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Ruins of Ahn'Qiraj

Levels 606 bosses

20-player raid.

Checked for ForeverClassic Era habit: check in game

Kurinnaxx

Level ?? boss · Scarab Terrace, the first boss past the entrance

Tank fight with a stacking healing cut that forces tank swaps, a frontal Wide Slash, Sand Traps that silence, and an enrage at 30%.

Watch for
  • Mortal WoundTank swap

    Hits the tank and cuts healing taken by 10% per stack. Tanks trade him at the called stack count.

  • Wide SlashNot in front

    Hits everyone in a cone in front of him for weapon damage plus extra.

  • ThrashTank

    Gives him two extra attacks at once, a spike on the tank.

  • Sand TrapMove

    Sand forms under a player and bursts a few seconds later. Anyone caught can't cast and loses 75% hit for 20 sec.

  • EnrageBurst

    At 30% health his attack speed rises by 75% and his hits grow stronger.

Group plan
Tank

Face him away from the raid so Wide Slash hits only tanks. Trade him with Taunt at the Mortal Wound stack count the leader calls. Step off any Sand Trap under you and take him with you.

Healer

Spread out at range. Mortal Wound stacks cut healing on the tank holding him, so heal that tank ahead of damage. A Sand Trap silences you for 20 sec: step off the sand as soon as it forms.

Damage

Melee stand behind him, out of Wide Slash; ranged spread so a Sand Trap catches one player. Leave the sand at once. Save cooldowns for the enrage at 30%.

Each class
  • Druid · your class

    Bear off tank: Growl him at the called Mortal Wound stack; Forever's Bear Form threat bonus is 50%. Restoration: keep Rejuvenation on the tank taking stacks.

  • Hunter · your class

    Send your pet in from behind, clear of Wide Slash, and pull it off any Sand Trap. Feign Death if the enrage at 30% throws threat your way.

  • Mage · your class

    Blink clear when sand forms under you; a burst trap silences you for 20 sec. Hold your opener until the tank has a lead.

  • Paladin · your class

    Protection: in Forever, Judgement under Seal of Fury taunts, so you can take a Mortal Wound swap. Holy: the stacked tank takes less healing; heal ahead.

  • Priest · your class

    Keep Renew and Power Word: Shield on the tank holding him; each Mortal Wound stack cuts healing by 10%. Step off forming sand: a burst trap silences you for 20 sec.

  • Rogue · your class

    Stay behind him, out of Wide Slash. Feint before the 30% enrage; in Forever it drops twice the threat. Leave sand fast: a trap cuts your hit by 75%.

  • Shaman · your class

    Windfury Totem reaches the whole raid in Forever; set it where melee stand behind him. Leave forming sand before casting; a burst trap silences you.

  • Warlock · your class

    Keep your demon behind him, out of Wide Slash. In Forever a Bane and a Curse can sit together, and Curse of the Elements now covers every school.

  • Warrior · your class

    Taunt him at the called Mortal Wound stack and hand him back the same way. Keep him facing away so Wide Slash hits only tanks.

General Rajaxx

Level ?? boss · General's Terrace; talk to Lieutenant General Andorov to start

Gauntlet: seven Qiraji waves led by officers, then Rajaxx, whose Thundercrash halves everyone's health. Andorov's group helps while it lives.

Watch for
  • Qiraji WarriorKill adds

    Seven waves of Qiraji Warriors and Swarmguard Needlers come before Rajaxx, each led by an officer.

  • ThundercrashHeal through

    Takes half of each player's current health, knocks the raid back and wipes his threat.

  • DisarmTank

    Takes the tank's weapon for 6 sec.

  1. WavesWaves 1–7

    Andorov and four Kaldorei Elites fight beside you. Tank each officer against a wall, control the adds and kill each wave in the called order before the next one arrives.

  2. RajaxxAfter wave 7

    Rajaxx joins the fight. He Disarms the tank and uses Thundercrash on a timer. Heal everyone up after each one and let the tank retake him before damage resumes.

Group plan
Tank

Take each officer to a wall while off tanks collect the Qiraji Warriors and Swarmguard Needlers. On Rajaxx, Taunt him back fast after every Thundercrash; Disarm costs you your weapon for 6 sec.

