Naxxramas Bosses

The Arachnid Quarter


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Arachnid Quarter

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style="font-weight: bold;">Health
– 2,200,000

Crypt Guards – 230,000

style="color: rgb(29, 66, 136);">ABILITIES

Corpse Scarabs – Anub’Rekhan can
summon corpse scarabs whenever there is a corpse in the room - either a
player's or one of the summoned Crypt Guards. When summoned,
the scarabs with aggro on a random player and rush towards
them. The number of scarabs summoned depends on the corpse
they are spawned from. Player corpses generate 5 scarabs and crypt
guard corpses generate 10 scarabs.

Crypt Guards
– These creatures are summoned throughout the fight with
Anub’Rekhan.  The first is summoned roughly 20
seconds after Anub’Rekhan is engaged, and then additional
ones are summoned at the same time as Locust Swarm is cast. 
Crypt Guards have a cleave attack and a stacking poison DOT. 
The DOT is applied every 2 seconds unless the Crypt Guard is stunned
and does roughly 500 damage per tick, per stack and lasts 10
seconds.  In addition Crypt Guards frenzy when they are
reduced to 20% health, at which point they attack 60% faster and hit
50% harder.

– This attack targets a random player in the raid and moves
from Anub’Rekhan out towards that player.  It hits
that player and everyone else in the attack's path.  It causes
up to 6000 physical damage and sends the players flying into the
air.  They then suffer fall damage when they land.

Locust Swarm
– Summons a swarm of locusts that surround
Anub’Rekhan every 90 seconds and lasts for 15
seconds.  The locusts affect everything within 30 yards of
Anub’Rekhan.  While under the effect of the locusts
players are reduced to 60% of their normal speed and have a stacking
DOT applied to them.  The DOT debuff does roughly
1000 nature damage every 2 seconds per stack.  In addition,
when affected by the DOT, you are under the influence of an improved
silence ability, that does not allow you to use any abilities, even
auto attacking.


Once engaged the doors to Anub’Rekhans room close, so make
sure that all players are in the room before anyone engages him.

There are two basic strategies to use for fighting
Anub’Rekhan.  They are the kiting strategy and the
healing strategy and largely depend on the gear of your healers and
tank.  When you first start running Naxxramas you will most
likely use the kiting strategy so it will be explained first.

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Kiting Strategy - To
start the fight the main tank engages Anub’Rekhan and tanks
him in the alcove on the far side of the room, facing away from the
raid.  The raid then starts DPS on Anub’Rekhan,
making sure they spread out around his back side to minimize the effect
of Impale. Once everyone is in position the off-tank should get ready
to pick up the first of the Crypt Guards, as it will spawn roughly 20
seconds into the fight.

Once the off-tank has aggro on the Crypt Guard, pull it slightly away
from the boss. All DPS players then need to switch to the Crypt Guard
and kill it as fast as possible. If they take too long to kill it, the
DOT applied to the off-tank will cause the healers real
issues.  Once the Crypt Guard is dead, all players revert back
to DPSing Anub’Rekhan.  If you have a frost mage in
the group, they should plant on the Crypt Guard corpse and be ready to
freeze the summoned scarabs in place and AoE them down when they are

Between 80 and 120 seconds into the fight Anub’Rekhan will
first use Locust Swarm.  This is a critical part of the fight
an as soon as players see the casting bar they need to clear off to the
left part of the room so that they are out of the AoE effect. The tank
then starts to circle around the right half of the room.  The
tank needs to stay along the outside edge of the platform by the green
slime and kite the boss to the alcove on the other side of the room,
where the entrance door is located.  By the time the tank
reaches this alcove, Locust Swarm should be over.  Healers
need to stay at maximum distance from the tank while still healing
them, so they are not affected by the silence effect of the locusts.

At the same time as the Locust Swarm starts, a Crypt Guard will be
spawned at Anub’Rekhan’s starting
position.  The off-tank needs to taunt it and pull it to the
left side of the room where the DPS players retreated to, and then have
them down it while the tank is kiting Anub’Rekhan. 
Ideally the Crypt Guard should die at roughly the same time as the
Locust Swarm expires and the tank has Anub’Rekhan positioned
at his new tanking location.  At this point DPS switches back
to Anub’Rekhan.

This sequence then repeats itself every 90 seconds as Locust Swarm is
cast.  Some groups find it better to always have the DPS go
left and the tank go right, while others just continue moving clockwise
around the room with each shift.  Both methods work equally
well, as long as the whole group is aware which method is being
used.  Continue kiting Anub’Rekhan between the two
tanking locations until he is dead.

Healing Strategy - For
groups with an abundance of healing and a well geared tank, there is an
easier method than kiting Anub’Rekhan around the
room.  The tank should engage Anub’Rekhan and pull
him all the way across the room back to the door you entered the room
from. Players then follow the same basic strategy as used when kiting;
however the tank will hold Anub’Rekhan in this location and
not kite him around.  Healers will stay at maximum distance
and heal the tank through the effects of Locust Swarm, while all other
players back out of its effects to deal with the Crypt Guards.

The tank can use Anub’Rekhans starting position as the
tanking position, however since this is also where the Crypt Guards are
spawned it makes it slightly more difficult.  When tanked on
the opposite side of the room it provides the off-tank and DPS more
space and time to pickup and start DPSing the guards when they enter.

[protip]Class Strategies

– Intervene to a player half way around
when Locust Swarm starts.

– Can use Aspect of the Pack to help speed up the tank on
their run around the edge as long as it is timed well.


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Widow Faerlina

style="font-weight: bold;">Health
Grand Widow Faerlina
– 2,200,000

Worshippers – 200,000


Poison Bolt Volley
– This hits the closest 10 players (3 in 10 man) every 15
seconds with a poison bolt dealing approximately 4,100
damage.  It also applies a poison DOT that deals about 2,000
damage every 2 seconds for 8 seconds.  When Faerlina is
affected by widows embrace it blocks her from using this ability for 30

Rain of Fire
– This is a random target AoE that is cast
throughout the fight. It affects the area around a random player and
has a roughly 10 yard radius.  Everyone in the area of effect
takes up to 4,000 damage (2,500 in 10 man) every 2 seconds.

