Magtheridon ( tactics ) Magtheridon is a quick raid encounter , similar to that of Onyxia ' s Lair , it ' s the raid wing of the Hellfire Citadel dungeons . The first phase of the fight is a relatively simple gear check / DPS race , the second phase an interesting battle for survival . Abilities . Hellfire Channelers : Note that they are vulnerable to mind - numbing poison and Curse of Tongues Burning Abyssals : Magtheridon : Manticron Cubes : Strategy . Composition and setup . No special buffs or gear are required , fire resistance in particular is * not * needed . Warlocks and hunters are handy for Infernal CC , but not needed . Make sure that all party members are inside Magtheridon ' s room before attacking anyone , the gates will shut as soon as a Hellfire Channeler is attacked . Initially , five Hellfire Channelers are distributed around the room , each next to a Manticron Cube . All mobs in the room have no aggro range , the fight is started by any harmful action . It ' s best to have one tank and one healer assigned to each Channeler so that they can be tanked in their places and their shadow volleys do not overlap . If only four tanks are available , the first two Channelers can be tanked together . All other raid members start out at one Channeler , and then work their way ( either clockwise or counter - clockwise ) through the room . Phase 1 . After the first attack on a Channeler , the raid has 120 seconds before Magtheridon becomes active . During that time , as many Channelers as possible must be killed , three must be dead at least when the boss enters the fight . All Channeler casting should be interrupted as much as possible , the most dangerous being Dark Mending . After the first adds are dead , free healers should concentrate on the later tanks because they take more damage . The Infernals should be banished , kite d , or simply tanked . Warlocks and Hunters can do this job - early on they ' re free to DPS , but when Infernals start to appear they can concentrate on them . Tanks whose Channeler is dead or not being dpsed down can pick up roaming Infernals ( although they should be careful not to drag Channelers close to the current dps target , or they risk a Dark Mending ) . Phase 2 . When Magtheridon breaks his banish , he starts to build threat only when he actually targets someone . Use aggro building moves or misdirection , but not too early - let him target someone first . Besides killing any remaining Channeler ( s ) first and then nuking Magtheridon , the raid has to avoid Blast Nova by clicking on the cubes ( see below ) . This is complicated by Quake , and in Phase 3 by Collapse . Phase 3 . At 30 % Magtheridon shatters the walls of his lair , causing the roof to crash down . This deals 5250 - 6750 physical damage plus a 2 sec stun to every raid member . It ' s very bad if the start of phase 3 coincides with a Blast Nova . Therefore , DPS should stop at about 35 % , wait until a Blast Nova is over , and then quickly bring him below 30 % . For the remainder of the fight , the ceiling randomly caves in on players ( ' Collapse " ) . Collapses kill everybody in an 8 yard radius of the spot of impact . There is a cave - in animation shortly preceding it so players are able to safely move out of the way . Damage from the initial shatter can be avoided by the usual means ( Divine Shield , Ice Block etc . ) , but be careful to time these abilities correctly . The animation starts about 15 – 20 seconds before the raid actually takes damage . Manticron Cubes . Every 60 seconds Magtheridon starts to cast Blast Nova . About all wipes at Magtheridon happen because of an uninterrupted Blast Nova . In order to stop it , all five Manticron cubes must simultaneously be clicked ( channeled ) by players . Each cube should have one primary clicker assigned , with one backup if the primary clicker is disabled . During both Phases 2 and 3 , Quake makes clicking the cubes more difficult . Since the cooldowns of Quake and Blast Nova are slightly different ( 50 and 60 sec ) , after three or four cycles , they happen at nearly the same time ( fortunately Blast Wave cancels any active Quake ) , and then move out of sync again . It is important to know that each cube has a " safe spot " . Standing up against the wall , directly behind the cube when facing into the middle of the room grants immunity to the knock - back from Earthquake . People standing there simply bounce in place . Cube clicking should be done by the most reliable raid members , it ' s the single most important element of the fight . All other things being equal , it ' s possible to have the off - tanks from phase 1 do the clicking , because their DPS usually are the lowest , and they have higher HP and thus can keep the channel up for longer . It ' s desirable to keep channeling the cubes as long as possible , but staying alive is actually more important . Clickers should synchronize the release so that nobody takes unnecessary damage . Magtheridon ' s Lair at 80 . Even at level 80 Magheridon can be expected to take a decent sized raid group . The channelers require a lot of DPS , or an interrupt heavy raid to kill by the 120 second mark . Level 80 raid composition should contain two tanks , at least two healers , and loaded on DPS that can interrupt . Also a good geared Paladin or Death Knight tank can solo Magtheridon . Quest information . Killing Magtheridon is required for , the last quest to obtain the The Tempest Key . Even though the key isn ' t needed to get into The Eye anymore , the quest is still there , and the regular rewards are still available . The title Champion of the Naaru was given to players who completed the quest , up until the release of patch 3 . 0 . Quotes . Magtheridon randomly utters these quotes as players progress through The Blood Furnace instance , as well as his lair : In addition during the fight : Aggro : Draining Freed from the draining : Phase 3 : Killing a player : Death : First Kills . See for the first kills Videos . In Cataclysm Magtheridon can be easily done solo :