Archimonde Strategy Summary

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The Archimonde encounter is primarily about prioritizing DPS on the appropriate targets and avoiding as many sources of avoidable damage as possible. The adds kill order should be:
  1. Doomfire Spirit
  2. Hellfire Deathcaller
  3. Felborne Overfiend (particularly for melee DPS)
  4. Dreadstalker (particularly for ranged DPS)
  5. Infernal Doombringer
  6. Archimonde
Not all of these adds will be active at the same time, so players will find plenty of time to focus their DPS on Archimonde.

The general strategy for the encounter should be:
  • Tank Archimonde near an edge of the encounter area and move him slowly around the room as $1 Doomfire fills the nearby area
  • Kite $1 Doomfire toward the center of the room, and have melee DPS stand on the outside of the boss, so $1 Doomfire doesn't pass through the melee
  • Ranged DPS should stack under the $1 Shadowfel Burst target after the player is launched into the air
  • Each time Archimonde casts $1 Allure of Flames, the raid should move out of the newly-positioned $1 Doomfire
  • When Phase 3 begins, move Archimonde to a clear area of the room, so players can spread out for $1 Demonic Feedback
  • The tank affected by $1 Nether Banish should move away from the boss, and players assigned to Twisting Nether duties should quickly stack on this tank
  • In the Twisting Nether realm, kill the Shadowed Netherwalker quickly to return to Draenor
  • Mark the Infernal Doombringers in the final phase and use single-target spells to burst each one down before it reaches full energy
  • If possible, slow, stun, or root the other Infernal Doombringers to prevent $1 Eternal Flame healing

Tank Responsibilities

  • When Archimonde begins to cast $1 Death Brand in Phases 1 & 2, the current tank should use a strong cooldown to mitigate its up-front damage
  • The tank with $1 Death Brand should taunt the Hellfire Deathcaller when it spawns
  • Tanks should swap duties when the Hellfire Deathcaller tank reaches 3 stacks of $1 Shadow Blast
  • Be sure to take advantage of the $1 Light of the Naaru buff to manage $1 Death Brand/$1 Shadow Blast damage
  • In Phase 2, tanks must also pick up the Felborne Overfiends, and interrupt the $1 Flames of Argus casts if possible
  • In Phase 3, tanks should swap duties when the Archimonde tank is affected by $1 Nether Banish
  • The tank with $1 Nether Banish should move to a clear area to drop the Nether Portal, but not so far away that the Twisting Nether team cannot stack in time to be transported to the Nether Realm
  • The Archimonde tank should move Archimonde away from Nether Portals

Damage-Dealer Responsibilities

  • During Phase 1, prioritize Doomfire Spirits > Hellfire Deathcallers > Archimonde
  • When targeted by $1 Doomfire Fixate, kite the $1 Doomfire away from players
  • Spread out before $1 Shadowfel Burst so that only the targeted players are launched into the air, then stack up beneath them to split damage
  • Stand near the $1 Light of the Naaru to become immune to $1 Desecrate damage
  • During Phase 2, prioritize Hellfire Deathcallers > Felborne Overfiends > Dreadstalkers > Archimonde
  • When targeted by $1 Shackled Torment, move away from your Shackled Soul
  • Move away from the Deathstalkers' destination to avoid having spells interrupted
  • During Phase 3, prioritize Infernal Doombringers over Archimonde
  • Spread out more than 6 yards to avoid taking Feedback damage
  • Move out of the $1 Rain of Chaos effect
  • If assigned to the Twisting Nether phase, stack on the tank with $1 Nether Banish

Healer Responsibilities

  • Tanks will take heavy damage while affected by $1 Death Brand, especially with stacks of $1 Shadow Blast, and will need additional healing and external cooldowns
  • Players affected by $1 Doomfire and $1 Shackled Torment will need additional single-target healing
  • Use raid cooldowns for $1 Shadowfel Burst, $1 Unleashed Torment, and $1 Rain of Chaos or $1 Hellfire
  • When targeted by $1 Doomfire Fixate, kite the $1 Doomfire away from players
  • Stack up to force $1 Allure of Flames to move $1 Doomfire to an out-of-the-way locale like the edge of the encounter area
  • Spread out before $1 Shadowfel Burst so that only the targeted players are launched into the air, then stack up beneath them to split damage
  • Stand near the $1 Light of the Naaru to become immune to $1 Desecrate damage
  • When targeted by $1 Shackled Torment, move away from your Shackled Soul
  • Move away from the Deathstalkers' destination to avoid having spells interrupted
  • If assigned to the Twisting Nether phase, stack on the tank with $1 Nether Banish

Twisting Nether Responsibilities

  • At least one healer and several DPS should be sent to the Twisting Nether each time the tank is affected with $1Nether Banish
  • The exact number of players sent will depend on raid size and striking a balance between completing the Nether Realm phase quickly and depleting Archimonde's health at a steady rate
  • Choose a mix of melee DPS with strong single-target damage and interrupts and ranged DPS with DoTs and strong burst for short-lived adds
  • The tank in the Twisting Nether should taunt the Shadowed Netherwalker and interrupt its $1 Touch of Shadows cast when possible
  • Void Stars will cast $1 Void Star Fixate on a random target, and will knock all players within 8 yards away if it reaches its target
  • The Void Star is buffed by $1 Dark Pursuit, so players must react quickly to $1 Void Star Fixate and begin kiting
  • Ranged DPS in the Twisting Nether should kill the Void Stars before they reach their targets, then return to DPSing the Shadowed Netherwalker
  • Melee DPS should interrupt the Shadowed Netherwalker's $1 Touch of Shadows cast, and should not target-swap to Void Stars
  • Healers should use AoE healing and minor cooldowns to keep the Twisting Nether team alive through $1Nether Corruption, especially when players have multiple stacks
  • All players should move out of $1 Nether Storm and away from approaching Void Stars
  • When the Shadowed Netherwalker dies, players must interact with the Collapsing Void to return to Draenor
$1 Nether Corruption lasts for one minute, so raids must choose two Twisting Nether teams to avoid the debuff stacking too highly on players and dealing unsustainable damage.

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