– Once engaged, Faerlina will frenzy roughly every 60
seconds.  When frenzied she does 150% damage, gains 50% melee
haste and increases in size by 50%.  The only way to remove
this effect is to use Widow’s Embrace. When frenzied she is
capable of hitting the tank for 20,000 per hit (15,000 in 10 man).

Widow’s Embrace
– This is an effect that can be applied to Grand Widow
Faerlina by the worshipers.  How it is applied varies from 10
to 25 man raids.  In 10 man raids all that needs to be done is
to kill a Worshiper near Faerlina. In 25 man raids a priest
must mind control a Worshiper and use the ability on Faerlina. No
matter how it is applied, Widows Embrace will prevent or remove the
Frenzy ability from Faerlina. If applied before Faerlina is actually
frenzied it will block her from frenzying for 30 seconds.  If
applied after she has frenzied then it removes the frenzy effect and
prevents her from frenzing again for 60 seconds.


To complete this fight you need at least two tanks.  The tanks
are designated as the boss and add tanks.  The add tank
engages first and aggros everything and positions them on the stage,
building aggro against all the adds.  The boss tank then
engages and pulls Faerlina off to the side to tank her separately.

Once the boss tank has threat, DPS starts in on Faerlina.  It
is important that the DPS players do not use AoE or multi target
abilities when downing the adds as you want to leave the Worshipers
alive so that you can apply Widow’s Embrace to

Throughout the fight Faerlina will frenzy causing additional
damage. When this happens, it must be removed. To
remove frenzy you must pull a worshiper over to Faerlina, or move her
to them, and kill one while they are within 10 yards of one
another.  The best way to accomplish this is to constantly
have one of the adds marked and ready to be killed.  Have a
DPS player drop one down to 5-10% so that it is ready for a fast kill
once needed.  Once affected by Widow’s Embrace
another Worshiper is dropped to 5-10% health to be ready for the next

Assuming that each Widow’s Embrace is applied after a frenzy
occurs you will have roughly 5 minutes to kill Faerlina before you can
no longer remove her frenzy ability.

[protip]Class Strategies

– Keep your avoidance and mitigation abilities and trinkets
available for when Faerlina frenzies.

Paladin Tanks
– Paladin tanks are the ideal add tank as they can drop a few
consecrates at the beginning of the fight on the platform and then just
let the worshipers hit them. With holy shield up, they will be
building threat against all of them, easily. The only concern
is to not continue to consecrate throughout the fight so that you do
not kill all the adds prematurely.

DPS Classes
– Avoid using AoE abilities anywhere near the Worshipers so
that they are left alive to remove Faerlina’s frenzy.

– When Faerlina frenzies the damage increases
dramatically.  It is important that you are aware of when she
is nearing a frenzy state and start to heal more
aggressively.  If you wait for damage to appear on the tank
when she is frenzied to start healing, you will lose the tank.[/protip]


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Maexxna – 2,500,000


– Once reduced to 30% health, Maexxna will enrage and enter a
frenzied state.  Once entered, this frenzy can not be
removed. Maexxna grows slightly in this phase and does 50%
more damage per swing and gains 50% melee haste.

Necrotic Poison
– This is a debuff applied to targets in Maexxna’s
front arc. Once applied, it reduces healing to those targets by 75% and
it lasts for 30 seconds.  It can be removed and needs to be as
soon as possible.

Poison Shock
– This is a poison blast that affects all targets in the
front arc of Maexxna within 15 yards. It does up to 4,500
nature damage, and is cast quite frequently (roughly every 10-12

Summon Spiderlings
– Maexxna will summon groups of small spiderlings throughout
the fight to assist.  They appear in groups of 8 roughly every
40 seconds.  They have very small health pools (less than
10,000) and hit for about 1,000 damage per hit.

Web Spray
– Maexxna casts this attack every 40 seconds.  It
effectively freezes everyone in the room for 6 seconds, while dealing a
small amount of nature damage to them. 

Web Wrap
– This is cast throughout the fight at roughly 40 second
intervals.  It hits one random raid member, other than the
tank, and hurls them against the wall in a cocoon of webs. Once there,
they will suffer approximately 2,000 damage every 2 seconds until
freed. The cocoon must be destroyed to free the player and has
roughly 15,000 health.


This is a fairly straight forward fight with only a few
issues to worry about.  Only one tank is required and they
should hold Maexxna in the center of the room facing away from the
raid. Once positioned DPS starts on Maexxna. 

Shortly after being engaged, Maexxna will start a 40 second rotation of
web wrap. Two ranged DPS need to be assigned to “web
duty” to remove the web wraps cast on players. When not
freeing players they should be DPSing Maexxna. Ideally the cocoon will
be killed in just a few seconds and the player cocooned and the ranged
DPS can return to their normal duties.

Just after the first web wrap, Maexxna will also start a 40 second
rotation of summoning spiderlings. Have AoE ready to deal with them as
soon as they spawn. The best option is a frost mage to trap them in
place, but Paladin consecrate, Death Knight death & decay, or
any number of other AoE abilities work. AoE players need to
deal with the spiderlings so that they do not swarm the healers, and
then return to Maexxna.

Roughly 40 seconds into the fight Maexxna will start a 40 second web
spray rotation. It is critical that all players are as close to full
health before this is cast so that they survive the time they are

Once the web spray ends, the attack cycle repeats over and over again
until Maexxna has been killed. This should mean that if you can survive
the first full rotation you will be good.  However, that is
not the case.  At 30% health remaining Maexxna will enrage and
hit much harder. At this point surviving a web spray phase can be very
difficult for starting groups.  Therefore you may want to stop
damage on Maexxna at 32-34% and wait until a web spray
occurs.  Once it does and you are out, all players should use
trinkets, cooldowns, and heroism or bloodlust should be used. 
Ideally you want to drop Maexxna in the 40 seconds between being freed
from the web spray and the next one occurring.