Healer

Keep Andorov and the Kaldorei Elites alive: his Aura of Command heals nearby players 200 every 3 sec and speeds attacks and casts. Save mana between waves and top everyone off after each Thundercrash.

Damage

Wait for tanks to collect each wave, then kill in the called order. Stun or root loose adds before they reach healers. On Rajaxx, hold after each Thundercrash until the tank has him again.

Each class
  • Druid · your class

    Root loose Qiraji Warriors with Entangling Roots so tanks can work the officer; a rooted add still hits anyone in reach. Bears pick up only assigned adds.

  • Hunter · your class

    In Forever, Freezing Trap works in combat at your feet: lead a loose add onto it. Follow the wave kill order and give each new tank time to collect.

  • Mage · your class

    Let the tank gather each wave before Blizzard or Arcane Explosion. Frost Nova a pack that breaks toward healers. Save mana: the waves are long.

  • Paladin · your class

    Hammer of Justice a loose add heading for healers. Holy: after each Thundercrash halves the raid, heal the tank first, then spread Flash of Light.

  • Priest · your class

    Thundercrash halves everyone's health. In Forever, Prayer of Healing heals your target's party, so target someone in the hurt group. Save mana between waves.

  • Rogue · your class

    Follow wave marks and let tanks collect before you cleave. Kidney Shot or Gouge a loose Qiraji Warrior running at healers.

  • Shaman · your class

    Chain Heal grouped players after each Thundercrash halves health. Earthbind Totem slows loose adds. Save mana between waves.

  • Warlock · your class

    Soulstone a healer before talking to Andorov. Assist marked wave targets after tanks collect them, and recall a demon that chases stragglers.

  • Warrior · your class

    Taunt Rajaxx back after each Thundercrash. On the waves, Forever lets you Thunder Clap in Defensive Stance every 6 sec to hold the adds.

Guide mapOn the Pathfinder
Sourcesnether.wowhead.com/tooltip/npc/15341?dataEnv=16nether.wowhead.com/tooltip/npc/15341?dataEnv=4nether.wowhead.com/tooltip/npc/15471?dataEnv=16nether.wowhead.com/tooltip/npc/15471?dataEnv=4nether.wowhead.com/tooltip/npc/15473?dataEnv=16nether.wowhead.com/tooltip/npc/15473?dataEnv=4nether.wowhead.com/tooltip/npc/15391?dataEnv=16nether.wowhead.com/tooltip/npc/15391?dataEnv=4warcraft.wiki.gg/wiki/General_Rajaxxwarcraft.wiki.gg/wiki/Ruins_of_Ahn%27Qirajwarcrafttavern.com/wow-classic/guides/ruins-of-ahnqiraj-aq20/theamazonbasin.com/wiki/index.php/Ruins_of_Ahn%27Qirajraw.githubusercontent.com/cmangos/mangos-classic/master/src/game/AI/ScriptDevAI/scripts/kalimdor/ruins_of_ahnqiraj/boss_rajaxx.cppraw.githubusercontent.com/cmangos/mangos-classic/master/src/game/AI/ScriptDevAI/scripts/kalimdor/ruins_of_ahnqiraj/ruins_of_ahnqiraj.hraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/Kalimdor/RuinsOfAhnQiraj/boss_rajaxx.cppraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/Kalimdor/RuinsOfAhnQiraj/boss_kurinnaxx.cppnether.wowhead.com/tooltip/spell/25599?dataEnv=16nether.wowhead.com/tooltip/spell/6713?dataEnv=16nether.wowhead.com/tooltip/spell/25516?dataEnv=16wowhead.com/classic/spell=25599/thundercrashraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/Kalimdor/RuinsOfAhnQiraj/instance_ruins_of_ahnqiraj.cppraw.githubusercontent.com/cmangos/mangos-classic/master/src/game/AI/ScriptDevAI/scripts/kalimdor/ruins_of_ahnqiraj/ruins_of_ahnqiraj.cpp

Moam

Level ?? boss · The Reservoir; optional, the raid can skip him on the way to Ossirian

Optional

Mana race: drain his mana before it fills and he erupts on the raid, then deal with three Mana Fiends while he sits in stone form.

Watch for
  • Drain ManaBurst

    Takes mana from up to six random mana users and gives it to him.

