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The Nokhud Offensiveis one of the main dungeons inWorld of Warcraft: Dragonflight, featured after the story of the Ohn’ahran Plains is completed. You will be asked to delve into an instanced version of the entire zone to participate in the broiling centaur wars.
Related:World Of Warcraft: Dragonflight - The Azure Vault Complete Dungeon Walkthrough
However, this dungeon is unique for a few different reasons. Unlike the vast majority of the other dungeons, which push you along a linear indoor gauntlet of enemies, this one is as big as the zone itself and showcases dragonriding to get around. It can be confusing, but this guide will teach you everything there is to know about The Nokhud Offensive.
Updated on 17 July 2025 by Alex Ferriday: With Mythic Plus being such a focus for Dragonflight, this guide has been updated to include Mythic Plus tips and strategies and now includes all trash enemies you will need to fight during a key.
Dragonriding Is Important
While there have been a few instances in WoW’s history that encompass big portions of zones, likeOld Hillsbrad Foothills or The Culling of Stratholme, none are quite as massive as this. No longer will you be bound to your feet, but instead, you’ll be free to soar the skies of the dungeon on yourdragonriding mount.
Although this freedom is confusing at first, you’ll still be given a clear indicator of where to go by way ofwind vortexesin the sky. When your dragon enters one, you’ll be given asmall boost to stay in the air, pushing you in the right direction.
Your dragonriding mount is also useful when it comes tododging mob packs. For the majority of the zone, you can hop around key areas and avoid pulling useless trash packs as long as you’re careful, helping to move the dungeon along that much quicker.
Granyth Trash
Upon spawning into the dungeon atMaruukai, you’ll want to mount up and follow the wind vortexesto the east. It’s a rather short flight to the area ofBattle of Spears, whereShikaar and Nokhudcentaurs are waging war over control of theDragonkiller Lances. Your objective here is tohelp the Shikaar take back all four Dragonkiller Lances. There are several tough packs guarding each one, along with others patrolling the areas in between.
OnFortifiedM+ weeks, you will want to land at theEasternside of this section, and useHeroism/Bloodlust to defeat the large eight-mob patrol.
Nokhud Plainstomper x2
War Stomp
It Stuns for three seconds and deals large Physical damage to all players in a radius.
Can be difficult to see with multiple enemies around, so play safe and move out a fair distance.
Disruptive Shout
Cast that inflicts Physical damage interrupts spellcasts for six seconds.
Your priority interrupt, the cast time is long so you can wait until the very end for maximum downtime on this enemy.
Nokhud Warspear x6
Swift Stab
Charges at the current aggro target, dealing Physical damage and applying an eight-second Bleed.
Nasty Bleed, so attempt to apply large heals to your Tank whilst this mob is alive.
Pierce
Applies a stacking Bleed to the current target.
These mobs can be kited to prevent too many Bleed stacks from building up.
Hunter’s Mark
Marks a random player for theirWar Ohunato focus.
Stunning this cast will prevent the War Ohuna from targeting a non-tank player, although it will be recast until successfully applied.
Hunt Prey
Increases the damage of theirWar Ohunaby 200 percent.
Try to kill the War Ohuna before this becomes a problem, otherwise verify to kite the bird if you are fixated.
None
N/A
The lowest health enemy in these packs, attempt to get rid of them quickly, so they cannot fixate onto a DPS or healer.
Shoot
Fires at a random player, dealing low Physical damage.
Annoying random damage that has no real counterplay except crowd-controlling this enemy.
Rally The Clan
Increases all nearby enemies' Physical damage by 50 percent for 12 seconds.
Use crowd control to prevent this cast from going off, else you can try your best to Soothe the Enrage effect from the enemies.
Nokhud Longbow x7
Multi-Shot
Blasts all players in a frontal cone for low Physical damage.
Try to keep these enemies grouped up with the melees, to keep this cone aimed only towards the Tank.
Rain of Arrows
Fires a barrage of arrows around themselves that inflicts Physical damage to players standing where they fall.
The arrows are indicated by small brown swirlies, so keep on the move once this cast has begun.
Cleaving Strikes
Auto attacks cleave, striking all players in a frontal radius.
Melee DPS should watch out for these enemies, and stay behind them at all times.
Granyth
Once all four Lances are back under the control of the Shikaar,Granyth will appearand land in the centre of the liberated Lances. His fight mostly consists of tanking and heal checks, buthis Eruption mechanic is important.