[protip]Class Strategies

– Tanks should save all of their reduce damage abilities for
the last 30% of Maexxna’s health when enrage
occurs.  Before that point the fight is not that difficult for
an adequately geared group.

Frost Mages
– It really helps in this fight to have a frost mage ready
with a frost nova when the spiderlings spawn.  This traps them
all in one place and allows AoE to drop them quickly.

Druid Healers
– Having a druid healer for this fight trivializes the web
spray phase of the fight. Just before the web spray phase top
the tank up with all of your HOTs and they will survive through the web
spray easily.

Ranged DPS
– Two ranged DPS classes need to be assigned to handle the
web wrapped players.  In most cases this is a Hunter and
caster.  Their primary job is to ensure that anyone that is
web wrapped is released quickly.  While no one is web wrapped
they focus on Maexxna.  Realistically you only require one
player, however if they get web wrapped there will be general confusion
as to who frees them, so it is best to have two assigned from the
start.  This has the added advantage of getting web wrapped
players back in the fight faster.[/protip]

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Plague Quarter

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the Plaguebringer

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Noth –

Plagued Warriors – 100,000

Plagued Champions – 105,000

Plagued Guardians – 75,000


Curse of the
– This spell curses three random
players with a debuff.  If not removed within 10 seconds, that
debuff will expire and inflict wrath of the Plaguebringer on the player
and everyone within 30 yards. He casts this roughly once per minute.

Wrath of the Plaguebringer
– Every time a curse of the plaguebringer expires everyone
within 30 yards of the player suffers up to 4500 shadow
damage.  In addition a DOT will be placed on the affected
players that does up to 1700 damage every 2 seconds for 10 seconds.

Summon Plagued Warriors
– Every 30 seconds Noth will summon assistance to him in the
form of two plagued warriors.  The will spawn from the bone
piles along the edge of the room.  They have roughly 100,000
health each and have a cleave attack.

– Noth has an enrage timer that expires after three
teleportation phases.  If you do not kill him by this time, he
will do 1000% damage.

– After roughly every 2 minutes (110 seconds) of combat with
Noth, he will teleport up to his balcony at the back of the room and is
removed from the fight.  He will then summon waves of
skeletons to attack the raid.  This phase lasts a little over
a minute (70 seconds) and then Noth will teleport back into the fight.

Summon Plagued Champions
– These appear in the teleportation phase two at a
time.  They have a little over 100,000 health and hit fairly
hard.  In addition they have a mortal strike effect.

Summon Plagued Gaurdian
– These have roughly 75,000 health and a much weaker melee
attack than the other skeletons.  However, they have an arcane
explosion that his everyone within 30 yards for about 4,000 damage.

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This is a very simple fight to learn.  The most important
thing to know is who is removing the curses from players so that Wrath
of the Plaguebringer does not come into effect.

The fight starts with the main tank engaging Noth in the center of the
room and all other players moving in close to him.  Once Noth
starts summoning skeleton adds, the Off-Tank should pick them up and
bring them to the middle as well.  Once there, either the main
tank can pull them off the off-tank or the off-tank can hold them
there. DPS starts to use multi-target attacks and kills them off while
still mainly focusing on Noth.

Once Noth teleports up to his balcony at the 2 minute mark, both tanks
pull all the summoned adds into the middle of the room to be
AoE’ed and DPS’ed down.  There will be two
waves of adds before Noth teleports back into the fight.  If
adds are still up when Noth re-enters the fight, simply resume using
multi target attacks while mainly focussing on Noth.

Again the most important thing in the fight though, is to keep curse of
the plaguebringer from turning into wrath.  While it is
possible to heal through the effect of wrath it is not an easy thing to
do and may wipe your raid. Remove it when it is the curse and you
should have no issues.

[protip]Class Strategies

– While skeletons are up and near the boss use multi-target
attacks such as cleave, heart strike, fan of knives, etc.

Mages, Druids, Shaman – In case you couldn’t guess,
your key job is to remove the Curse of the Plaguebringer. [/protip]

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the Unclean

style="font-weight: bold;">Health

– 3,000,000


Decrepit Fever
– Heigan applies this disease to a random player in the
raid.  It does roughly 3,000 nature damage every 3 seconds for
21 seconds or until removed.  It also reduces the maximum
health of all players within 20 yards by 50%.

– Heigan can cause three of the four sections in the room to
erupt in flames at any given time. While in phase 1 he does
this occurs roughly every 15 seconds, in phase 2 this occurs roughly
every 5 seconds. If caught in a section that has erupted you suffer up
to 7500 nature damage per hit. Near the edge of a section you
will suffer a single hit, near the center of a section you suffer
multiple hits and will likely die.

Spell Disruption
– This is an aura that Heigan projects 20 yards around
himself.  While in the aura all casting times are increased by

Plague Cloud
– While in the “dance” phase and on the
platform Heigen is surrounded by a plague cloud that does 7,500 damage
per second to anyone on the platform with him.

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This fight is all about “The Dance.” That
is what players refer to the flame sequence in this fight. First
however, let’s talk about the room and its zones. The room is
broken down into 5 zones as follows: four pie shaped sections fanning
out from the platform at the front of the room to the back wall, and
the platform at the front itself.  The zones are generally
referred to as zone 1-4 and the platform.  The platform is
usually not given a number as only the ground zones flame-up and are
the main concern.

When everyone first enters the room they are in zone 1. When
the tank pulls, he will drag Heigan back into zone 1. At the
same time all ranged DPS and healers run up and stand on the platform.

