check in game

Onyxia

Level ?? boss · Main cave past the Onyxian Warder tunnel; tank her at the north wall

Three-phase 40-player dragon fight: ground, then air with whelps, Fireball and Deep Breath, then ground again with a raid-wide fear.

Watch for
  • Flame BreathNot in front

    Fire cone in front of her for 3063 to 3937 damage.

  • CleaveNot in front

    Hits her target and the players closest to it in front of her.

  • Wing BuffetNot in front

    Damages players in a cone in front of her and knocks them back.

  • Knock AwayTank

    Hits the tank and knocks it back. Guides agree it also cuts that player's threat by 25%.

  • Tail SweepNot behind

    Hits players in a cone behind her and knocks them back, sometimes into a whelp cave.

  • FireballSpread out

    Phase 2: fire from the air on a random player that splashes players nearby. It wipes the target's threat.

  • Deep BreathMove

    Phase 2: after she takes in a deep breath, she breathes fire in a line across the room. Run to the side of its path.

  • Onyxian WhelpKill adds

    A big wave pours from the side caves as she lifts off, then smaller waves. Eggs hatch more if you walk near them.

  • Bellowing RoarResistance

    Phase 3: a short cast that fears the whole raid. Feared healers can't heal and feared players can run into eggs.

  • EruptionMove

    Phase 3: right after each roar, lava bursts from the cracks in the floor. Stay off the cracks.

  1. Phase 1100–65%

    Ground fight. The tank holds her at the north wall facing away. Everyone else stands on her flanks, clear of Flame Breath, Cleave and Tail Sweep, and holds damage back while threat builds.

  2. Phase 265–40%

    She flies over the room casting Fireball and Deep Breath while whelps pour in. Spread out, burn her with ranged damage, kill the whelps and stop shortly before 40% so the tank can take her back.

  3. Phase 340–0%

    She lands and uses her ground attacks again, plus Bellowing Roar and Eruption. Let the tank rebuild threat, keep the tank fear-proof and stay off the floor cracks and away from the whelp caves.

Group plan
Tank

Run past her and pull her to the north wall, facing away from the raid. She ignores taunts, so build threat with damage and Sunder Armor. Off tanks gather the whelps for AoE. Be fear-proof and rebuild threat when she lands.

Healer

Split odd and even groups onto her two flanks, never in front or behind. Spread in phase 2 and heal Fireball targets. In phase 3 keep everyone topped off: feared healers can't cast. Plan Fear Ward and Tremor Totem.

Damage

Wait until the tank has a threat lead, then hold back in phase 1. Fire damage does nothing: she is immune. Burn her in phase 2, kill your assigned whelps, then stop before 40% so she lands on the tank.

Each class
  • Druid · your class

    Heal from her flank. In phase 3, keep Rejuvenation on the tank so heals still tick while healers are feared. Save Rebirth for a tank or healer lost to Deep Breath.

  • Hunter · your class

    Keep Track Dragonkin on in phase 2 and call her spot before Deep Breath. Feign Death shortly before she lands at 40% so she picks the tank, not you.

  • Mage · your class

    Cast Frostbolt; she is immune to fire. On whelp duty, Frost Nova the whelps the off tank gathers and hit them with Arcane Explosion. Fire Ward soaks part of a Fireball.

  • Paladin · your class

    Run Fire Resistance Aura if assigned; in Forever it covers raid members within 30 yards. She is taunt-immune, so don't plan on Seal of Fury's Judgement taunt.

  • Priest · your class

    Fear Ward the main tank before she lands. Every priest has it in Forever, but it now has a 3 min cooldown: rotate several priests so a fresh ward meets each roar.

  • Rogue · your class

    Attack from her flank; Tail Sweep throws anyone behind her. Kill whelps in phase 2 if assigned. Feint once she lands at 40%; Forever doubles its threat cut.

  • Shaman · your class

    Drop Tremor Totem by your party before she lands; it only reaches party members within 30 yards. In Forever, Totemic Projection moves it when your group shifts.

  • Warlock · your class

    Cast Shadow Bolt and Corruption; she is immune to fire, so skip Immolate and Searing Pain. In Forever, keep Bane of Agony plus one Curse such as Curse of the Elements.

  • Warrior · your class

    Taunt fails on her: hold her with Sunder Armor. In phase 3, use Berserker Rage in Berserker Stance as she casts the roar; Forever's Tactical Mastery keeps 10 Rage.