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Anub'Rekhan is the first boss of the Arachnid Quarter in Naxxramas.

Commander Eligor Dawnbringer: "Anub'Rekhan, one of the finest Spider Lords of Azjol'Nerub, was brought under control of the Scourge when he and his commander, Anub'Arak, were finally defeated by the Lich King many years ago. It is said he was the most loyal of Anub'Arak's commanders."

In the book "On Naxxramas", a low-level member of the Scourge finds himself distressed by "the perverse nerubian..." always calling with invitations to its "parlor".

Anub'Rekhan

Anub'Rekhan in World of Warcraft

25-man Abilities

  • Anub'Rekhan has approximately 6,763,325 hit points. Two Crypt Guards adds will show up at the start of the encounter.

Anub'Rekhan

This is an area of effect ability that targets a random player and hits everyone in a straight line between Anub'Rekhan and the player. It will do 5688 to 7312 physical damage and launch the affected players high in the air, causing 50% fall damage when they hit the ground.
Every 70-120 seconds, Anub'Rekhan casts a spell that causes AoE damage in a wide radius (30 yards) around him (the AoE remains centered on Anub'Rekhan as he moves), he will also slow to 60% of normal run speed. Remaining in the radius of effect will cause a DoT debuff to stack repeatedly dealing 1313 to 1687 nature damage every 2 seconds per stack as well as silencing those afflicted. When he casts this spell, another Crypt Guard will also spawn at his initial engage point. Lasts 20 seconds.
NOTE: The Locust Swarm attack has an approximately 90 second cooldown, however the first cast is not at a set time, between 80 seconds and 2 minutes. As well, the Locust Swarm is not a normal silence. Unlike a normal silence, it prevents the use of all abilities (even auto-attack). This means that the MT cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, are still able to be used.
Whenever there is a corpse in the room (either a player or a Crypt Guard) Anub'Rekhan may decide to spawn corpse scarabs from it. This is not on a set timer. Ten will be spawned from a Crypt Guard and five from a player. They spawn with threat on random players and will spread out and attack random targets.
  • Anub'Rekhan will berserk after 10 minutes, increasing his damage done by 500% and increasing his attack speed by 150%. Most raid groups should be capable of killing him much faster than that.

Crypt Guards

There will be two adds that start the fight with Anub'Rekhan, they each have 521,000 health.

Crypt Guard Abilities

They will Cleave, doing 110% of their normal melee damage to up to three targets.
Acid Spit is a stacking DoT that ticks for 500 nature damage per stack every 2 seconds for up to 10 seconds.
They will frenzy when they reach low HP, increasing their attack speed by 60% and doing 50% more damage.

They also have an area of effect immobilizing web.

10-man Abilities

  • Anub'Rekhan has approximately 2,230,000 hit points.

Anub'Rekhan

  • Ability backstab
      Impale: This is an area of effect ability that targets a random player and hits everyone in a straight line between Anub'Rekhan and the player. It will do 4813 to 6187 physical damage and launch the affected players high in the air, causing 50% fall damage when they hit the ground.
  • Spell nature insectswarm
      Locust Swarm: Every 70-120 seconds, Anub'Rekhan casts a spell that causes AoE damage in a wide radius (30 yards) around him (the AoE remains centered on Anub'Rekhan as he moves), he will also slow to 75% of normal run speed. Remaining in the radius of effect will cause a DoT debuff to stack repeatedly dealing 875 to 1125 nature damage every 2 seconds per stack as well as silencing those afflicted. When he casts this spell, a Crypt Guard will also spawn at his initial engage point. Lasts 16 seconds.

NOTE: The Locust Swarm attack has an approximately 90 second cooldown, however the first cast is not at a set time, between 80 seconds and 2 minutes. As well, the Locust Swarm is not a normal silence. Unlike a normal silence, it prevents the use of all abilities (even auto-attack). This means that the MT cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, are still able to be used.

EXTRA NOTE: Aspect of the Pack can be used to get out of the Locust Swarm range but needs good timing from both Main Tank and Hunter. Unholy Aura will also work if the Death knight stands a little further ahead of the kiting path and runs with the Main tank to the initial tanking place. If you're late on your kiting and start stacking up the debuff, drink a swiftness potion.

  • Trade engineering
      Summon Corpse Scarabs: Whenever there is a corpse in the room (either a player or a Crypt Guard) Anub'Rekhan may decide to spawn corpse scarabs from it. This is not on a set timer. Ten will be spawned from a Crypt Guard and Five from a player. They spawn with threat on random players and will spread out and attack random targets.

Crypt Guards

One of these adds will spawn after every Locust Swarm. In addition, one spawns approximately twenty seconds after Anub'Rekhan is pulled. They have around 234,000 health. They have a cleave, a stacking acid spit DoT that ticks for 500 a stack, and a low-hp frenzy that increases damage by 50% and attack speed by 60%.

Strategy

Nax anub

The fight layout, with optional use hunter.

Three tanks are ideal for this encounter though it is doable with two. One of them should tank Anub'Rekhan, while the others will tank the Crypt Guard adds and the Scarabs that spawn from their corpses (in the 10-man encounter the two Crypt Guards are not present at the start of the fight, so a third tank is entirely unnecessary). A hunter is helpful but not necessary.

The main tank will engage Anub'Rekhan and drag him back to where he was standing originally (note that tanking him against the wall can cause evade bugs should the tank be impaled). In the 25-man fight, the other tanks will pick up their Crypt Guards and DPS will focus them down. These should be tanked and killed relatively close to Anub'Rekhan. Due to the acid dot the Crypt Guards apply infinitely these should be killed quickly.

