Summary
- Raids in WoW feature tough endgame bosses like Onyxia, Nefarian, C’Thun, Yogg-Saron, and require perfect communication.
- Bosses like Ragnaros, Lei Shen, Lich King, and Garrosh present unique mechanics and challenges for players to overcome.
- Difficult bosses like M’uru, Uu’nat, Kil’Jaeden, and Halondrus test coordination and skill in raids.
World of Warcraft continues to expand beyond the retail servers, and the standard Blizzard launcher now includes Cataclysm servers and Classic servers, the latter being available in the different categories of Hardcore, Season of Discovery, or regular Classic. Each version has at least a few intimidating raid bosses, and defeating these powerful enemies of those max-level raids continues to be one of the most challenging parts of the game.
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Killing the endgame raid bosses is always intended to be difficult, for even the top-rated guilds with the best gear and best players. These days virtually all of the dungeons in every version of WoW have different levels of difficulty starting from regular to Heroic, then possibly up to Mythic depending on what version of the game players are in.
Updated on February 14, 2025 by Paul Woodward: Raids have always been where players can find the most challenging PvE content in all of World of Warcraft. Yet with all the difficulties that are available these days in retail WoW, raiding is more accessible than ever before. But for those who want to push their skills and knowledge to the limit, Heroic and Mythic difficulty continue to present challenges that seem almost impossible. Yet no matter what Blizzard throws at players, they always succeed in taking down the greatest threats to all life on Azeroth and beyond. Keep in mind that many of the bosses below are considered based on how tough they were when they were current content.
20
Onyxia
The First Taste of Endgame in World of Warcraft
From a mechanics standpoint, Onyxia is not a difficult boss when compared to later raid content added to the game. Yet when World of Warcraft first launched, Onyxia was a challenge that players had to learn how to overcome. In fact, it was mandatory as Onyxia dropped the material needed to make an Onyxia Scale Cloak. Without this cloak, players had no hope of surviving against Nefarian in Blackwing Lair.
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Exactly how many attempts there were on Onyxia back in 2004 is unknown, but she was undefeated for 69 days until the US-based guild, Ruined, successfully defeated her. Onyxia may not be the most difficult boss, but at a time when players were still new to raiding, she was a difficult adversary. On top of her fire breathing attack, players also had to be ready for all the whelplings that would spawn and attack the group at the start of the second phase. So while Onyxia doesn’t hold a candle to anything that was released after her, she was once a difficult boss for a playerbase that was new to the game.
19
Nefarian
The Final Boss of Blackwing Lair Pushed Players to Their Limits
Blackwing Lair was launched with Patch 1.6, making Nefarion one of the earliest bosses. It didn’t take long for the entire raid to earn a notorious reputation for difficulty, and the end boss, a black dragon named Nefarian, was its savage climax. Aside from some bugs that made the first couple of bosses a roadblock, Blackwing Lair as a raid was a significant jump in difficulty compared to Molten Core or Onyxia’s Lair.
At the end of the raid, players would encounter Nefarian. Fighting this boss successfully took a lot of planning, timing, and just dumb luck. That’s partly why he reigned supreme at the very top of Blackrock Mountain for almost three months before a guild managed to beat him. In addition to having an attack that would kill players who didn’t have an Onyxia Scale Cloak, Nefarian used a unique mechanic called Class Calls where he would call out one of the classes in the raid group and then an avoidable effect would apply to those players, creating an element of randomness to this fight that made it a very difficult encounter.
18
C’Thun
Old Gods Are Supposed To Be Tough
Players geared enough to reach the depths of the Temple of Ahn’Qiraj would find the horrific Old God known as C’Thun waiting for them. This monstrous being was one of the most difficult bosses in the game. Between having an eye beam ability that could hit multiple players and constantly spawning tentacles, there was a lot that players had to manage during both phases of this fight.
The exact number of attempts on this unique and terrifying boss is unknown, but it lasted almost four months before it was defeated by Nihilum, a European guild on April 25th, 2006. There are a lot of tough boss fights in both the Ruins and Temple of Ahn’Qiraj, and the battle against C’Thun is one of the toughest bosses in pre-expansion WoW.
17
Yogg-Saron
Having No Keepers Assisting Is a True Nightmare
- Expansion: Wrath of the Lich King
Like C’Thun, Yogg-Saron was an Old God that the Titans had imprisoned countless years prior to the events of World of Warcraft. Anytime one of the Old Gods are involved, players should expect a difficult fight. The unique thing about Yogg-Saron was that he had five separate difficulties based on the amount of Keepers assisting players during the battle. As long as players understood the mechanics and had decent gear, this fight was pretty straightforward.
