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Naxxramas · Encounter 1 · 04:00

Anub'Rekhan

Encounter 1 of 5 in Naxxramas. Base health 4,600.

Azeroth Survivors v0.141.0 · Checked 2026-11-05

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.”

Previous encounter None · first in the zone Next encounter · 08:00 Noth the Plaguebringer →

Attack timeline

4 recorded actions for this boss, in data order. Values are stored base client parameters.

  1. 1 Frontal 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.

    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 game
  2. 2 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
    1. 1
      Frontal line attack Frontal line Warning 1.2 s

      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
    2. 2
      Frontal line attack Frontal line Warning 1.2 s

      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. 3 Persistent hazard

    Persistent ground hazard

    A 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 game
  4. 4 Summon

    Add wave

    In-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.

  1. 1
    Shortest 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
  2. 2
    Most 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.

  1. 1
    Frontal line attack
    Warning time
    1.2 s
  2. 2
    Frontal 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

Other encounters in Naxxramas