The tank holds Heigan in zone 1 with everyone DPSing him, until he
triggers eruption in the other 3 floor zones. Once the flames subside,
the tank drags him to zone 2 with melee DPS in tow. This is
repeated in the following sequence 1-2-3-4-3-2-1-2.  He spends
roughly 15 – 20 seconds in each zone.  Once at the
end of the sequence the real “Dance” begins.

Heigan teleports back onto the platform, and everyone groups up in zone
1. Players on the platform need to move as soon as he
teleports to avoid getting hit by the plague cloud. Once in zone 1 you
have a few seconds to prepare, and then the flame sequence starts as
before but at a much faster pace, about 3-5 seconds per zone. 
Players must run from zone to zone in an almost non-stop manner until
Heigan teleports back into the fight.  The safe zones are as
follows 1-2-3-4-3-2-1-2-3-4-3-2. Once this sequence has completed
Heigan will run off the platform back to the tank, who will then drag
him back to zone 1 and prepare for the tank flame sequence.

There are several ways to position yourself in the melee phase and the
dance phase so that you are not hit by eruption. The simplest
is to just know where the zones start and end. This will come with time
and after a few times dealing with Heigan most players do not need any
help knowing where to be. While learning though, there are a
few tricks.  The first is to tilt your camera down and look at
the floor, there are several dark bricks that show you the general safe
areas. The second is to have an engineer make some flares and have
someone mark the safe spots for new players. A third method is to mark
a player to follow. This does not always work though as lag can make a
player think they are right on his heels, while really the lead player
left the mark a second earlier.

The fight continues through these two phases until there is no one left
alive or Heigan has been defeated. There is no enrage timer and due to
the light damage that Heigan causes, this fight can easily be completed
by far fewer players that the rest of the raid.  It is not
uncommon for guilds to finish it with 2-3 players in 10 man and 5-6
players in 25 man while learning the fight.  Expect many
players to die the first few times they attempt to

This fight as stated is mainly about “The Dance,”
however removing the decrepit fever is also critical.  If you
can remove it from players you need to be doing so.

[protip]Class Strategies

– Get your dancing shoes on! Learn the dance and this fight
becomes a walk in the park.

Paladins, Priests,
– In addition to everything else going
on you need to ensure that the decrepit fever is removed from players
as quickly as possible.

Mages, Paladins
– Mages can use iceblock and Paladins can bubble to avoid the
flames if they get caught out of position.  Do not rely on it
though; learn to dance.

Ranged DPS
– While doing the dance you can still damage Heigan on the
platform.  Use any of your instant ranged abilities on him
that you can, just don’t forget to dance.  Staying
alive is far more important than the small amount of damage you can
cause during this phase. [/protip]

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style="font-weight: bold;">Health

– 6,690,000

style="font-weight: bold;">ABILITIES

– This spell is cast by Loatheb every 30 seconds. This spell
is an opposite to a druid's Lifebloom ability in that it does a small
amount of damage over time and then blooms for a bigger damage amount
at the end.  It does 200 damage per second for 6 seconds and
then 1200 damage when it expires.  It is not dispellable.

Fungal Creep
– This is a debuff that players can obtain by killing the
spores that enter the room and float around.  This debuff is
actually a good thing for players as it grants a 50% increase to your
critical strike chance and causes all spells and abilities to cause
zero threat for 90 seconds. When a spore is killed the nearest
5 players that are also within 10 yards will gain this debuff.

Inevitable Doom
– Once two minutes have passed in the fight with Loatheb he
starts to cast this spell every 30 seconds.  Once cast players
gain a debuff that counts down for 10 seconds, at the end of which they
are hit for 4000 shadow damage which can not be resisted.  The
debuff can only be removed with cloak of shadows, ice block, and divine
shield, all other forms of removal are ignored.  Once you are
5 minutes into the fight he starts casting this every 15 seconds
instead of every 30 seconds.

Necrotic Aura
– This is Loatheb’s defining ability and the one
that makes the fight challenging to groups just learning the
fight. Loatheb casts this every 20 seconds, and it lasts for
17 seconds.  While active it reduces all healing by
100%. This means that while you can cast healing spells at any
time that you want, they are only effective for the 3 out of every 20
seconds that Necrotic Aura is not active.


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Once engaged the doors to Loatheb’s room close, so make sure
that all players are in the room before anyone engages him. 
The tank should engage Loatheb in the center of the room where he
starts.  All melee DPS takes position behind Loatheb after the
tank has positioned him.  Ranged DPS and Healers stay near the
entrance door at range.

Once engaged, all of Loatheb’s abilities start and you will
not be able to be healed other than for the 3 seconds every 20 that
necrotic aura is down. The trick for healers here is that
healing can be cast at any time, it just does not do anything other
than during the three seconds that the aura is off. This means that
healers can and should do things like pre-applying HOTs to players so
that they tick during that 3 second window for healing.  A
druids lifebloom properly timed to expire during that 3 seconds, for
example, is huge.  Healers with long healing times such as
Paladins, Shamans, and some Priest heals, can all start casting early
so that the cast completes just after the 3 seconds start. 
This way you can get off two 2.5 second casts in the 3 second window by
pre-staging the first one.  It takes a little bit of practice
but once you have it down, the fight becomes much easier.

Healers should also try to use as many AoE healing abilities as
possible during that time, so that it affects as many players as
possible. All classes that can heal should do so during this time frame
if the healers are having issues. Some classes like Death Knights and
Retribution Paladins can simply use their abilities that provide some
healing during that time frame to help out.

The whole fight is then simply ensuring that the spores get killed by
DPS players to ensure they keep getting the 50% crit / no threat buff,
and healers keeping players up during the three second healing window.
The first two minutes require almost no healing, and then at the two
minute mark Loatheb starts casting Inevitable Doom and the damage done
to the raid increases significantly.

[protip]Class Strategies

– Loatheb does not hit hard at all, and a Paladin or Warrior
tank can fairly easily reach a block value where they will not be
taking any damage from his melee hits.  In fact a decently
geared Paladin tank can stack block value, and then heal themselves
during the three second window and free up a healer for other duties,
never needing a heal at all the whole fight, despite being the main

Ranged DPS
Stay back near the entrance door with the healers and move to cluster
around any spores that spawn in this half of the room. Pop them once
several players are around.

