Overview of Raids in Conquest of Azeroth
Raiding is the pinnacle of endgame content in Conquest of Azeroth, alongside world bosses that spawn in the open world. CoA features the complete Vanilla WoW raid roster, from the入门 Molten Core to the challenging Naxxramas, all enhanced by the presence of 21 custom classes that transform traditional raid compositions and strategies. Whether you are facing Ragnaros for the first time or pushing through Naxxramas with a guild group, understanding each raid's requirements, boss mechanics, and optimal class composition is essential.
In CoA, raids follow the traditional Vanilla WoW structure with 40-player raids for major content and 20-player raids for Zul'Gurub and Ruins of Ahn'Qiraj. For dungeon content at lower player counts, see the dungeon guide. The custom classes add significant variety to raid composition, enabling hybrid builds and off-role flexibility that was impossible in the original game. A Dark Paladin can main-tank Molten Core while a Necromancer provides off-tank support through pet mechanics. The Oracle can rival traditional healers in throughput while contributing meaningful DPS during damage check phases.
All Raids in Conquest of Azeroth
| Raid | Players | Level | Location | Bosses | Tier Set |
|---|---|---|---|---|---|
| Onyxia's Lair | 40 | 60 | Dustwallow Marsh | 1 | None |
| Molten Core | 40 | 60 | Blackrock Mountain | 10 | Tier 1 |
| Zul'Gurub | 20 | 60 | Stranglethorn Vale | 13 | ZG Set (5-piece) |
| Blackwing Lair | 40 | 60 | Blackrock Mountain | 8 | Tier 2 |
| Ruins of Ahn'Qiraj (AQ20) | 20 | 60 | Silithus | 6 | AQ20 Set (2.5 Tier) |
| Temple of Ahn'Qiraj (AQ40) | 40 | 60 | Silithus | 8 | Tier 2.5 |
| Naxxramas | 40 | 60 | Eastern Plaguelands | 15 | Tier 3 |
Onyxia's Lair
Onyxia's Lair is the introductory 40-player raid in CoA, serving as a gear check and coordination test for new guilds. Despite having only one boss, Onyxia requires solid execution of mechanics and is not a trivial encounter for undergeared groups.
Onyxia Boss Strategy
Onyxia has three phases that require different approaches:
| Phase | Onyxia Health | Key Mechanics | Priority |
|---|---|---|---|
| Phase 1 | 100%-65% | Tail Sweep, Flame Breath, Cleave | Positioning, threat management |
| Phase 2 | 65%-40% | Deep Breath, Whelps, Fireball | Whelp control, spread positioning |
| Phase 3 | 40%-0% | Bellowing Roar (AoE Fear), Fire | Fear Ward, sustained DPS |
In CoA, the Inquisitor and Crusader are exceptional main tanks for Onyxia due to their fear resistance and threat generation. During Phase 2, a Necromancer's pet army can handle whelp adds effectively, while the Battlemage provides excellent AoE for whelp bursts. Phase 3 is significantly easier with a Dark Paladin off-tank who can pick up Onyxia after a fear if the main tank loses threat.
Onyxia Loot Highlights
| Item | Slot | Stats | Class Priority |
|---|---|---|---|
| Onyxia Scale Cloak | Cloak | +12 Stam, +8 Fire Resist | All |
| Dragon's Eye | Trinket | +2% Hit, +1% Crit | Melee DPS |
| Head of Onyxia | Quest Item | - | Onyxia's Head quest chain |
| Judgement of the Dragon | Chest | +20 Stam, +15 Int, +12 Spi | Healer/Caster |
Molten Core
Molten Core (MC) is the first major 40-player raid and the source of Tier 1 gear. It contains 10 bosses and serves as the primary gearing ground for early endgame progression. In CoA, Molten Core is accessible with pre-raid dungeon gear from Scholomance, Stratholme, and high-level Mythic+ keys.
Molten Core Boss Summary
| Boss | Key Mechanic | Difficulty | CoA Class Advantage |
|---|---|---|---|
| Lucifron | Mind Control, Imps | Easy | Inquisitor (MC immune), Oracle (dispel) |
| Gehennas | Rain of Fire, Curse | Easy | Crusader (fire resist), Lifeweaver (group heal) |
| Garr | Add management, Dispel | Medium | Necromancer (off-tank adds), Earthshaker (AoE stun) |
| Shazzrah | Arcane Explosion, Blink | Medium | Shadow Walker (interrupt), Ranger (kite) |
| Baron Geddon | Inferno, Living Bomb | Medium | Blademaster (burst window), Stormcaller (mobile heal) |
| Golemagg | Add management, Magma Spit | Easy | Dark Paladin (tank both adds), Berserker (sustained) |
| Sulfuron | Add healing, AoE Stun | Medium | Spellfire (burst adds), Chronomancer (time stop heals) |
| Majordomo | Add management, Teleport | Hard | Inquisitor (tank swap), Elementalist (AoE clear) |
| Ragnaros | Submerge, Sons of Flame, Knockback | Hard | Crusader (fire tank), all AoE classes (Sons phase) |
Ragnaros Strategy
Ragnaros is the final boss of Molten Core and requires 2 tanks, 6-8 healers, and strong AoE for the Sons of Flame phase. The fight has two phases:
- Phase 1 (90 seconds): DPS Ragnaros directly. Manage Knockback positioning near the inner wall. Ranged should stay max distance to avoid Wrath of Ragnaros.
