Malygos is the leader of the Blue Dragon Flight and the keeper of magic. He is one of few creatures that have been on Azeroth since the departure of the Titans. Malygos is a 3 phase fight consisting of a semi-normal tank and spank dragon style, an add phase, and a mounted phase.Malygos is the leader of the Blue Dragon Flight and the keeper of
magic. He is one of few creatures that have been on Azeroth
since the departure of the Titans. You can find him in The
Eye of Eternity, which is the upper most instance in The Nexus located
The Eye of Eternity is an Onyxia type raid dungeon. There is
no key required to enter the dungeon, but you must have the Key to the
Focusing Iris to engage the fight. The key is a quest reward
that originates from an item that drops off Sapphiron in normal and
heroic Naxxramas. The key received from normal Naxxramas can
summon Malygos on only normal. The key from heroic Naxxramas
can summon Malygos on both normal and heroic.
Malygos is a 3 phase fight consisting of a semi-normal tank and spank
dragon style, an add phase, and a mounted phase. The fight is
exactly the same on both normal and heroic other than the hit points
and damage done by the boss and adds. Malygos has just shy of
7,000,000 HP on normal and 20,000,000 on heroic.
100% - 50% health
There are 4 abilities the raid needs to worry about in this phase.
First is something called a Power Spark
The Power Sparks will spawn periodically during the fight just off the
platform and will slowly move toward Malygos. The Sparks
spawn northeast, northwest, southeast, and southwest of the
platform. This fight almost requires a Death
Knight. The DK should be standing in the middle of the
platform and using his/her Death Grip on the sparks then quickly
killing them in place. Death Knights are encouraged to make a
macro along the lines of, “/target Power Spark (and on
separate line) /cast Death Grip”. The
reason this is done is because once a spark is destroyed it creates an
AoE affect on the ground that increases damage done by anyone standing
in it by 50% (this can and should be stacked). The sparks can
also be stunned, incapacitated, rooted, and snared. Malygos
should be rotated around the platform so the melee can stand in the
sparks and still hit Malygos. If the sparks reach Malygos he
will consume it and be
granted a 50% damage increase.
The second ability is called Vortex
During this ability Malygos will fly up into the air in the center of
the platform and create a gigantic vortex that will lift everyone up
and begin spinning you around (on your screen you wont see yourself
spinning because most people would lag out and crash). While
in the vortex everyone in the raid will take 2,000 damage every second
for 10 seconds. During this only instant cast abilities may
be used. I recommend using healthstones and potions during
the vortex. If Paladins use Concentration Aura and Aura
Mastery together that will allow party members of the Paladin to cast
spells for 10 seconds. Mages can use Ice Block to get out of
the vortex and Rogues can Shadowstep out.
The third is called Arcane Storm
Malygos will periodically cast an arcane volley at the raid hitting a
random number of people for 10,000 damage. He will target one
of the people he casts this ability on, so don’t panic
thinking you have pulled aggro.
Lastly is an ability called Arcane Breath
Like all dragons Malygos has a frontal cone breath. The
ability does 20,000 damage on normal and 30,000 damage on heroic to
anyone within the 40 yard frontal cone. It also places a DoT
on anyone hit which turns you into a bomb where after 5 seconds you
blow up causing 10,000 damage on normal and 20,000 damage on heroic to
all friendly targets within 10 yards.
In addition to those 4 abilities Malygos has a normal physical attack
and a frontal cleave. Malygos does NOT have a tail swipe
Once Malygos reaches 50% he will ascend into the air out of reach of
any spells or abilities. Malygos will continue his Arcane
Storm ability as well as a deep breath that does 25,000 damage over 5
During this phase there will be big pink bubbles that spawn on the
ground. These are called Anti-magic bubbles. All
magical damage taken while inside the bubbles is reduced by
50%. The whole raid must be in these bubbles the entire
second phase. As a bubble absorbs the magic damage it
shrinks. When this happens the raid must immediately move to
the next bubble.
There are 2 types of adds that spawn during the second phase.
They’re called Scions of Eternity and Nexus Lords.
Both types of adds will spawn on flying discs floating above the
The Scions of Eternity have an Arcane Barrage ability that does 15,000
damage on normal and 18,000 damage on heroic to a random
target. These will stay floating up in the air until they are
killed. When they are killed the discs they were
floating on will fall to the ground allowing the melee to hop on them
and kill the Scions they couldn’t reach from the
ground. The Scions have no aggro table.