All
Eruption
A channelled ability that is used once Granyth reaches 100 energy. It will deal a set amount of damage to all players every three seconds.
Tectonic Stomp
Granyth rampages to deal a set amount of damage and knock away any player within 20 yards.
Shards of Stone
Granyth does a set amount of unavoidable damage to all players within 60 yards.
Mythic / Mythic+
Nokhud Saboteur
An add that spawns randomly and ignores players to attempt to disable one of the Dragonkiller Lances around the boss arena.
When Granyth reaches full energy, he will begin to castEruption, which dealscontinuous damage to the entire party the longer it’s channelled. This will wipe the party if it’s not properly dealt with. As soon as he begins his cast,run to one of the Dragonkiller Lancesand instruct aShikaar Lancer to fire at Granyth. Doing this will stun him for five seconds and deal a portion of his maximum health.
However, you must remember thatthe Dragonkiller Lance takes time to recharge, and using one while Eruption isn’t up can cost you. Keep in mind thatNokhud Saboteurswill attempt to dismantle the Lances on Mythic difficultyand have to be killed to keep them safe.
Tanks
The Raging Tempest Trash
Upon Granyth’s defeat, mount up and find the swirling vortexes once againto the south. Here, you’ll follow along an ascending path to reach your next key area, theOhn’iri Springs.
The mechanics of dealing with the mobs here follow in the same vein as before. Four totems are attempting to summon the boss, and you’ll have todispatch each mob pack standing on top of the totem.
Once again, there will be patrols of mobs in between each totem. However, instead of avoiding all of them, you’ll want totake out the packs that circle the centre of the boss arena, as they can assist the boss during the fight.
Stormcaller x4
Stormbolt
Cast that fires a bolt of Nature damage at a random player.
Interrupt as many of these as possible, as they deal exceptionally high damage on Fortified M+ weeks.
Totemic Overload
Overloads a nearbyStormsurge Totem, dealing Nature damage to all players.
Nuke down theStormsurge Totemto prevent this cast from chunking your group.
Primalist Arcblade x5
Arcing Strike
Hits the Tank for Nature damage and causes 25 percent of it to be replicated to the closest nearby player within six yards.
Try not to be standing close to the Tank when this mob is alive.
Stormsurge Totem x4
Stormsurge
Upon death, deals high Nature damage to players within six yards and leaves behind a pool of lightning, which deals light ticking damage.
Don’t stand on the totem when it is killed.
Surge of Power
Releases multiple balls of lightning, which deal low Nature damage to players but provide a stacking five percent damage and healing buff.
Pick up these balls to help you bring down these packs a bit faster. It is also good practice for the upcoming boss.
Primalist Thunderbeast x1
Chain Lightning
Fires a bolt of lightning at a random player, which bounces to another if they are within ten yards.
Stay spread out when this cast is coming in, to prevent multiple people from being hit by its effect.
Thunderstrike
Cast that deals high Nature damage to all players.
Interrupt this every time, as you do not want to be taking avoidable damage during these packs.
Thunder Clap
Slams nearby players for Nature damage and reduces their movement speed by 30 percent for ten seconds.
Stay well away from this enemy or run out of melee range once you see this cast begin.
Primalist Stormshield x3
Stormshield
Applies a 25 percent health shield to itself, which explodes for Nature damage if it is allowed to expire.
This shield should naturally be destroyed from cleaving, but otherwise, you canPurgeit off without triggering the explosion.
Lightning Cudgel
Passive that causes this mob’s melee attacks to deal additional Nature damage.
Keep these enemies stunned to lower the damage your Tank will be taking.
Primalist Stormspeaker x3
Tempest
Channels a storm that applies a stacking Nature DoT to all players.
Interrupt this immediately, as this can easily prove fatal if left unchecked.
Summon Squall
Spawns anUnstable Squallto aid them.
Try to stun them out of this cast to reduce the number of enemies.
Unstable Squall x3
Surge
Deals Nature damage to the Tank and reduces their maximum health by ten percent.
These mobs have low health so try to cleave them down quickly.
Uncontrollable Energy
The Raging Tempest conjures orbs around the boss arena. Running into these orbs will hurt the party, but also increase their damage and healing by five percent for 18 seconds, which can stack.
Electrical Storm
Upon reaching 100 energy, The Raging Tempest will deal a set amount of damage to all players every half a second for 15 seconds.
Lightning Strike
The Raging Tempest will deal a set amount of damage to any player within 15 yards.
Energy Surge
The Raging Tempest empowers itself, granting it 100 percent increased attack speed for eight seconds and dealing more damage.