- Sons of Flame Phase: After 90 seconds, Ragnaros submerges and 8 Sons of Flame spawn. These must be killed within 90 seconds or Ragnaros respawns at 100%. AoE damage and add control are critical.
In CoA, the Blademaster and Spellfire are devastating during the Sons of Flame phase with their AoE burst capabilities. The Inquisitor tank can survive the heavy melee damage from Ragnaros while the Oracle provides the strongest tank healing available.
Blackwing Lair
Blackwing Lair (BWL) is the Tier 2 raid and represents a significant step up in difficulty from Molten Core. The encounters demand precise coordination, quick reactions, and strong class synergy.
BWL Boss Summary
| Boss | Key Mechanic | Difficulty | Notable Loot |
|---|---|---|---|
| Razorgore | Egg destruction, Mind Control | Hard | Essence Gatherer |
| Vaelastrasz | Burning Adrenaline, Tank Swap | Very Hard | Nefarian's Tears |
| Broodlord | Mortal Strike, Blast Wave | Medium | Maladath |
| Firemaw | Flame Buffet, Wing Buffet | Medium | Ebon Mask |
| Ebonroc | Shadow of Ebonroc, Wing Buffet | Medium | Shadow Flame |
| Flamegor | Flame Buffet, Enrage | Medium | Emberweave |
| Chromaggus | Breath combinations, Frenzy | Hard | Chromatic Boots |
| Nefarian | Class calls, Shadow Flame, Zerg | Very Hard | Ashkandi, Nefarian's Head |
BWL Class Calls and CoA Implications
Nefarian's class call mechanic becomes far more complex in CoA due to the 21 custom classes. Each class call triggers a unique negative effect for that class:
| Class Call | Effect | Counter |
|---|---|---|
| Crusader Call | Crusaders are rooted and take Holy damage | Pre-position, healer focus |
| Necromancer Call | Pets become hostile and attack group | Dismiss pets before pull |
| Inquisitor Call | Inquisitors lose all threat for 5 seconds | Off-tank ready, taunt swap |
| Blademaster Call | Blademasters take 100% more damage | Defensive cooldowns, shielding |
| Spellfire Call | Spellfire casters are silenced for 5 seconds | Wand, pre-cast before call |
| Oracle Call | Oracles healing is reversed (damage) for 5 seconds | Stop casting, off-healer cover |
| Shadow Walker Call | Shadow Walkers are teleported to Nefarian's platform | Survive, teleport back |
| Battlemage Call | Battlemage spells backfire, self-damage | Stop casting, melee |
| Void Walker Call | Void Walkers lose control of void energy | Move away from group |
| Berserker Call | Berserkers are pacified (cannot attack) | Wait it out, position safe |
Zul'Gurub
Zul'Gurub (ZG) is a 20-player raid that offers a unique set of challenges and rewards between Tier 1 and Tier 2 content. It is also the source of the Zandalar armor sets and important enchantment materials.
Zul'Gurub Boss Overview
| Boss | Location | Key Mechanic | Challenge Level |
|---|---|---|---|
| High Priestess Jeklik | Bat Area | Heal drain, Bat swarm | Easy |
| High Priest Venoxis | Snake Area | Poison clouds, Snake adds | Easy |
| High Priestess Mar'li | Spider Area | Drain, Spiderlings, Enlarge | Medium |
| High Priest Thekal | Tiger Area | Zealot heal, Phase 2 DPS check | Hard |
| High Priestess Arlokk | Panther Area | Panther spawns, Mark of Arlokk | Medium |
| Hakkar | Main Platform | Corrupted Blood, Mind Control | Hard |
| Gahz'ranka | Edge of madness | Massive damage, AoE | Optional |
| Bloodlord Mandokir | Ohgan area | Ohgan rez, Watcher | Medium |
| Jin'do | Hakkar area | Brain wash, Healing totem, Shades | Hard |
| Edge of Madness bosses | Alchemy lab | Varies by incarnation | Optional |
Hakkar Strategy for CoA
Hakkar requires the group to intentionally get infected with Corrupted Blood from the high priest adds, then bring the debuff to Hakkar to damage him. In CoA, the Necromancer's disease-based abilities interact uniquely with this mechanic, and the Void Walker can absorb the Corrupted Blood damage through shadow shields. The Blademaster provides the burst DPS needed in the final 30% burn phase.
