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Arathi Basin · Encounter 2 · 07:00

Nimar the Slayer

Encounter 2 of 5 in Arathi Basin. Base health 9,400.

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

Boss guide

How to beat Nimar the Slayer

Arathi Basin · Encounter 2 · 07:00 · 9,400 base HP

When it arrives

Arrives at 07:00 as encounter 2 of 5 in Arathi Basin.

Boss yell“Your head will hang in Witherbark Village!”

Attack timeline

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

  1. 1 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
    10 s
    Gap between steps
    1.7 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
      Charge

      The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.

      How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

    2. 2
      Charge

      The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.

      How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.

  2. 2 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
    11 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
  3. 3 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
    14 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 10 s) Action sequence

    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

Suggested build focus

Build tips recorded for this boss's attack types.

  • 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
  • Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
  • 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

Action sequence

sequence
Base interval
10 s
Gap between steps
1.7 s

Treat the listed steps as one combined pattern.

  1. 1
    Charge
  2. 2
    Charge

Persistent hazard

persistent circle
Base interval
11 s
Warning time
1 s

Leave the zone and keep away while it remains active.

Summon

summon adds
Base interval
14 s
Summons
8

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 Arathi Basin