After this the raid should spread out in a semi circle around Anub'Rekhan to minimize the effects of impale. Mages should be ready near the Crypt Guard corpses to frost nova the Corpse Scarabs as they come out and the offtanks can help pick them up (the offtanks should also be on or near the corpses). Ranged DPS should focus and kill the scarabs before returning to Anub'Rekhan. You should have a decent amount of time to DPS Anub'Rekhan before the first Locust Swarm. One player, ideally a Hunter, and a healer will stand 30 yards from the main tank on the edge of the room past the ring of slime. When Locust Swarm is cast all players must immediately run from Anub'Rekhan for the other side of the room and remain more than 30 yards from him for the next 20 seconds.

The main tank, when he sees the Locust Swarm cast bar, must begin kiting Anub'Rekhan along the edge of the slime to the other side of the room. The hunter should have aspect of the pack on. The healer will need to move with them and avoid getting any stacks of Locust Swarm in order to be able to heal the tank and hunter should they be hit. A warrior tank should use Intervene to gain additional distance. Locust Swarm will end when Anub'Rekhan reaches the other side of the room where he should be tanked as before with the raid spreading out in a half circle. During this time another Crypt Guard will spawn which should be picked up and killed. Mages will need to be aware of Corpse Scarabs spawning from it. After this, the encounter continues with Locust Swarms coming every ~90 seconds until Anub'Rekhan is dead.

Alternate strategy (10 man version)

The kiting strategy can be really hard to master for a group with poor coordination. Ranged DPS might get caught in the swarm trying to kill the adds when the tank kites, and cause everything to go wrong. An alternative strategy is to not kite at all. The tank needs to stay put and take the full damage of the swarm while the healers spam heals on him. This is entirely possible and will make the fight more of a tank and spank with extra healing on the swarm. Death knights are good tanks for this tactic because they can time their damage reduction ability with the swarm and take less damage. Tanks simply have to make sure that they use their damage reduction ability before the swarm because it silences them.

Once you enter the area where Anub'Rekhan is located have a hunter misdirect (if available) onto the main tank and pull the boss to the actual entrance doorway area and tank it there whilst the rest of the raid runs forward and splits into a semi circle roughly in the center of the room. Have your secondary tank behind everyone where the adds spawn. All ranged DPS should spread around like usual to avoid the impale. The offtank can add some DPS or even some offhealing to the party but needs to make sure that he stays ready to pick up the adds that will spawn in the back, as the add can easily one-shot a cloth wearer. Once the add spawns and the offtank picks it up, all the DPS has to do is simply turn around and burn it down. When the Corpse Scarabs spawn, they just turn around again, then again turn back to the boss. This tactic is meant to reduce any kind of confusion in the kiting method so separating the boss and the add makes the fight really simple. Remember that this method will only really work if your healers keep the main tank topped up, especially during the locust swarm. Any offhealers such as shamans or paladins present during the locust swarm should help to keep the main tank alive.

Remember that the tank will take massive damage at the end of the swarm so extra healing from a third or fourth healer is always good to have.

Note: The adds do not hit the offtank really hard, but with a low-DPS group the damage debuff can stack and be really painful. A nice way to prevent extra damage is to stun. When you stun the elite adds their debuffs won't be cast at all; these debuffs last for 10 seconds and are reapplied every 2 seconds, so if you can cast a stun (e.g. Hammer of Justice) when your tank has 8 seconds left on the debuff, and add one more at 2 seconds, the debuff will start to 0 again, largely reducing the damage taken. The goal is to have a chain stun ready when the elite is around 50% health to reduce the overall damage taken. The adds are undead, so the paladin undead AoE stun can work for 1 sec.

Extra Note: The small adds that spawn from the corpse are really fast and can get out of a consecrate.

Quotes

- Opening Anub'Rekhan's Door

  • Ahh... welcome to my parlor.
  • I hear little hearts beating. Yesss... beating faster now. Soon the beating will stop.
  • Where to go? What to do? So many choices that all end in pain, end in death.
  • Which one shall I eat first? So difficult to choose. They all smell so delicious...
  • Closer now... tasty morsels. I've been too long without food. Without blood to drink.

- Aggro

  • Just a little taste...
  • There is no way out.
  • Yes, run! It makes the blood pump faster!

- Raid Member slain

  • Shhh... it will all be over soon.

Loot

10 man
Inv belt 07
Inv jewelry ring 51naxxramas
Inv boots chain 12
Inv chest plate18
Inv jewelry necklace 27naxxramas
Inv jewelry ring 53naxxramas
Inv gauntlets 64
Inv knife 1h stratholme d 01
Inv boots plate 06
Inv pants leather 23


25 man
Inv bracer 02
Inv jewelry necklace 28naxxramas
Inv gauntlets 03
Inv boots cloth 05
Inv jewelry necklace 29naxxramas
Inv wand 16
Inv jewelry necklace 27naxxramas
Inv boots plate 06
Inv pants cloth 14
Inv jewelry ring 51naxxramas
Inv shoulder 72
Inv shoulder 75
Inv gauntlets 10
Inv jewelry ring 48naxxramas
Inv boots plate 05
Inv jewelry ring 50naxxramas
Inv belt 07
Inv jewelry ring 49naxxramas
Inv shield 55
Inv jewelry ring 53naxxramas
Inv bracer 08
Inv jewelry necklace 30naxxramas
Inv weapon shortblade 58


Videos

Hi-res version and discussion.

Mage Point of View, 25 Man

External links

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