Epog Logs

🏆 Rankings 📊 Meta 🏁 Progression 🛡 Guilds 🏆 ConRank

← All Guides

Onyxia's Lair — Epog Strategy

Onyxia's Lair is currently the only end-game raid available on Epog, which makes it the single most-parsed encounter in the entire log database. The good news is the fight has barely changed across two decades of WoW expansions — if you've raided Ony in Vanilla, TBC, Wrath, or any private-server iteration, the broad strokes will feel familiar. The mechanical specifics still catch out new groups, though, and the parse ceiling on a clean attempt can be surprisingly high. This guide walks through the three phases, what each role does, and what to look for in your combat log when you're trying to improve.

The fight at a glance

Onyxia is a 20-second pull, a 3-minute air phase, and a frantic burn at the end. Three phases:

Phase 1 — the warmup

Main tank pulls Onyxia from the entrance back to the rear wall of the cave, ideally to a marked spot. Onyxia must face away from the raid at all times — her cleave hits hard and her tail swipe behind her sends people flying. Melee stack on her side, ranged spread along the back wall.

Damage in this phase is a straightforward DPS race against the 65% threshold. The faster you push her into phase 2, the fewer Deep Breaths you eat overall — but rushing without first establishing threat will get the second-on-threat one-shot when she swipes her tail through them. Wait three or four seconds before opening up. No-cooldowns in this phase; save everything for the burn.

Phase 2 — the airshow

At 65% Onyxia takes off. From here she does three things on a loose timer: Deep Breath (a fire breath across a random axis of the cave), Whelp adds spawning from the side tunnels, and the occasional fireball at a random raid member.

Whelps are the priority — a single mage or warlock with AoE assigned to whelp duty can shut them down, but if they overlap with a Deep Breath, the raid takes serious damage. Position so the whole raid can quickly shift to either flank when the breath warning shows. Don't bunch up.

Hunters and ranged DPS without strong AoE keep their damage on Onyxia (yes, you can still hit her in the air). Healers triage the fireball targets and any whelp damage that breaks through. Tanks save cooldowns for the phase 3 transition — when she lands, she lands aggro'd on whoever did the most damage in phase 2. Plan that pickup.

Phase 3 — the burn

At 40% Onyxia lands. Mechanically this looks like phase 1, but with three differences: Bellowing Roar fears the entire raid every 30 seconds, the tank takes more damage, and you should be popping every cooldown you have.

Tremor totems from shamans, fear ward from dwarf priests, and PvP trinkets are the three counters to Bellowing Roar. Coordinate them so at least one is always available — eating a fear at the wrong moment usually means the tank dies or melee gets cleaved into the wall. Hunters' Master's Call works in a pinch but is single-target.

Lust at 35% if you have it. Burn through 40 → 0 as fast as possible; the longer phase 3 drags on, the more Bellowing Roars you have to absorb.

Role tips

What to check in your log afterwards

After the kill, upload the log and open the Onyxia fight. A few things worth scanning:

Next step

Curious about the realm itself? What is Epog? covers what it is and why everyone's still raiding 3.3.5 content in 2026.