Boss guide
How to beat Anub'Rekhan
Naxxramas · Encounter 1 · 04:00 · 4,600 base HP
When it arrives
Arrives at 04:00 as encounter 1 of 5 in Naxxramas.
Boss yell“Ahh... welcome to my parlor.”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Frontal line attack
Frontal lineA line attack in front of the boss, telegraphed for 1-1.4 s. The data does not give the line's length or width, only that it is aimed forward.
- Interval
- 7 s
- Warning
- 1.4 s
How to handle: Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game2 Action sequence
A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.
- Interval
- 12 s
- Gap between steps
- 1.1 s
How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.
Inferred from game data — not yet verified in game- 1Frontal line attack Frontal line
A line attack in front of the boss, telegraphed for 1-1.4 s. The data does not give the line's length or width, only that it is aimed forward.
How to handle: Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game - 2Frontal line attack Frontal line
A line attack in front of the boss, telegraphed for 1-1.4 s. The data does not give the line's length or width, only that it is aimed forward.
How to handle: Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game
3 Persistent hazard
Persistent ground hazardA ground hazard that stays after its 1 s warning and is re-applied every 10-16 s. Unlike a one-shot circle, the marked ground remains dangerous after the telegraph ends.
- Interval
- 16 s
- Warning
- 1 s
How to handle: Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game4 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 13 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
No health phases recorded for this boss.
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1 s) Persistent hazard
Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game - 2Most frequent (every 7 s) Frontal line attack
Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game
Suggested build focus
Build tips recorded for this boss's attack types.
- Sidestep movement is enough; save a dash for combos that chain two lines 1.1 s apart. Inferred from game data — not yet verified in game
- Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
- Ranged builds can keep a clean side of the arena; melee builds should move the boss before the next placement. Inferred from game data — not yet verified in game
- Area damage pays for itself here: one clear per wave beats single-target cleanup.
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Frontal line attack
frontal line- Base interval
- 7 s
- Warning time
- 1.4 s
Step sideways out of the marked line.
Action sequence
sequence- Base interval
- 12 s
- Gap between steps
- 1.1 s
Treat the listed steps as one combined pattern.
- 1Frontal line attack
- Warning time
- 1.2 s
- 2Frontal line attack
- Warning time
- 1.2 s
Persistent hazard
persistent circle- Base interval
- 16 s
- Warning time
- 1 s
Leave the zone and keep away while it remains active.
Summon
summon adds- Base interval
- 13 s
- Summons
- 6
Clear the adds without letting them close the exit.
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Dreadnaught Legplates legs · Legendary · 20%
Paladin
- Redemption Legplates legs · Legendary · 20%
Hunter
- Cryptstalker Legguards legs · Legendary · 20%
Rogue
- Bonescythe Pants legs · Legendary · 20%
Priest
- Leggings of Faith legs · Legendary · 20%
Shaman
- Earthshatter Legguards legs · Legendary · 20%
Mage
- Frostfire Leggings legs · Legendary · 20%
Warlock
- Plagueheart Leggings legs · Legendary · 20%
Druid
- Dreamwalker Pants legs · Legendary · 20%