  • Arcane EruptionResistance

    At full mana he blasts the whole raid with Arcane damage and throws players into the air.

  • TrampleStay back

    Physical damage to everyone near him.

  • Summon Mana FiendsCrowd control

    After 90 sec of fighting he turns to stone and calls three Mana Fiends.

  • EnergizeKill adds

    In stone form he gains 500 mana a second until the fiends die or 90 sec pass.

  • Arcane ExplosionStay back

    Mana Fiends blast players near them with Arcane damage. They are elementals, so Banish holds them.

  1. Drain phase90 sec

    Moam drains mana from the raid. Priests, warlocks and hunters drain his mana back while the raid damages him. If his bar fills, Arcane Eruption hits everyone.

  2. Stone phaseUp to 90 sec

    He turns to stone, gains mana fast and calls three Mana Fiends. Banish two and kill them one at a time; the phase ends when all three die or after 90 sec, then the drain phase repeats.

Group plan
Tank

Tank Moam so Trample hits only melee. In the stone phase, pick up the free Mana Fiend away from the casters; its Arcane Explosion hits everyone near it.

Healer

Drain Mana takes from you too, so keep mana potions ready and don't overheal. If Arcane Eruption goes off, heal the whole raid up fast. Save mana for the fiends.

Damage

Damage him in the drain phase while drainers hold his mana down. In the stone phase, kill the free Mana Fiend, then each fiend released from Banish, in the called order.

Each class
  • Druid · your class

    Feral: in Cat Form you have no mana for Drain Mana to take. Restoration: Innervate a priest or warlock on drain duty. Druids can't Banish the fiends.

  • Hunter · your class

    Keep Viper Sting on Moam through the drain phase. In the stone phase, shoot the free Mana Fiend on the call and keep your pet off banished ones.

  • Mage · your class

    Let priests, warlocks and hunters drain him. Drain Mana takes your mana too; use Evocation once it leaves you low. Polymorph won't hold the elemental fiends.

  • Paladin · your class

    Protection: take the free Mana Fiend away from casters; its Arcane Explosion hits everyone near it. Holy: Drain Mana takes from you too, so heal lean.

  • Priest · your class

    Cast Mana Burn on Moam to keep his bar from filling; every priest helps. Drain Mana hits you as well, so drink a mana potion early.

  • Rogue · your class

    You have no mana for Drain Mana to take, so stay on him and burst when called. Leave banished Mana Fiends alone.

  • Shaman · your class

    Drain Mana takes from you too: keep Mana Spring Totem down for your party and save mana for the stone phase. Don't rebuild every totem right before moving.

  • Warlock · your class

    Keep Drain Mana on Moam in the drain phase. When he turns to stone, Banish your marked Mana Fiend and announce when it breaks.

  • Warrior · your class

    Drain Mana skips you, since you have no mana. Tank Moam or the free Mana Fiend as assigned, and leave banished fiends untouched.

Buru the Gorger

Level ?? boss · The Hatchery, among his eggs; optional

Optional

Kite fight: Buru chases one player at a time, who leads him over eggs the raid breaks on him; below 20% the raid burns him through Creeping Plague.

Watch for
  • Gathering SpeedKite

    He fixes on a random player and chases them, faster the longer it lasts. Taunt won't move him.

  • DismemberKite

    If he catches his target, a bleed deals 1248 damage every 2 sec for 10 sec.

  • ThornsStay back

    Phase 1: Nature damage to anyone who hits him in melee.

  • Egg ExplosionMove

    A broken egg hurts nearby players, more up close, and hurts Buru if he stands on it. He then picks a new target.

  • Hive'Zara HatchlingKill adds

    Each broken egg releases an elite hatchling that attacks a random player.

  • Creeping PlagueBurst

    Below 20%: Nature damage to the whole raid that grows over time and can't be dispelled.

  1. Phase 1100–20%

    Buru chases one player, who leads him over the next egg in the called order. The raid breaks the egg while he stands on it. Kill each hatchling. Wear him down with eggs rather than attacks.

  2. Phase 220–0%

    His shell breaks; Thorns, Dismember and the chase end. Creeping Plague hits everyone and grows, so a tank picks him up and the raid burns him with every cooldown.

