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Naxxramas · Encounter 2 · 08:00

Noth the Plaguebringer

Encounter 2 of 5 in Naxxramas. Base health 11,500.

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

Boss guide

How to beat Noth the Plaguebringer

Naxxramas · Encounter 2 · 08:00 · 11,500 base HP

When it arrives

Arrives at 08:00 as encounter 2 of 5 in Naxxramas.

Boss yell“Glory to the master!”

Attack timeline

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

  1. 1 Projectile volley

    In-game text“Noth the Plaguebringer hurls axes across the field!”

    The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.

    Interval
    5 s

    How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.

  2. 2 Circle at the target

    Targeted circle

    A circle dropped on a player's position, telegraphed for 1.5-2.8 s and repeated every 7-15 s. The data does not say whether the boss aims at the current spot or predicts movement.

    Interval
    7 s
    Warning
    1.5 s

    How to handle: Move off the mark as soon as it appears and do not drag it across your escape lane. Change direction after the circle locks so a predictive aim does not catch you.

    Inferred from game data — not yet verified in game
  3. 3 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
    11 s
    Gap between steps
    0.5 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
      Teleport

      The boss teleports; in the data it is always the first step of a combo. Six uses are recorded, but no distance, destination rule, or warning time.

      How to handle: Re-acquire the boss after it vanishes and do not pre-move to where it used to stand. In a sequence, expect the follow-up within the listed 0.4-0.5 s gap.

      Inferred from game data — not yet verified in game
    2. 2
      Circle around the boss Boss-centered circle Warning 1.3 s

      A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.

      How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

  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
    12 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

  1. Below 50% health · one trigger

    • 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.

      New rotation: Shield · Summon

      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

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 (1.3 s) Circle around the boss

    When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

  2. 2
    Most frequent (every 5 s) Projectile volley

    Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.

  3. 3
    At 50% health Shield

    Keep damage up while the shield is announced and save burst for the window after it drops. The 0.1 s combo gap means the shield can land almost with the next mechanic.

Suggested build focus

Build tips recorded for this boss's attack types.

  • A movement-speed item or dash makes the gap between volleys much safer.
  • Solo play makes this a pure movement check; a dash can clear the mark without losing uptime. 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
  • Keep the camera loose enough to find the boss again; a movement ability is wasted before you know the new position. Inferred from game data — not yet verified in game

Based on the site's first-clear class ranking, not zone-specific testing.

Attacks and hazards

Projectile volley

projectile volley
Base interval
5 s
Count
6

Keep room to move and avoid the visible projectile paths.

Circle at the target

targeted circle
Base interval
7 s
Warning time
1.5 s

Move away from the marked point before impact.

Action sequence

sequence
Base interval
11 s
Gap between steps
0.5 s

Treat the listed steps as one combined pattern.

  1. 1
    Teleport
  2. 2
    Circle around the boss
    Warning time
    1.3 s

Summon

summon adds
Base interval
12 s
Summons
8

Clear the adds without letting them close the exit.

Health phases

Thresholds are base client values; difficulty and run scaling can change the encounter.

Below 50% health · one trigger

Action sequence

sequence
Gap between steps
0.1 s

Treat the listed steps as one combined pattern.

  1. 1
    Shield
  2. 2
    Summon
    Summons
    10

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