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But on the hardest difficulty, Yogg-Saron proved to be a nightmare of a boss, especially since players would have no way to restore their sanity or kill the adds during the final phase of the fight without the assistance of the Keepers of Ulduar. With the current level of gear that was available at the time, Yogg-Saron was considered mathematically impossible. Ultimately, this belief was proven wrong by a guild named STARZ.
16
Ragnaros
Fighting Ragnaros Where He Is Strongest
Ragnaros was a boss in classic World of Warcraft who then was also the final boss of the Firelands in Cataclysm. It was not a particularly tough fight nor did it have any unfair or broken mechanics. It was tough because it took most guilds more than 20 minutes to complete, though it wasn’t one of the hardest raid bosses in WoW.
20 minutes is a long time for mistakes to happen, and even one or two party members’ deaths could jeopardize the fight in the long run. Focusing for a third of an hour on pinpoint precision and timing is tiring, especially if the raid team has been spending hours trying to master this encounter.
15
Lei Shen
A Mogu With the Power of a Titan Keeper
- Expansion: Mists of Pandaria
Outside of the Heroic version, Lei Shen is the final boss of the Throne of Thunder raid. Regardless of difficulty, the notorious Emperor of the Mogu was a formidable opponent for raiders back during Patch 5.2. While this fight isn’t anywhere near as long as Garrosh at the end of Siege of Orgrimmar, it was still a brutal boss fight that required every single player to be on the ball.
There were a lot of mechanics going on throughout this fight, and even one mistake could prove fatal to the entire group on Heroic difficulty. Lei Shen also had a very tight enrage timer, which meant that the DPS needed to stay alive and also be as well geared as possible.
14
The Lich King
Deadly Abilities Are Expected From The Master of the Scourge
- Expansion: Wrath of the Lich King
Even though it’s been years since his defeat, the Lich King remains one of World of Warcraft‘s most notorious villains. The prince formerly known as Arthas had been a key player in Warcraft 3 and its expansion, The Frozen Throne. Given that he was such an important character, it made sense that he would have to be one of WoW’s hardest raid bosses at that point.
Once The Wrath of the Lich King expansion was released, Arthas was back in the spotlight once more. However, it wasn’t until Patch 3.3 that players could finally lay siege to Icecrown Citadel and take the fight to the Lich King. In addition to hitting hard with Frostmourne, the Lich King had a variety of nasty abilities throughout the entire fight. Between Infest, Necrotic Plague, Defile, and then Shadow Traps during Heroic difficulty, the Lich King could easily wipe a raid with little effort. Paragon was the guild that got the world first back then after about 170 tries.
13
Blackhand
A Fierce Warrior With Access to Advanced Technology
- Expansion: Warlords of Draenor
Blackhand was the final boss of Blackrock Foundry in the Warlords of Draenor expansion. Blackhand’s first phase usually went easy enough, with a few distractions thrown at players with the Marked for Death debuff for example. When Blackhand fell to 70% health, his second phase would begin with a transitionary explosion, and then every 50 seconds he would summon a Siegemaker which could destroy the raid if not handled properly.
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It was a raid that required intense communication and focus as well as knowing exactly what to do at any given moment with all the fire and explosions going off throughout the fight. It’s no wonder it took over 700 attempts for the world’s second Blackhand kill.
12
Garrosh
A Tyrant Backed By Dark Powers
- Expansion: Mists of Pandaria
Just like Ragnaros in Firelands, the fight against Garrosh is an insanely long encounter. LFR, Normal, and Heroic all consist of three phases with an intermission phase, while Mythic has four phases. Wiping on a boss is bad enough, but then that feeling is made worse when players realize they have to go through this long and tedious encounter again and again until they finally beat it.
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Each phase, Garrosh used a unique set of abilities that players would need to be ready for. Garrosh also heals back up to full health at very stage, which is part of what makes this such a long encounter. Not only that, but near the end of the fight, players have to watch out for being mind controlled. On Mythic difficulty, there is a unique phase at the end where players are transported to a ruined version of Stormwind where they have to watch out for a relentless series of AoE attacks while also positioning so that Garrosh gets hit by the Iron Star that he spawns.
11
Archimonde
Just As Difficult As He Was Back in The Burning Crusade
- Expansion: Warlords of Draenor
Archimonde was the final and hardest boss of the Warlords of Draenor raid Hellfire Citadel, a callback to the dungeon of the same name from The Burning Crusade expansion. Archimonde’s fight required players to constantly be aware of each other and constantly communicate positioning, as well as random elements that turned the boss fight into a roll of the dice most of the time.
One such random element was the Doomfire spell, a spirit cast by Archimonde that dealt a massive amount of damage to a player for 10 seconds before switching to a new player. The spirit was tough to kill alongside Archimonde, and some raids turned all of their attention to the spirit once it spawned.