Group plan
Tank

Phase 1 has no tank: whoever he eyes kites him. Pick up hatchlings as they spawn. At 20% his threat resets and he ignores Taunt; build threat fast so he stays on you.

Healer

Heal whoever he chases and anyone near a bursting egg. Save mana for phase 2: Creeping Plague hits everyone and grows until he dies, so group healing carries the end.

Damage

Break eggs only when he stands on one, in the called order, and step away first. Kill hatchlings fast. Below 20%, burn him with every cooldown.

Each class
  • Druid · your class

    If he eyes you, run him over the called egg; Growl won't pull him off. Phase 2: Tranquility and, in Forever, Wild Growth carry the raid through Creeping Plague.

  • Hunter · your class

    If he eyes you, kite him over the called egg; Aspect of the Cheetah dazes you if you're hit. Keep your pet off the eggs until the call.

  • Mage · your class

    If he eyes you, Blink to put the called egg between you. Frost Nova hatchlings that reach the casters. Burn him with Frostbolt below 20%.

  • Paladin · your class

    If he eyes you, run him over the called egg. Holy: Cleanse can't remove Creeping Plague, so spread Flash of Light through phase 2.

  • Priest · your class

    Creeping Plague can't be dispelled. In Forever, Prayer of Healing heals your target's party: target into the hurt group. Psychic Scream hatchlings on healers.

  • Rogue · your class

    If he eyes you, Sprint to put the called egg between you. Kill hatchlings. In phase 2, Forever's Expose Armor equals about five Sunder Armor stacks.

  • Shaman · your class

    In Forever, Totemic Projection moves your totems as your group shifts around the eggs. Phase 2: Creeping Plague hits everyone and grows; Chain Heal the stacked groups.

  • Warlock · your class

    Keep your demon off the eggs until the call; a stray hit breaks one early. In phase 2, Fear hatchlings that reach healers while the raid burns Buru.

  • Warrior · your class

    If he eyes you, kite him over the called egg. Phase 2: he ignores Taunt, so build threat with Sunder Armor; Execute is up below 20%.

Ayamiss the Hunter

Level ?? boss · The Comb, around her sacrifice altar; optional

Optional

Two-phase fight: ranged hit her in the air while melee guard the altar from larvae; at 70% she lands and is tanked.

Watch for
  • Poison StingerTank swap

    Phase 1: stacking Nature damage on the player with the most threat. It can't be dispelled.

  • Stinger SprayResistance

    Nature damage to the whole raid, in both phases.

  • ParalyzeKill adds

    Sends a random player to the altar and stuns them for 10 sec while a Hive'Zara Larva runs at them.

  • FeedKill adds

    If the larva reaches the paralyzed player, they die and an elite Hive'Zara Hornet appears.

  • Summon Hive'Zara SwarmerKill adds

    Wasps gather overhead, then dive on random players. They have low health.

  • LashTank

    Phase 2: stuns the tank for 2 sec and may disarm.

  • ThrashTank

    Phase 2: two extra attacks at once on the tank.

  • EnrageBurst

    Below 20% her attack speed rises by 60%.

  1. Phase 1100–70%

    She flies, so only ranged can hit her. Poison Stinger stacks on her top-threat target, so ranged trade threat or an assigned player holds her. Melee wait at the altar for larvae.

  2. Phase 270–0%

    She lands with no threat, so damage waits for the tank. Larvae, swarmers and Stinger Spray go on. She enrages below 20%; save cooldowns for it.

Group plan
Tank

Phase 1: pick up diving swarmers. At 70% she lands with no threat; take her and keep her near the altar. Expect Lash to stun you for 2 sec and sometimes disarm you.

Healer

Stinger Spray hits everyone. Poison Stinger can't be dispelled, so heal the player she targets through it. Heal the paralyzed player on the altar while the larva is killed.

Damage

Ranged shoot her in the air and trade threat when Poison Stinger stacks climb. Melee kill each larva before it reaches the altar. Use area damage on diving swarmers. In phase 2, wait for the tank.

Each class
  • Druid · your class

    Abolish Poison doesn't remove Poison Stinger; heal through it. Feral: switch to the larva the moment someone is paralyzed. Balance: Starfire her in the air.

  • Hunter · your class

    Feign Death to drop her when your Poison Stinger stacks climb, then shoot the larva running for the altar. Aspect of the Wild adds Nature resistance.