Melee DPS
Stay behind Loatheb doing damage until a spore spawns behind the tank,
then move forward and pop it as a group to get the buff. 
Reposition and start DPS again.[/protip]

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style="color: rgb(29, 66, 136); font-size: 14pt; font-weight: bold;">The
Military Quarter

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style="font-weight: bold;">Health
Razuvious - 33,500,000

Understudies - 90,000


– This is an AoE attack that hits everyone
in the raid for roughly 4,500 damage.  Razuvious performs this
attack once every 15 to 20 seconds once engaged.

Jagged Knife
– Razuvious uses this ability on a random player every 10 to
15 seconds.  It does 5,000 damage and applies a DOT to the
target which does another 10,000 damage over the next 5 seconds.

Unbalanced Strike
– This attack hits for up to 105,000 damage and reduces
defence skill by 100 for 6 seconds.  This attack will
instantly kill any tank.


Blood Strike
– This is an instant attack that does 50% weapon damage to
the target, and is on a 4 second cooldown.

– This is a standard taunt that puts you in aggro lead on the
target.  It has a 20 second coooldown.

Bone Barrier
– This ability reduces all damage taken by 75% for the next
20 seconds.  It has a 30 second cooldown. 

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This fight is a little different than most other fights, in that the
tanks do not really tank the boss. Instead they use the mind
control orbs that are at the base of the ramp into
Razuvious’s arena. When ready to engage, the two
tanks move down the ramp and each click a mind control orb to gain
control of each of the Death Knight Understudies. They will both get
access to pet control bars with the abilities described for the
Understudies above.  Blood Strike is ability 4, Taunt is 5,
and Bone Barrier is 6.

At this point, one of them taunts Razuvious and activates bone
shield.  He then tanks him for about 18 of the 20 second time
limit on bone shield and has the other Understudy activate bone shield
and then taunt Razuvious. Once the second player has tanked
him for about 18 seconds, you do this again to get the boss back on
player one. Player two then releases his understudy (by right clicking
on his image and pressing release pet), he then immediately controls
him again. This is to refresh the control time, which is only
long enough to last through 3 and half tanking phases, since player two
will have phases 2 and 4 as his first two, you must release after your
first tanking phase. After this, the tanks need to release and
refresh their mind control every other time they tank the boss.

Tanks need to make sure they always cast Bone Shield first and then
taunt, or you will take too much damage for healers to heal through.

Healers need to watch the raid for damage done by Razuvious’s
abilities as well as the two Death Knight Understudies. Due to the
damage that Razuvious is able to put out, a player tank can not hold
him, therefore the Understudies must stay alive. DPS classes simply
stay on the boss and burn him down while the tanks trade aggro back and

The biggest issue for most groups is getting used to the timing of
aggro trading and ensuring that bone shield is active.  Once
they get that down the fight is easy.  Once Razuvious dies you
simply need to finish off the understudies.

[protip]Class Strategies

– Make sure you watch for the target of Razuvious’s
Jagged Knife, it can easily wipe out your clothies.[/protip]


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Gothik the Harvester

style="font-weight: bold;">Health

Gothik – 3,000,000

Unrelenting Trainee – 25,000

Unrelenting Death Knight – 85,000

Unrelenting Rider – 135,000



style="font-weight: bold;">Gothik

– This is Gothik's main attack and he casts it every
second.  It hits for up to 5500 damage against the tank.

Harvest Soul
– Gothik will cast this spell every 15 seconds.  It
lowers the entire raids stats by 10% and can stack up to 10 times.

Side Creatures

– 35 of these will spawn during phase
1. When a trainee lands a melee hit they apply the Death
Plague DOT.  This DOT ticks for 170 damage every 3 seconds for
15 seconds, it is dispellable and can stack.

Unrelenting Death Knight
– 14 of these will spawn during phase 1. The Death Knight has
a 3 second stun and has a melee whirlwind attack that hits for up to
5,000 damage against plate wearers and applies a shadowmark to everyone
that is hit.

Unrelenting Rider
– 4 of these will spawn during phase 1. The Unrelenting
Riders have two main abilities, the first being their Unholy
Aura. This ability does 500 shadow damage to everyone nearby
every 2 seconds.  The second ability is a Shadowbolt Volley
which hits everyone that is marked by a Shadow Mark for 6,000 shadow

Side Creatures

– Trainees attack using an Arcane
Explosion that does 700 damage to everyone within 20 yards.

Spectral Death Knight
– The main attack that a Deathknight has is their whirlwind
attack that hits for roughly 5,000 damage.

Spectral Rider
– The spectral riders have the same Unholy Aura that their
live versions have as well as a Drain Life ability.  The Drain
Life drains 12,000 health from their target to them over 5 seconds.

Spectral Horse
– Spectral horses have a Stomp ability which slows down all
enemies within 10 yards around them by 60% for 10 seconds, in addition
to causing roughly 2500 damage.

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This fight is broken up into two very distinct phases. The
first phase is a swarm phase where you must deal with wave after wave
of guards. The second phase is where you fight Gothik
himself.  In general, groups have difficulty with the first
phase, and if you can get all of the creatures down before Gothik
enters the fight then they beat him easily.

When you first enter the room Gothik does not engage in the
fight.  This is to allow you time to divide your raid into two
groups, one for the live side and one for the dead side.  Each
side needs a tank and a healer, and the dead side may need two healers
depending on your group. The live side is the side you enter
on and the dead side of the room is through the gates. A common tactic
is to put the more heavily armoured plate and mail wearers on the dead
side of the room, although really it's just about balancing DPS as
anyone can function on either side. Ideally you want DPS split about
60/40 in favour of the dead side. Once you have your groups
set and in position the tank on the live side can aggro Gothik to start
the fight.  Once aggroed, Gothik closes the central gate in
the room, locking players on either side.

