World of Warcraft WotLK Classic - Azjol-Nerub dungeon guide

entrance to Azjol-Nerub

entrance to Azjol-Nerub
September 26, 2022: Wrath Classic launches today!

If you're getting into World of Warcraft's Wrath of the Lich King Classic expansion, then one of the big things that you'll be doing is the many dungeons. There's a good amount of them, each with some special mechanics that need to be handled. As such, our Azjol-Nerub dungeon guide will cover everything about the dungeon, especially if you're doing it for the first time.

This is one of the earlier dungeons level wise, located in the heart of Dragonblight, and arachnophobes beware. There's a bunch of spiders and whatnot in here, but we'll get through it.

While you're here, if you're looking to figure out what class and spec you want to play in Wrath Classic, be sure to check out our DPS tier list, Healer tier list, and Tank tier list. Also be sure to check out our speed leveling guide.

Azjol-Nerub dungeon guide

Upon entering Azjol-Nerub for the first time, there will be three quests to pick up.

  • Death to the Traitor King
  • Don't Forget the Eggs!
  • The Gatewatcher's Talisman

The first is to defeat the final boss of the dungeon, Anub'Arak. The second is to destroy six Scourge Eggs that are located throughout the dungeon, but this can be done in the very first room. The final quest is to get a talisman from the first boss.

Head down the path killing the mobs until you enter the bosses room. Pull each pack one at a time, as this will eliminate them from the boss encounter itself.

Krik'Thir from Azjol-Nerub
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Krik'thir, the Gatewatcher

Krik'thir has three main abilities to deal with here.

  • Mind Flay
  • Curse of Fatigue
  • The Skittering Swarm

The main abilities here are not too bad to deal with. The big one to deal with is the Curse. It hits all players within five yards of him. Ideally it isn't hitting your entire party so any players hit should get dispelled by the healer if possible. The Skittering Swarm summons a handful of easy to kill bugs, so you can either bring these into the melee to cleave down, or if you have area of effect, deal with those quickly.

After the boss is downed, head through the door behind where the boss stood and proceed down the pathway and onto the webs below. Take out any of the adds and get ready for the next boss to show up.

Hadronox from Azjol-Nerub
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Hadronox

Hadronox, the big spider below your platform will walk up the tunnel to face you. It's got four total abilities to deal with.

  • Leech Poison: poisons all players within 25 yards for 10 seconds. This drains health every second and heals the boss. If a player dies, the boss is healed for 10% of his max health.
  • Acid Cloud
  • Web Grab
  • Pierce Armor

This fight is pretty straight forward. The big things to worry about here is the Poison leech. The room is relatively small so it's possible for the poison to hit everyone. This can be cleansed so do this on squishier DPS or targets that had gotten hit by Pierce Armor. This is also a good time to use a healing cooldown. Also avoid the Acid Clouds that he throws down, and when you're pulled in by the Web Grab, be sure to run back out if you're ranged.

After this, head down through the tunnel where the boss walked up through and drop down. There will be a hole in the ground that will drop you into some water.

Head up the path through the door and get ready for the final boss.

Anub'Arak from Azjol-Nerub
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Anub'arak

The final boss is Anub'arak, and he's got a few different phases and abilities to deal with.

  • Carrion Beetles: Summons two every four seconds.
  • Impale: fires a spike through the floor, knocking up players into the air.
  • Leeching Swarm: Creates a locust swarm to protect him for 15 seconds, dealing nature damage.
  • Pound: A slam that hits all players in front of him within 15 yards. Stuns players hit for six seconds.
  • Submerge: At 75%, 50% and 25% health, Anub'arak will submerge beneath the platform and summon one of four Nerubian mobs to defend him.

The fight is a little bit chaotic because you're fighting on a fairly small platform. The big pain is the adds that Anub'arak spawns in his intermission phases. These should be grouped up by the tank and burned down as quick as possible. But if you can get through the mobs, and being able to heal up the fall damage taken from the impale spikes, then this boss should go down nice and quick. The quest giver at the beginning of the dungeon will show up at the end for you to turn in your quests as well.

And that's the dungeon! As we said earlier, this is a dungeon that you'll encounter fairly early on in the expansion, so it's not terribly long nor difficult. Be sure to stay tuned to our other dungeon guides in Wrath Classic as well. That being said, while you're here, if you're interested in more Classic content, be sure to check out our guide for the must have addons for Wrath, as well as our guide to making your very own Death Knight.