Lower Karazhan Halls

TBA

The only potion we make for LKH is Greater Holy Protection Potion, plus Flask of Titans for the tanks. Stoneshield Potion (2000 armor for 2 min) is also nice to have for the tanks before doing the wolf boss.

Many Worgen packs have an ambusher - a stealthed mob that can restealth for burst DPS, similar to the UBRS Assassins. Ambushers should be killed first. Spider packs also have "Darkfangs" which are similar.

A world boss can spawn outdoors outside of Karazhan - do not AFK there.

## Trash Mobs

### Worgen Packs

Shadowbane Darkcaster:

* Shadowbolt: 1k+ damage, uninterruptible.
* Sheep priority or kill priority.

Shadowbane Ambusher

* Stealthed mob found in several worgen packs.

Shadowbane Ragefang:

* Bleed ability.

Shadowbane Alpha

* Enrages.
* High health and damage.
* Roar ability debuffs nearby targets for 1000 armor, 451 attack power, and lowers their shadow resistance.
* Last kill priority. Their HP is so high you'd rather take down the lower HP mobs quickly to reduce damage on tank.
* Immune to sheep.
* One patrols in the worgen packs upstairs and down the staircase.

### Spider Packs

Skitterweb Darkfang

* Invisible black spider.
* Stuns its target and has a stacking movement/attack speed poison (10% per stack).
* Stun means the tank cannot benefit from avoidance stats (block/parry/dodge) so healing tank through the stun is first priority; dispelling the poison is second priority.
* Kill priority because they can stun.

Skitterweb Venomfang

* Huge green spider.
* Two patrol in the room before Araxxna and they can chain nearby packs. Make sure to mark them so you don't accidentally chain packs.
* High damage and poison spit volley. Poison volley does stack up so it needs to be abolished.
* Kill priority. They are second priority after Darkfangs, although Venomfangs and Darkfangs should never be pulled together.
* There are two in Araxxna's room. Only pull the second once the first is dead or nearly dead, otherwise their poison spit volley stacks up too fast.

Skitterweb Crawler

* Poison ability reduces healing taken by 25%. Prioritize abolishes on tanks.

Skitterweb Leaper

* Charges a random (furthest?) player.
* Low damage and health.
* Last kill priority.

### Undead

Phantom Guardsman

* Does not disarm.
* High armor.

Phantom Servant

* Aoe silence. Magic effect; tanks should be dispelled so they can taunt.
* Ranged DPS need to be careful to not overthreat and pull them into the healers.
* Kill priority over everything else.

Shattercage Magiskull

* Big skeleton mage.
* Arcane explosion with huge range (30 yards?). Ranged and healers can outrange it.
* Can be stunlocked for safety.
* One patrols into the worgen packs upstairs. Another patrols behind the stage leading to Moroes P2 (can chain Phantom Servants).
* Two are found before the theater (Moroes room.) Make sure one gets shackled. Two patrol near this two-pack and can chain when pulling; watch out.

Shattercage Spearman

* ???
* Low priority.

### Imp Packs

Grellkin Channeler

* Holy Fire - hands glow firey when casting. 1000-1700 damage. Absolutely must be interrupted (especially in the 3-4 pack near Grizikil, where interrupt targets should be assigned.)
* Blessing of protection - immune to all damage. REEEEEEEEEEEEEEEEEEEEEEEE
* Banish priority or kill priority.

Grellkin Shadow Weaver

* Shadow bolt
* Mana drain. Second interrupt priority after Holy Fire. It is a magic effect, so the target of the mana drain can be dispelled.

Grellkin Primalist

* Shocks (earth/flame/frost shock).
* Hurricane - step out of the effect. Can be interrupted.
* Massive armor buff on a friendly target. Can be purged or dispelled.

## Dark Rider Champion

* Buffs apprentices?
* -5000 armor debuff for 20 seconds.
* Stun immune.
* Periodically casts Reaver Storm - whirlwinds for 1000 damage.