10
Jaina Proudmoore
An Archmage With Years of Experience
- Expansion: Battle for Azeroth
Jaine Proudmoore is a boss in Battle for Azeroth‘s raid Battle of Dazar’Alor. Her fight was not particularly difficult for any laundry list of reasons like Blackhand, but rather because of one mechanic unique to Jaina, a debuff called Chilling Touch.
Chilling Touch slowed players by two percent, stacked, and when it reached full stacks froze the player solid. One guild went to the extreme measure of changing the race of every member of the raid to troll because Trolls have a racial passive ability that reduces movement-impairing effects.
9
Queen Azshara
A Powerful Magic User Like Queen Azshara Was Never Going to Be a Pushover
- Expansion: Battle for Azeroth
While there were several references to Queen Azshara in vanilla World of Warcraft, her first appearance wasn’t until Cataclysm. Even then, she didn’t have a unique model until Battle For Azeroth where players finally had the chance to go to Nazjatar and fight her. Queen Azshara ended up being a difficult raid boss, especially on Mythic difficulty.
In addition to being a long fight with numerous phases, players also had to protect the three wards around the arena while also dealing with adds. There was also a unique mechanic where players had to follow Queen Azshara’s commands, or they would get sanctioned by the Queen of the Naga and take progressively more damage. Queen Azshara was so overturned that she ended up getting nerfed and then Method got the World-First on Queen Azshara nine days later.
8
Queen Ansurek
A Nerubian Driven to Ascend
- Expansion: The War Within
One of the raid bosses that was introduced in the most recent WoW expansion, Queen Ansurek is the eighth and final boss of Nerub-ar Palace. No matter what phase players are in during this encounter, there is a lot that they need to watch out for while also making sure to stay on top of the adds during the third phase.
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On Heroic difficulty, Queen Ansurek is a difficult boss fight, but on Mythic she is absolutely brutal. The first phase is easily the hardest part of the encounter with all the AoE attacks that players need to dodge while also timing the detonation of Reacive Froth, but the amount of coordination needed for the rest of the fight didn’t mean that players could rest until they had managed to beat the boss. Ansurek was so hard that she ended up getting nerfed before any guild managed to beat her on Mythic difficulty.
7
Halondrus
The Sepulcher of the First Ones Was Guarded by Powerful Machines
This unique boss is entirely a machine. It’s certainly not the first time that players have seen a boss of this nature before, but Halondrus was an epic fight for the ages. It was introduced in the Shadowlands expansion, and Liquid was the guild that made the first kill after more than 350 tries.
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Not only was this a long fight, but Halondrus also had a large amount of health. The real challenge was the sphere phase, which was the second of three different parts of this fight. If the floating spheres reached the boss, they could wipe the whole raid, and getting rid of them quickly enough put guild cooperation to the test.
6
The Fallen Avatar
Even a Fraction of Sargeras’s Power Proved Difficult to Handle
The Fallen Avatar is one of the few enemies listed here who was not the final boss of the raid. Blizzard usually puts the hardest bosses at the end of the raid for the progression incentives. As the second to last boss of The Tomb of Sargeras in Legion, the Fallen Avatar raid was full of random elements that made consistent progress on the boss extremely difficult.
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One such ability was Dark Mark, a debuff with unlimited range that targeted three random raid members, dealt massive damage, and then launched them into the air. He also dealt an insane amount of damage in waves to players close by based on buff the boss gained constantly. The only way to get a good run with the Fallen Avatar was to hope party members with low health didn’t get targeted. Not only that, but players needed to be geared enough to beat the Fallen Avatar before it destroyed the platform, and that would be borderline impossible if too many people died from Dark Mark or if the healers couldn’t keep the team alive due to how much damage Sear could do.
5
Kil’Jaeden
The Right Hand of Sargeras
Kil’Jaeden was the final boss of Legion‘s Tomb of Sargeras, following the Fallen Avatar fight. Upon release, the Kil’Jaeden fight was bugged, so much so that some guilds stopped running the boss altogether until a fix came out. Kil’Jaeden’s abilities also did far too much damage for healers to mitigate, and the knockback caused by Rupturing Singularity required players to have absolutely perfect positioning to avoid falling to their deaths.
Eventually, Kil’Jaeden fell, and after a round of nerfs, more guilds managed to beat him. At 654 attempts, Kil’Jaeden lived up to his title as the acting Supreme Commander of the Burning Legion and put up quite a fight to match, solidifying him as one of the most difficult raid bosses in World of Warcraft.