Gothik will start spawning waves of guards from the three platforms on
the live side. They start off as small waves but get bigger over
time. The tank should stand about mid room opposite the middle
platform and DPS and healers behind him. This way all the creatures
need to move through him to get to anyone and he has a chance to aggro
them. The DPS on the live side simply kills the guards as they are

As the creatures die, their spirits float up to the balcony and then
move along it to the dead side of the room. From there, they float down
to one of the bone piles in the room and spawn an undead version of
themselves. The one exception is the Unrelenting Rider, which becomes a
Spectral Rider and a separate Spectral Horse.

The tank on the dead side must then run around the room aggroing the
undead creatures as best as possible and pulling them back towards a
killing zone. There are two killing zones that groups tend to use. The
first is by the exit gate at the far end of the room, the second is
between the two bone piles at the opposite end of the room. 
Either location works; you just need to communicate which you are using
to your group. Make sure you get aggro on as many of the undead as
possible, however your primary concerns are the Deathknights, Riders
and Horses. The Trainees have such little health that DPS will kill
them quickly enough that they do not need to be tanked in general. If
they are up and nothing else is, of course you should tank them, but
they are not a primary concern.

As time goes on in the fight, the waves become larger and the pace more
hectic. Since the dead side spawns all over the place, and sporadically
when they are killed on the live side, it is usually the harder side,
hence the additional DPS placed there. If the dead side is
still having issues with the pace near the end you can call out for the
live side to hold some of the guards and not kill them while you clean
up some on the dead side.

The last creatures for phase one will spawn on the live side roughly
four and half minutes after you first engage Gothik. Gothik will
teleport down into the fight about 15 seconds after the last creatures

Once Gothik enters the fight he will teleport down to the middle of the
live side of the room and start chain casting his
shadowbolt. The tank needs to aggro him and tank him. DPS on
both sides need to finish off any of the creatures still alive and then
either start DPS on Gothik or wait for him to teleport to their side of
the room. 

Gothik teleports between the two sides of the room roughly every 20
seconds. Each side's tank takes a turn holding his aggro while DPS does
damage to him. This continues until he has been dropped to 30% health,
at which point the central gates in the room re-opens and the players
from the other side can rush across and help finish him
off. If you get to this point you should have the fight won.

[protip]Class Strategies

– Since creatures spawn from all over the room on the dead
side, you should ensure you misdirect back to the tank every time you
can.  This will save him some running and ensure that
creatures stick to him rather than chasing the DPS all over the room.

Priests, Shamans, Druids
– Since you have AoE heals you are better on the dead side
healing as damage is more likely to be on multiple
players. Leave the big heals on a single target on the live
side to a Paladin if there is one in the group.

Paladin and Death Knight
-  Due to your AoE tanking ability, it is
best to be placed on the dead side of the room, as you will have an
easier time picking up the spawns.[/protip]

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The Four Horsemen


Thane Korth’azz – 780,000

Baron Rivendare – 780,000

Lady Blaumeux – 780,000

Sir Zeliek – 780,000


Mark of the Horsemen
– Each of the four horsemen apply a mark to all players in
the room 24 seconds after being engaged and then again every 12 seconds
during the fight.  Each of the four applies a separate mark
that is named after them. Each mark is identical but only stacks with
another of the same name. The marks cause a DOT effect that
get more powerful the more stacks of that mark that you
have. The first mark does no damage, the second 500, the third
1500, the forth 4000, the fifth 12,500, and it continues to grow. The
damage is applied every 2 seconds that you have the mark, and the mark
lasts 25 seconds. Marks are applied to all players within 45 yards of a

- If no one is in range to be attacked by a horseman they cast
Condemnation on everyone in the room. Condemnation is a very strong AoE
blast, and continues to hit everyone until someone is in
range. For this reason it is critical to keep someone in range
of each of the four horsemen at all times.

Korth’azz’s Abilities

– Thane Korth’azz casts this spell on a random
nearby target.  It does 15,000 fire damage split between all
players within 8 yards of the target.  He casts this every 15

Mark of

Korth’azz’s mark, see Mark of the Horseman above.

Rivendare’s Abilities

Unholy Shadow
– This attack does roughly 2,500 damage to his main target,
and applies a DOT that does 5,000 damage over the next 8
seconds.  He can cast this once every 15 seconds.

Mark of Rivendare
– Rivendare’s mark, see Mark of the Horseman above.

Blaumeaux’s Abilities

Shadow Bolt
Lady Blaumeaux does not have a melee attack or an aggro table, instead
she will chain cast this spell on the closest player within 45
yards.  Her Shadow Bolt does roughly 2,500 shadow damage, and
she can cast it every 2 seconds.

Void Zone
– Every 15 seconds Lady Blaumeaux will cast a void zone under
a random player that is within her 45 yard range.  The Void
Zone does 2,700 shadow damage per second to anyone standing in it, and
it lasts for 75 seconds.  The Void Zone will appear as a large
black ring on the ground.

Mark of Blaumeaux
– Blaumeaux’s mark, see Mark of the Horseman above.

Zeliek Abilities

Holy Bolt
Sir Zeliek does not have a melee attack or an aggro table, instead he
will chain cast this spell on the closest player within 45
yards.  His Holy Bolt does roughly 2,500 holy damage, and he
can cast it every 2 seconds.

Mark of Zeliek
– Zeliek’s mark, see Mark of the Horseman above.

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This fight is one that requires a lot of coordination between players.
Once everyone understands it and plays their role, it is not hard,
however while learning, expect issues. If a single player does
something wrong, it has the serious potential to wipe the raid.