**Tactics**

* The pack absolutely cannot be solo tanked. -5000 armor turns you into a clothie.
* Focus down the apprentices first to reduce the damage going out. One tank can take both apprentices, but ideally each apprentice should have a tank. If one tank takes both they should be ready to last stand, and they shouldn't be near the boss during Reaver Storm.
* When the armor debuff goes out the Champion should be disarmed to reduce damage on the main tank.
* Not actually a boss. REEEEEEEEEEEEEEEEEEE

## Lord Blackwald II

**Abilities**

* 20% stat reduction curse. Priority decurse on tanks to keep max HP up.
* Summons worgen add (ragefang?).
* Channeled mindflay ability on a random target. Not TOO much damage (500 a tick?).

**Tactics**

* Make sure decurses go out.
* MT takes the boss.
* OT should play goalkeeper between the boss and healers to pick up the summoned add. (The add is likely to run to healers immediately because of heal threat.) Once threat is established you can take it back to the melee.
* Add should be focused down.
* Swap to heal mind flayed player quickly.

## Clawlord Howlfang

**Abilities**

* Stacking debuff applied to nearby targets that reduces their armor and damage by 5%. Stacks every couple of seconds.
* 75% healing reduction curse.
* Periodic enrage.

**Tactics**

* Tanks need to taunt swap and run out of range of the stacking armor debuff to let it fall off. OT can run in at about 10-15 stacks. After that, tanks should swap as soon as their stacks fall off.
	+ If taunt resists, the OT should run out and let their stacks drop off and run back in to taunt again. During that time the MT should be ready to use CDs to stay alive.
	+ If taunt resists a second time, if the OT is a warrior they can: Mocking Blow -> wait 5 seconds -> Challenging Shout -> wait 3 seconds -> normal taunt. Once Mocking Blow has gone off the MT should run out. If at any point things go more sideways than this, raid should immediately petri.
* Healing reduction curse should be dispelled on MT immediately, and then OT. Mana should be saved to decurse.
* Enrage can be dispelled with tranquilizing shot.

## Grizikil

**Abilities**

* Calls all living imps to him.
* Hellfire - pulsing aoe fire damage to nearby targets.
* Rain of fire - huge aoe fire damage to anyone in the effect on a random target. Much bigger than it appears.
* Fireball spell.

**Tactics**

* Make sure all imps are dead before engaging.
* Walk out of hellfire when he starts casting it. MT can drag him to another part of the room at the start of the fight to give everyone more room to maneuver - just don't drag him in a way that will LOS the healers.
* Walk out of rain of fire/drag boss out of rain of fire. You are safe from this when the rain of fire debuff is no longer visible on your debuff bar.

## Brood Queen Araxxna

**Abilities**

* Summon Eggs - Eggs hatch into spiders if not killed after 15 or so seconds.
* Poison spit volley.

**Tactics**

* Swap targets to eggs immediately - DPS them down before they hatch.
* Cleanse the poison volley.
* The fight is not difficult but it is mana intensive. Be ready to use potion/tea.

## Moroes

**Abilities**

* Throw Grenade - tosses a grenade at a random player that stuns in an area around them. The stun is a magic effect.
* Stun + threat drop - periodically stuns his target and drops all threat on them.
* 75% healing reduction curse. Primarily used in phase two (on the stage).
* Spell reflect. Primarily used in phase two. He glows/shimmers when he is spell reflecting, and he gains a buff that indicates he is spell reflecting.

**Tactics**

* All players must be spread out so that his grenade toss ability affects as few players as possible. Melee can spread and max melee range around the boss. Healers should be careful they aren't LOSing the tanks when they spread (benches can cause LOS issues). The grenade stun effect should be dispelled immediately, priority is tanks > healers > dps.
* Tanks should taunt swap periodically to deal with the threat drop. Since the OT won't be getting hit, they won't have rage and might not be second threat. If they are not second threat or their threat is close to being surpassed, they should taunt off the MT to gain more threat. Otherwise they can taunt after they eat the stun to get threat back.
* The healing reduction curse and spell reflect are primarily used during phase two (on the stage), but we have seen Moroes use the curse near the end of phase one, which suggests that maybe his use of these spells is time-based, and we just normally burn him to phase two before he uses them. So normally phase one is easier than phase two, but be ready for him to abruptly start cursing during phase one.
* The tactics for phase two are the same as phase one (spread out; taunt swap), except that casters should be careful to not kill themselves during the spell reflect and decursers should be ready to decurse fast.