Wind Burst
If there are no players within melee range, The Raging Tempest will deal increased damage to its target.
The Raging Tempest
If any player is standing directly beneath The Raging Tempest, they take a set amount of damage every second until they move.
After the totems have been dealt with,The Raging Tempestwill spawn in the centre of the arena, just as Granyth did. He is a strong healing check, so be prepared to use your cooldowns to stay alive.
When The Raging Tempestreachesfull energy, be sure topop any defensive cooldownsthat you may have to soak up the unavoidable damage fromElectrical Stormand assist your healer.
If you’re tanking, you have tostay as close to the boss as you’re able to. While it might be tempting to run out of melee range when the boss usesEnergy Surge, if you do, it will immediately begin to useWind Burst, making you take much more damage than you would otherwise.
You can also run yourself into the lightning orbs around the arena for atemporary boost in damage and healing. Keep in mind that you’ll take damage at the same time, so take care not to stack too many at once.
Finally,don’t stack right on top of the boss. If you do, you’ll take unnecessary damage and jeopardize the team by pulling the healer’s attention away from the rest of the fight.
Related:World of Warcraft: Dragonflight - Algeth’ar Academy Complete Dungeon Walkthrough
Teera And Maruuk Trash
After The Raging Tempest is downed, hop on your mount and seek the wind vortexesto the east. You can ride them toThe Eternal Kurgans, where packs of necromancers are standing on each of the burial mounds.
There will befour main mob packsthat you’ll have to defeat to progress to the boss.Your goal here is to farm up to 94 percent M+ trash count, as you should only plan to kill two more trash enemies after this section. Therefore, you will take a few of the patrolling packs surrounding the burial mounds.
Soulharvesters x4
Harvest Soul
Harvests the souls of dead enemies around them, empowering the damage of all their abilities for each one that has died.
These enemies should be your priority target, but they also have the most health. attempt to nuke them down along with the rest of the pack to prevent them from getting too many stacks.
Interrupt this.
Shatter Soul
Shatters three random players' souls, reducing their damage done by 30 percent until they have recollected them.
Your soul will land in a random spot nearby and glow white, so run over to it as quickly as possible.
Ukhel Deathspeaker x7
Grasp of the Dead
Applies a Curse on two random players, that deals Shadow damage and roots them after six seconds.
EitherDecursethis or use spells such asTiger’s Lustto cleanse the root.
Chant of the Dead
Long cast that deals Shadow damage to players, increases the damage dealt, and reduces damage taken of nearby enemies in a ten-yard radius.
Try to drag the other enemies away from this cast, as otherwise, they can scale out of control with the buff. It is also possible to Soothe the Enrage effect.
Risen Warrior x9
Mortal Strike
Deals Physical damage to the current target and reduces healing taken by 30 percent for six seconds.
A good time to start kiting, or try to stun the mob to prevent this from being applied.
Swift Wind
Increases the Haste of nearby enemies for ten seconds.
Apply hard crowd control to prevent this from going off, or Purge it from the enemies.
Desecrated Ohuna x5
Rotting Wind
It Inflicts high Shadow damage in a frontal cone, which also reduces healing received by 20 percent for ten seconds.
Dodge to the side, but can be quite difficult to see the white reticule among the packs of enemies.
Death Bolt
Cast that deals Shadow damage to a random player.
Interrupt this as much as possible, to reduce the group’s damage taken.
Necrotic Eruption
Long channel that causes multiple necrotic orbs to spawn at player locations. These explode for high Shadow damage.
Stay on the move or stun the mob out of this cast. There is a small delay between the green orbs appearing and the explosion, so you should have time to dodge.
Ancestral Bond
If Teera and Maruuk are separated by more than ten yards, they each enrage to deal an increasing ten percent damage increase every second until they’re reunited.
Gale Arrow
Once Teera reaches 100 energy, she deals a set amount of damage to every player and causes four tornadoes to spawn at their locations, which roam around the battlefield and deal further damage and knockback.
Repel / Guardian Wind
Teera uses the wind to push the party back from Maruuk.
Quick Shot
Teera deals a set amount of damage to a random player.
Earthsplitter
Once Maruuk reaches 100 energy, he deals high damage in a straight line to his target after a small delay.
Aftershock
The ground that was affected by Earthsplitter continues to deal damage for another five seconds and slows anyone in its path by 30 percent.
Frightful Roar
Maruuk deals a set amount of damage to anyone within 15 yards and fears them for five seconds.