Ruins of Ahn'Qiraj (AQ20)
AQ20 is a 20-player raid that bridges the gap between Zul'Gurub and AQ40 in difficulty and gear quality. It provides the Tier 2.5 set tokens and several powerful standalone items.
| Boss | Key Mechanic | Difficulty |
|---|---|---|
| Kurinnaxx | Mortal Wound, Sand Trap | Medium |
| General Rajaxx | Wave spawns, Commanding Shout | Medium |
| Moam | Mana drain, Stone form, Add spawns | Hard |
| Buru | Egg strategy, Creeping plague | Medium |
| Ayamiss | Stinger swarm, Paralyze | Medium |
| Ossirian | Crystal weakness, Element weaknesses | Hard |
Temple of Ahn'Qiraj (AQ40)
AQ40 is the penultimate 40-player raid in Vanilla WoW, featuring the Twin Emperors and C'Thun encounters that are widely considered among the hardest bosses ever designed.
| Boss | Key Mechanic | Difficulty | CoA Note |
|---|---|---|---|
| Prophet Skeram | Split, Arcane Explosion, Mind Control | Hard | Inquisitor can track real split |
| Bug Trio | Princess chain, multiple tanking | Medium | Necromancer pet offtanks |
| Sartura | Whirlwind, Teleport, Enrage | Very Hard | Shadow Walker evasion tanks |
| Fankriss | Entangle, adds, enrage | Hard | AoE classes for add waves |
| Huhuran | Acid Spit, Wyvern Sting, Frenzy | Hard | Nature resist gear critical |
| Twin Emperors | Tank swap, physical/magic split | Very Hard | Crusader (physical), Spellfire (magic) |
| Ouro | Sand Blast, Burrow, Berserk | Very Hard | Chronomancer slow on emerge |
| C'Thun | Eye beam, Stomach, Tentacles | Extremely Hard | Full raid coordination required |
Naxxramas
Naxxramas is the final and most challenging raid in CoA, featuring 15 bosses across four wings. It requires Tier 2 or better gear, extensive consumables, and near-perfect execution.
Naxxramas Wing Overview
| Wing | Bosses | Gear Requirement | Key Challenge |
|---|---|---|---|
| Arachnid Quarter | Anub'Rekhan, Grand Widow Faerlina, Maexxna | Tier 2 | Spider wraps, silence management |
| Plague Quarter | Noth, Heigan, Loatheb | Tier 2+ | Dance mechanic, healing restriction |
| Military Quarter | Instructor Razuvious, Gothik, Four Horsemen | Tier 2.5 | Mind control, adds, 4-tank rotation |
| Frostwyrm Lair | Sapphiron, Kel'Thuzad | Tier 3 | Frost resist, add management |
Four Horsemen Strategy
The Four Horsemen encounter in the Military Quarter requires four tanks, each handling one of the horsemen. In CoA, this is where the custom class diversity truly shines:
| Horseman | Element | Marks | Recommended CoA Tank |
|---|---|---|---|
| Thane Korth'azz | Shadow | Meteor | Crusader |
| Lady Blaumeux | Shadow | Void Zone | Dark Paladin |
| Sir Zeliek | Holy | Holy Wrath | Inquisitor |
| Highlord Mograine | Shadow | Mark of Mograine | Earthshaker |
Raid Loot Tier Comparison
Understanding which raids drop the best gear for your custom class is critical for efficient progression. For open-world encounters, see the world bosses guide for loot comparisons. The following table summarizes the gear tier progression:
| Tier | Raid | Item Level | Set Bonuses | Upgrade Priority |
|---|---|---|---|---|
| Pre-Raid | Dungeons/Mythic+ | 60-66 | None | Fill gaps, get hit capped |
| Tier 1 | Molten Core | 66-69 | 3-piece and 5-piece bonuses | 5-piece for role bonus |
| ZG Set | Zul'Gurub | 65-68 | 2-piece and 5-piece bonuses | Great for off-specs |
| Tier 2 | Blackwing Lair | 70-75 | 3-piece and 5-piece bonuses | Strong role bonuses |
| Tier 2.5 | AQ40/AQ20 | 72-78 | 3-piece and 5-piece bonuses | Specialized bonuses |
| Tier 3 | Naxxramas | 80-85 | 3-piece, 5-piece, 8-piece bonuses | Best in slot |
Raid Composition Recommendations for CoA
With 21 custom classes, raid composition in CoA is far more flexible than in standard Vanilla WoW. However, certain class combinations provide exceptional synergy.