  • Mage · your class

    Arcane Explosion the swarmers when they dive in; they have low health. Frostbolt her in the air and switch to the larva headed for a paralyzed player.

  • Paladin · your class

    Cleanse doesn't remove Poison Stinger. Protection: gather diving swarmers with Consecration; in Forever its first four targets take extra threat.

  • Priest · your class

    Poison Stinger can't be dispelled; keep Renew on the player she targets. Heal the paralyzed player on the altar. Prayer of Healing covers Stinger Spray.

  • Rogue · your class

    Wait by the altar in phase 1 and kill each larva before it reaches the paralyzed player. At 70% she lands with no threat; let the tank open.

  • Shaman · your class

    Nature Resistance Totem cuts Stinger Spray for your party. Poison Cleansing Totem and Cure Poison don't remove Poison Stinger; heal through it.

  • Warlock · your class

    Shadow Bolt her in the air phase and switch to the larva the moment a player is paralyzed. Keep your demon on targets it can reach.

  • Warrior · your class

    Phase 1: Thunder Clap diving swarmers; in Forever it works in Defensive Stance. At 70% she lands with no threat: open with Sunder Armor.

Ossirian the Unscarred

Level ?? boss · Watchers' Terrace, the final boss of the ruins

Final boss: drag him from crystal to crystal so a school weakness strips his 300% damage buff, while dodging tornadoes and removing curses.

Watch for
  • Strength of OssirianKite

    He starts with 300% more damage. A crystal weakness removes it; it returns when the weakness ends.

  • Arcane, Fire, Frost, Nature or Shadow WeaknessBurst

    A clicked crystal casts for 5 sec, then he takes double damage from one random school, with no resistance, for 45 sec.

  • Enveloping WindsTank

    Stuns his target in a cyclone for up to 10 sec; any damage frees them. He turns to the next player on threat.

  • War StompStay back

    Knocks nearby players back.

  • Curse of TonguesRemove curse

    Nearby players cast 75% slower for 15 sec. Remove it, healers first.

  • Sand VortexMove

    Two tornadoes roam the area and hit anyone they touch hard. Track Elementals shows them.

Group plan
Tank

He ignores Taunt. The main tank builds threat at the first crystal; an off tank stays second on threat for Enveloping Winds. Drag him to the next crystal before the weakness ends.

Healer

Stay with the main tank as he moves, out of War Stomp range. Ask a mage or druid to remove Curse of Tongues. Heal the off tank while the main tank is stuck in Enveloping Winds.

Damage

Hold damage until the tanks have a lead, then hit with the weak school. Watch for tornadoes in the sandstorm. Assigned scouts stay mounted and call new crystals.

Each class
  • Druid · your class

    Remove Curse from healers hit by Curse of Tongues. Balance: Starfire on an Arcane weakness, Wrath on a Nature one. Move with the tanks, not ahead.

  • Hunter · your class

    Turn on Track Elementals to see the tornadoes in the sandstorm. Keep your pet on manual control and off him until the tanks have a lead.

  • Mage · your class

    Remove Lesser Curse from healers hit by Curse of Tongues. On a Fire or Frost weakness, Frostfire Bolt counts as both and uses his lower resistance.

  • Paladin · your class

    He ignores taunts, so Seal of Fury's Judgement taunt won't hold him. Holy: move with the main tank to each crystal and stay out of War Stomp range.

  • Priest · your class

    You can't remove Curse of Tongues; call it for a mage or druid. Shadow priests hit hard on a Shadow weakness. Stay in range of the moving tank.

  • Rogue · your class

    If assigned, stay mounted and scout crystals. Feint if Enveloping Winds stuns the tank; in Forever it drops twice the threat. Stay out of tornadoes.

  • Shaman · your class

    In Forever, Totemic Projection moves your totems as the raid follows him between crystals. Elemental: Lightning Bolt hard on a Nature weakness.

  • Warlock · your class

    In Forever, Curse of the Elements covers every school, so it adds to any weakness. Shadow Bolt hard on a Shadow weakness; keep your demon back early.

  • Warrior · your class

    He ignores Taunt: off tanks build threat with Sunder Armor so one is next when Enveloping Winds stuns the main tank. Stay out of tornadoes.