The Nexus Lords have an Arcane Blast ability that does 10,000 damage on
normal and 15,000 damage on heroic. In addition they have a
haste buff that can be dispelled. These adds will descend to
the group at which point they must be tanked. Once again,
when they’re killed they will drop their flying discs
allowing the melee to use them. There's an achievement to get
a killing blow while riding on a flying disc.
Once all the Scions of Eternity and Nexus Lords are dead Malygos will
freak out and destroy the platform. This is probably the most
important moment of the entire fight. Your entire raid should
run to a specific edge of the platform the second to last add
dies. This way when he destroys the platform and everyone
falls onto their drakes everyone is already grouped up. Once
everyone lands on their drakes everyone should fly directly up so they
are equal to Malygos (be careful here, it is really easy to screw up
your positioning). Malygos has 3 abilities in phase 3.
Creates a sphere of
arcane power that slowly makes its way to its target doing 10,000
damage per second to all enemies within 40 yards. Keep calm
here, everyone in your raid should just fly to the right about 60 yards
using your strafe key. Once the sphere reaches its target it
stops moving, therefore when you strafe to the right out of range the
sphere won’t chase you. Someone reliable in your
raid should have an icon on their head so everyone can just follow
Malygos will target
a random member of your raid and start casting a beam of arcane energy.
It does 12,000 damage every half a second for 3 seconds as well as
dealing 5,000 damage every second to raid members within 20
yards. When you get this cast on you, you must use your
shield immediately. You should get a raid warning saying when
you get this cast on you.
This is a pulsating
AoE that deals 30,000 damage to anyone within 30 yards of
Malygos. Plain and simple here, don’t get too close
to Malygos. If your raid properly got to the edge of the
platform at the end of phase 2 you shouldn’t have to worry
about getting too close.
Before the encounter begins your raid should specify who’s
healing and who DPSing. In 10 man you need 3 healers and in
25 you should be good with 6. The drakes have the same
abilities as the drakes you ride during the daily quest called
“Aces High” which you can find in
Coldarra. The drakes have 100 energy and regenerate 10 energy
per second. The key to phase 3 is positioning and energy
management. Do the quest before you enter Eye of Eternity; it
will help you more than you can imagine. The drakes have 6
different abilities, 2 for DPS, 2 for healing, 1 for survivability, and
one that’s completely useless in the drake strategy I am
giving you. They are in the same order as they will be on your main
1. Flame Spike
(costs 10 energy and awards 1 combo point): This is your DPS
combo builder. It doesn’t do a high amount of
damage but it’s the only way to build combo points on
(costs 50 energy
and combo points): This is the main source of damage during
phase 3. It is the DPS drakes finishing move. The
raid members that are DPSing for phase 3 should either be using a 1, 2,
1, 2… or a 1, 1, 2, 1, 1, 2… rotation.
By using the latter it will allow you to save some energy in case you
get Surge of Power cast upon you. In which case you will have
a decent amount of energy to be able to shield yourself. By
using the first it allows you to apply way more DoTs increasing your
damage by a significant amount but decreasing your survivability.
(costs 10 energy and awards 1 combo point): This is your HOT
spell. It heals the target for 500 health per second for 10
seconds and can stack up to 5 times. It also stacks
separately for each person (example: 2 people cast Revivify on one
target, that target will get both and they would generate separate
stacks). This is also how you build your combo points for
your AoE heal.
(costs 50 energy and
combo points): This is an AoE HOT. Since
everyone is grouped up this should hit everyone in the raid.
It heals for 15,000 health over 25 seconds. It also
gives you a buff increasing all your healing effects by 50%.
The raid members who are healing should be using this as often as they
can as well as applying Revivify on any target that needs some heals.
5. Flame Shield
(costs 25 energy and combo points): This is the ability you
use when Malygos casts Surge of Power on you. You must use
this as fast as possible. If you make sure you always have
enough energy to quickly apply a combo point and cast Flame Shield you
should survive the Surge of Power.
energy): Nobody should be using the speed boost during this
strategy. Since the goal is to keep everyone grouped up
it’s pretty pointless to pop your speed boost and go flying
off somewhere you won’t receive and heals.
If you happen to die during phase 3, don’t release.
Wait for the loot box to spawn or else you won’t be able to
loot. Don't forget to grab the heart if you have the Key to
the Focusing Iris quest.