Recommended 40-Player Raid Composition
| Role | Count | Recommended Classes | Notes |
|---|---|---|---|
| Main Tank | 1-2 | Crusader, Inquisitor | Threat generation, survivability |
| Off-Tank | 2-3 | Dark Paladin, Earthshaker, Necromancer (pet) | Add management, taunt swaps |
| Healer | 8-10 | Oracle, Lifeweaver, Stormcaller, Sun Priest | Mix of throughput and utility |
| Melee DPS | 8-10 | Blademaster, Berserker, Shadow Walker | High single-target, cleave |
| Ranged DPS | 10-12 | Spellfire, Arcane Weaver, Elementalist, Battlemage | AoE, sustained, burst windows |
| Utility/Support | 3-4 | Chronomancer, Void Walker, Geomancer | Buffs, CC, damage amplification |
Recommended 20-Player Raid Composition
| Role | Count | Recommended Classes |
|---|---|---|
| Main Tank | 1 | Crusader or Inquisitor |
| Off-Tank | 1 | Dark Paladin or Necromancer |
| Healer | 4-5 | Oracle, Lifeweaver, Stormcaller |
| Melee DPS | 4-5 | Blademaster, Berserker |
| Ranged DPS | 5-6 | Spellfire, Elementalist, Battlemage |
| Utility | 2-3 | Chronomancer, Void Walker |
Pre-Raid Gear Requirements
Before stepping into raids, ensure your group meets the following minimum requirements:
| Raid | Minimum Gear | Fire Resist | Nature Resist | Shadow Resist | Frost Resist |
|---|---|---|---|---|---|
| Onyxia | Full dungeon blues | 100+ | 0 | 0 | 0 |
| Molten Core | Full dungeon blues | 150+ | 0 | 0 | 0 |
| BWL | Full Tier 1 + MC gear | 150+ | 0 | 100+ | 0 |
| ZG | Mix of dungeon blues | 100+ | 50+ | 50+ | 0 |
| AQ20 | Tier 1/2 mix | 100+ | 100+ | 50+ | 0 |
| AQ40 | Full Tier 2 | 150+ | 150+ | 100+ | 0 |
| Naxxramas | Full Tier 2.5+ | 150+ | 150+ | 150+ | 150+ |
Related Guides
- Dungeon Guide — Gear up in Mythic+ dungeons before entering raids
- World Bosses Guide — Hunt outdoor bosses for Tier 2 equivalent loot
- Zones By Level Guide — Navigate Azeroth efficiently to reach raid-level zones
- All Classes Overview — Build the optimal raid composition with 21 custom classes
Frequently Asked Questions
What is the recommended raid progression order in Conquest of Azeroth? The standard progression path is Onyxia > Molten Core > Zul'Gurub > Blackwing Lair > AQ20 > AQ40 > Naxxramas. ZG and AQ20 can be done alongside MC and BWL for supplemental gear, but the core progression follows this order based on difficulty and gear requirements.
Do I need 40 players for all raids in CoA? No. Onyxia, Molten Core, BWL, AQ40, and Naxxramas require 40 players. Zul'Gurub and AQ20 require 20 players. However, with CoA's custom classes and their hybrid capabilities, some guilds have reported clearing 20-player content with 15-18 well-geared players.
How do CoA custom classes affect raid composition compared to standard Vanilla? CoA custom classes provide much more flexibility. A Crusader can tank and off-heal, a Necromancer can DPS and provide a pet off-tank, and an Oracle can switch between healing and DPS mid-fight. This means you can run with fewer dedicated healers and more hybrid support, or adapt your composition mid-raid for different encounters.
What resistance gear do I need for Molten Core? Fire Resistance is the most critical stat for Molten Core. Main tanks should have at least 150 unbuffed Fire Resist, while the rest of the raid should aim for 100+. The Onyxia Scale Cloak provides a significant Fire Resist boost and should be crafted for all raiders as soon as possible. CoA custom classes like the Crusader and Inquisitor have innate fire resistance talents that reduce gear requirements.
How long does it take to clear each raid in CoA? Clear times vary widely based on gear and experience. A fresh guild can expect 3-4 hours for Molten Core, 4-5 hours for BWL, 2-3 hours for ZG, and 6+ hours for Naxxramas. A well-geared experienced guild can clear MC in under 2 hours, BWL in 2-3 hours, and full Naxxramas in 4-5 hours. The presence of CoA's powerful custom classes can significantly reduce clear times compared to standard Vanilla.
Are there any CoA-specific changes to raid mechanics? While the core raid mechanics remain faithful to Vanilla WoW, CoA has adjusted some encounters to account for the 21 custom classes. Nefarian's class calls have been expanded to cover all custom classes, some boss health values have been slightly tuned to match the increased DPS output of CoA classes, and certain resistance requirements have been adjusted to remain challenging without being gatekept. The overall feel and difficulty curve remains true to the Vanilla experience.