Brutalize
Maruuk deals a high amount of damage to his current target.
Once all the main necromancer packs have been dealt with,Teera and Maruukspawn at the back of The Eternal Kurgans andfight in tandemto bring the party down.
This fight requires all members to constantly be on the move.Gale Arrow and Earthsplitterdeal more than enough damage to wipe anyone that’s standing still, and you’ll have tonavigate around the wandering tornadoeswhile the tank must face Maruuk away from the rest of the party tonegate Earthsplitterfrom hitting anyone else.
Teera and Maruuk areparticularly brutal on Mythic difficulty. With theirAncestral Bondmechanic, you have to strive to keep the two of them as close together as you can. However, the fears fromFrightful Roar, the knockback fromGuardian Wind, and the constant jumping fromSpirit Leaptend to make managing this difficult.
Healers
Balakar Khan Trash
After Teera and Maruuk are redeemed, take to the skies one last time andhead north toNokhudon Hold, where the final boss awaits. You’ll want toland at the Southwe Western edge of the hold,as this allows you to skip nearly all the trash mobs on your way to the final boss.
You only need to kill the two mini-bosses preceding Balakar Khan, as they will pull along with him.Once either has diedthey will empower the other with increased Physical damage and Haste, so attempt to bring them down at a similar time, and watch out forBalara accidentally pulling the boss with their charge.
Batak x1
Bloodcurdling Shout
Cast that deals large Shadow damage to and fears all players for six seconds.
It is imperative to interrupt this, or else you risk ninja pulling extra packs or even the boss itself.
Broad Stomp
Smashes the ground in a frontal cone, dealing large Physical damage.
Balara x1
Vehement Charge
Charges towards a random player, dealing large Physical damage and knocking back any players caught.
Keep an eye on the direction this mob is facing, and try to bait this charge into the nearby wall, or anywhere else that is well away from Balakar Khan.
Ravaging Spear
Throws a spear at a random player’s location, dealing Physical damage to any player standing in the blast.
Iron Spear
Balakar Khan throws his spear at a player, dealing a set amount of damage to them and surrounding players before knocking them back.
Iron Stampede
Balakar Khan charges with his spear, dealing damage to anyone in his path and knocking them back.
Rending Strike
Balakar Khan deals a set amount of damage and inflicts a bleed for a tick of damage every second for ten seconds, and increases the damage of Savage Strike by 500 percent.
Savage Strike
Balakar Khan deals a set amount of damage to his current target.
Nokhud Stormcaster
Four Stormcasters channel Storm Bolts that deal a set amount of damage.
Stormwinds
Winds emanate from Balakar Khan’s position to deal damage every half a second and push players away.
Lightning
Lightning strikes random spots on the ground for a set amount of damage.
Static Spear
Balakar Khan throws his spear at a player, dealing damage to them and the surrounding players. It then deals damage to the entire party and pulls them to the spear’s location.
Conductive Strike
Balakar Khan deals a set amount of damage and inflicts a bleed for a tick of damage every second for ten seconds, and increases the damage of Thunder Strike by 500 percent.
Thunder Strike
Once you’vecleared the two mini-bosses,Balakar Khanproves to put up quite the fight, testing everyone in the party withseveral heal checks, damage soaks, and mobility challenges.
For the first phase, you’ll have to watch out forIron Spearand the resultingIron Stampede. So long as youstay away from where the spear lands, you should be able to avoid the high damage.
The tank and the healer will both have to be wary ofRending Strike and Savage Strike, as they can deal a surprising amount of the tank’s maximum health when used together. Be sure tokeep on your defensive cooldownswhen this happens.
When Balakar Khan reacheshalf health, he willbecome immune and begin to empower himself. During this time, strong winds will push the party back and lightning will strike from the sky.Take down all four Nokhud Stormcastersquickly to activate the next phase.
For the second phase, Balakar Khan gains empowered abilities.His spear will now pull the entire party to its location when it lands, makingIron Stampedemuch more of a threat, requiring you toget out of the way. Along with this, the lightning remains in effect for the rest of the fight.
You can position the Static Spearbehind the rocks at the Western edge of the arena. This will cause Balakar Khan to run into them, keeping your group safe from his charge.
Conductive Strike and Thunder Strikeoperate the same way as Rending Strike and Savage Strike, but they deal much more damage. Keep an eye out for these abilities to be able tosoak the damagewhen you need to.
Lightning-Charged Striders
Hunter, Shaman, Evoker
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