When you enter the room the four horsemen will all be standing on the
central platform.  They have a relatively small aggro radius
so you should feel safe to move around the room to get into
position.  In 10 man Naxxramas you need to create the
following groups:

  • Front Left (Thane Korth’azz) – Tank,
    Healer, 4x DPS
  • Front Right (Baron Rivendare) – Tank, Healer
  • Back – Healer, DPS

Once aggroed, the four horsemen will all run to a corner of the
room.  Once there the fight begins. From this point
on the key issue to remember in the fight is to manage the marks being
applied to you. Never let them get over 3, and to ensure someone is
near a boss before you run away. Leaving a boss unattended
causes condemnation and will very quickly wipe the raid.

In the front of the room (where you entered from) the front left DPS
group forms up on Thane Korth’azz with the tank and
healer. This group starts DPS and works on Korth’azz
until the third mark is applied.  Once that happens the group
moves towards the middle of the room along the wall where the entrance
door is, while Baron Rivendare’s group does the
same.  Once in the middle, the tanks taunt the opposite boss
and the groups move back to their original positions. 

Doing this makes sure that you will be getting a different mark for the
next several ticks, allowing you to clear the 3 stack of the first
mark.  Once the tank has a 3 stack of the new mark,
the groups repeat the procedure to trade bosses back again. 
This is repeated until the bosses in the front are dead.  No
player should ever get more than a 3 stack of any mark.

Simplified Front Method:
This fight can be simplified with enough DPS. Simply have the
DPS on Korth’azz use all available buffs and cooldowns to
burn him down before the 3rd mark is applied. Then once down
the whole group moves to the other side of the room to pickup and kill
Baron Rivendare. The tank and healer from the Baron shift to
the back of the room until needed back at the from. 

While the front is trading aggro and killing the melee horsemen, the
players in the back have a similar task. The back 2 are pure
casters and can be tanked from anywhere within 45 yards. The best plan
here is to have a healer and a DPS that is capable of healing
themselves in the back.  In the 10 man raid, a healer and a
Warlock or Blood Death Knight work best.

The two players setup within the 45 yard range of each boss and then
just worry about keeping themselves alive. To do this they use
anything they can to heal themselves and swap zones as soon as they get
to 3 marks. The timing of the switch is the key part of the
fight, due to the fact that if someone is not in range the bosses will
cast condemnation on the raid. It takes a few swaps, but can be done
easily once learned.

Once the front two bosses have been defeated, DPS splits to the back
corners. You can either predefine using some method or just run to a
random corner. It really should not matter as long as not
everyone runs to one corner.  A method that many groups use is
melee to one corner and ranged to the other. Once there, with
only those two bosses left, it is just a matter of managing your own
marks and switching sides when you reach 3. The only issue here is
paying attention to your current corner and making sure that someone is
still in the zone before you leave.  In general though, once
you have this fight to only two bosses left, you will win easily.

[protip]Class Strategies

– The best geared tank should go on Baren Rivendare to
start the fight, so that you can allocate the weakest healer

Warlocks, Retribution
Paladins, Blood Death Knights
– Be
prepared to be asked to tank one of the back two bosses since you can
heal yourself and stay up relatively easily.

Melee DPS
– Make sure you watch for void zones and not lose
track during the fight.[/protip]

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style="color: rgb(29, 66, 136); font-size: 14pt; font-weight: bold;">The
Construct Quarter

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Patchwerk – 4,300,000


– Patchwerk uses this ability constantly
throughout the fight on a 1 second cycle.  Patchwerk targets
the player in range with the highest current health among the top three
threat players. This ability will not hit the main tank,
unless no other valid target player is in melee range. This
ability hits for up to 30,000 physical damage, so will hit most tanks
for roughly 8,000 to 10,000 damage. The attack can be dodged or parried.

– Once Patchwerk is lowered to 5% health, he will grow larger
and turn red as he frenzies.  In his frenzy he does 25% more
damage and gains 40% melee haste.

– After fighting Patchwerk for 6 minutes he will
enrage.  At this point his damage increases by 500% and his
attack speed is halved.


Patchwerk is one of the simplest fights in Naxxramas, as
it is a classic “Tank and Spank”
fight. Once positioned there is no movement required and DPS
can usually go full out as tanks are free to constantly generate threat
since they do not have to move. Patchwerk is generally considered a
“Gear Check” fight to see if the group is ready for
the last wing and upper level of Naxxramas.

Before you start the fight you need to determine who the main tank and
hurtful bolt tank will be. For this fight the off-tank (or in
this case Hurtful Bolt tank) takes more damage than the main tank, so
in many cases the usual main tank is shifted to being the off
tank.  Because the off tank takes so much damage many groups
find it best to assign whichever tank has the highest health, to give
the healers a little more time to react. As such, Druids make excellent
Hurtful Bolt tanks. Healing should be priortized on the Hurtful Bolt

To start the fight the main and hurtful tank pull Patchwerk
together and set up to tank him.  If you have a healer with
HOTs or shields you should start pre-healing the tank just before they
engage. Once engaged, melee DPS can position themselves behind
Patchwerk and start doing damage. Ranged can start as soon as the tank
has aggro.

From this point on in the fight it is up to the healers to keep the
tanks alive and DPS to kill Patchwerk within the 6 minutes allowed
before enrage. Many groups save cooldowns that cause extra damage or
prevent damage until the 5% frenzy mark, however in most cases this is
not necessary for DPS, although a good idea for the tank.

Before attempting Patchwerk you can do a quick check to see if you are
in the gear range required to defeat him. Since he has 4.3
million health and you have 6 minutes, you know that you must do 12,000
raid DPS to down him in time. This equates to roughly 1,500
per player (including the two tanks) if you are using 2 healers or
1,750 per player (including the tanks) if you are running with 3
healers. If you are close to this number he is worth trying,
as you should be able to do significant damage on him since you can
plant and blast.

[protip]Class Strategies

– Since no magic damage is done, Amplify Magic can safely be
used on everyone.

– Beacon of Light is a huge benefit here as you can beacon
the main tank and heal the Hurtful Bolt tank.[/protip]

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Grobbulus – 2,900,000



Poison Cloud
Roughly every 15 seconds Grobbulus will lay a poison cloud directly
behind him. The cloud starts off small but will grow over time
for almost a minute and a half. While active they deal 2,000
damage per second to any player in them.