4
The Four Horsemen
Eight Tanks Required
It is important to specify that this is regarding the original 40-man version of the Four Horsemen encounter in Naxxramas and not the Wrath of the Lich King version which was significantly easier. From a mechanic standpoint, this fight has less going on than most raid bosses do these days. That said, there are several factors that made the Four Horsemen so hard. Unlike pretty much any other encounter in vanilla World of Warcraft, raid teams needed eight well-geared tanks in order to have a chance on this fight, with two tanks for each Horseman.
The reason for this was because of the Mark mechanic that the Four Horsemen would apply to all players within 60 yards of them. This attack applied a debuff on anybody hit by it, and they would take progressively more damage as they got more stacks. Essentially, tanks would need to swap out to avoid dying when the stacks got too high. Meanwhile, another tank would take over until their stacks got too high, and the process would repeat. DPS and healers near the bosses would get the Mark as well, which meant that they also had to be constantly moving to avoid getting killed by having too many stacks.
While this may not sound complicated, the problem was that every single tank would need to have the best gear possible to even have a chance at surviving the constant damage coming from getting the Mark mechanic. Getting eight tanks geared enough to survive this encounter was no small task, even for the best guilds back in the day. On top of the insane amount of damage caused by Marks, each Horseman had a unique ability that also did a lot of damage, which meant that the raid also needed skilled healers to keep the raid alive. As if the encounter wasn’t hard enough, the Four Horsemen were able to resist taunts as well, and if a taunt failed and a tank died, that could easily lead to a wipe.
3
Kel’Thuzad
The Last 40-Man Raid Boss of Vanilla World of Warcraft
While players could choose what wing to start with first in Naxxramas, all wings had to be cleared first before players could take on Sapphiron and then Kel’Thuzad after that. Since Kel’Thuzad was the last boss in Naxxramas, it made sense for him to be a difficult foe to overcome. Kel’Thuzad was the final boss of the last 40-Man raid ever added to World of Warcraft. Not many guilds got that far into Naxxramas prior to the release of The Burning Crusade, and even fewer managed to reach Kel’Thuzad, let alone beat him.
The fight starts out simply enough with having to fight wave after wave of adds, but once phase two begins, that is where things get hard. Not only did Kel’Thuzad mind control the five players that had the highest amount of threat on a regular basis throughout the fight, but he also had a nasty Frostbolt that could easily one shot the tank if it wasn’t interrupted. On top of that, Kel’Thuzad also used a variant of Frostbolt that hit multiple targets and couldn’t be interrupted.
On top of that, Kel’Thuzad would also use an ability that would cause a target to explode and then burn 50% of a targets mana, which was bad news for a healer or any caster hit by this ability. On top of all that, the third phase was a desperate DPS race to kill Kel’Thuzad before the Guardians of Icecrown overwhelm the raid. Kel’Thuzad still used all of his abilities from the second phase as well, which meant being ready for the mind control while also interrupting Frostbolt, and trying to keep the tanks alive while the Guardians of Icecrown are attacking them at the same time.
2
M’uru
Only Five Guilds Killed Him Pre-Nerf
- Expansion: The Burning Crusade
There’s a lot of history behind M’uru, one of the toughest raid bosses in WoW. In the lore for The Burning Crusade, M’uru had been captured by Blood Elves and this would eventually lead to the corruption of this unfortunate Naaru. It took guilds countless tries to down him back during The Burning Crusade, with SK Gaming getting the world first after a nine-hour fight. The number of attempts they made before succeeding has been lost to time.
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What made the fight with M’uru so difficult was its Phase 2 form, when it changed into a terrifying entity from the Void known as Entropious. At this point, the fight becomes a desperate DPS race to kill the boss before the healers can no longer keep up with the damage output this boss was capable of. Once M’uru got nerfed in Patch 2.4.3, more guilds were able to defeat him. Before the nerf, very few guilds managed to beat M’uru.
1
Uu’nat
Having Full Mythic Battle Of Dazar’alor Gear Didn’t Count For Much
- Expansion: Battle for Azeroth
Uu’Nat in Battle for Azeroth‘s Crucible of Storms is easily one of the hardest boss in WoW history as the most attempted raid boss in the game, and it’s because of one troublesome mechanic. Unstable Resonance was an ability that would do enough damage to one-shot most (if not all) players. The only way to remove the debuff before this was to go to the corresponding relic that another player was holding before the timer expired.
The problem with this is that if players touched and had different versions of this debuff, the ability would trigger and deal a lethal explosion within 10 yards of the players. It was the hardest WoW boss at the time and one that required a lot of patience to overcome. After some heavy nerfs, it was eventually completed, but not without a complaint from the World of Warcraft community on the design of the Mythic difficulty mechanics.
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- Released
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November 23, 2004
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