Slime Spray
– This is a frontal arc cone that deals up to 8,000 poison
damage to anyone it hits. It has a 45 yard range and generates a
Fallout Slime for every enemy hit.

Fallout Slime
– A fall out slime is a creature that is spawned by players
being hit by the Slime Spray.  It has an AoE attack that hits
everyone within 10 yards for 1,000 damage every two seconds.

Mutating Injection
– Every 20 seconds Grobbulus will inject a random player in
the party with this attack. The attack places a 10 second debuff on the
player. When it expires or is cleansed off it deals 9,000
damage to the player and anyone within 20 yards. When it expires or is
cleansed the player also leaves a poison cloud behind, which is the
same as Grobbulus’s poison cloud.

– If the fight lasts 12 minutes, Grobbulus will
enrage.  At this point he increases his damage output by 1000%.

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This fight is mainly about coordination and players paying attention to
what is going on.  The fight starts when the tank pulls
Grobbulus. Once pulled the tank should back Grobbulus up along
side a wall, leaving about 15 yards between himself and the
wall.  Fight Grobbulus in place until he drops a poison cloud
and then back up about 15 yards, parallel to the wall.  It is
important to chose the direction that you are going before hand, either
clockwise or counter-clockwise around the room.  Every time he
drops a cloud back him up another 15 yards.

While the tank is pulling him backwards, ranged DPS and healers
position themselves in the middle of the room, and melee DPS goes
behind him. Melee DPS must be extremely careful on their
positioning, and need to stay behind him at maximum
range. When Grobbulus does his poison spray attack only the
main tank should be in front of him and get hit by it, therefore you
should only get one slime generated each time he does this
attack. As soon as the slime is created, the off-tank needs to
pull it off of the tank and move it to a safe distance behind the
fight. Ranged DPS then switches over to the slime and downs
it, while melee DPS stays on Grobbulus so that they do not take the
damage from the slimes AoE.

Now comes the tricky part of the fight - the  style="font-weight: bold;">Mutating Injections. This
will effect a random person in the group. When it does, you have 10
seconds to run to one of the spaces between the poison clouds behind
Grobbulus and to wait for the injection to expire. Once you
drop the cloud there, you can return to the fight. It is
critical to watch for this injection and get out of the fight, and
behind the tanks path (ie: where he has been already). If you
are still in the group, or in the tanks path you can very easily cause
a wipe.

Healers need to focus on anyone who gets injected so that they will
have full health when the debuff expires. Healers should also
focus on anyone caught around one of the slimes, since they will be
taking AoE damage. Lastly, players should be careful to not remove the
Mutating Injection off of other players until they are in a safe spot;
in fact many groups ask that players leave it up and that no one
cleanse, to prevent accidents.

As the fight goes on Grobbulus will start to use his Mutagenic
Injection more frequently, but other than that the fight stays the same

[protip]Class Strategies

Paladins, Priests,
– Be careful to not remove the disease
from Mutagenic Injection.  This is very easy to do if you are
used to an add-on like decursive.

Melee DPS
– Make sure you keep behind the boss at all times. 
He has a small hit box and is finicky about range, so make sure you
backup to max distance behind the boss every few seconds. [/protip]

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Gluth – 3,200,00

Zombie Chow – 500,000


– If the fight lasts 8 minutes, Gluth will go
berserk. When this happens he will cause 500% damage and gains
an increase to his attack speed of 150%.

– Gluth casts this spell roughly every 100 seconds. When cast
it reduces the health of everyone in the room down to 5%. This
effects players and the Zombie Chow that are in the room.

Devour Zombie
– Gluth will eat any zombie that gets close to him. For each
Zombie that he eats he heals 5% health and can heal all the way up to
his maximum.

– Gluth has an enrage that increases his melee attack speed
and damage by 25% for 8 seconds.  It is removable by hunters,
rogues, and shaman.

Mortal Wound
– Gluth places this stacking debuff on this main target every
10 seconds. For each stack of the debuff on the target, healing done to
them is reduced by 10%. The debuff lasts for 15 seconds.

Zombie Chow
– These zombies spawn from the grate in the back of the room
every 10 seconds.  They have ½ a million health and
move at run speed. When they hit a player they apply a stacking debuff
that increases the physical damage taken by 100. It can stack
up to 99 times. Once hit with Decimate, zombie chows drop
their aggro and move towards Gluth to be consumed.

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To successfully defeat Gluth you need to pre-assign some specific
roles.  You need 2 tanks for Gluth and you also need an
assigned Zombie kiter. Since kiting is what will allow you to
survive and win in this fight, we will deal with it first.  

In 10 man Naxxramas, a zombie will spawn from the central grate at the
back of the room every 10 seconds. A zombie kiter needs to
aggro the zombies and kite them around the back of the
room. You can not tank them due to their stacking
debuff. While almost any class can tank them, really a paladin
is ideal due to having holy wrath which can stun them all, and
concecrate which can aggro them as they spawn. No matter the class of
kiter, you need to keep the zombies near the back of the room and come
forward enough to get the next one that spawns every 10 seconds.

Once they have been aggroed and are chasing the kiter another player or
two need to help occasionally by slowing the zombies down. 
Many classes can do this but the ideal is a hunters frost trap or a
shamans earthbind totem. Lastly, a healer needs to be assigned
to the kiter to keep them up. If there is a shaman in the group they
can fulfill both the slowing and healing roles and stay at the back the
whole fight.

Now on to Gluth, who does not do much damage at all. Once the
tank engages him they simply pull him all the way across the room to
the door on the far wall and tank him there.  The only issue
with tanking him is the healing debuff that he applies. To get
around this you need 2 tanks, and to have them trade aggro by taunting
off each other when either one gets to a 3 stack of the
debuff.  This makes it very easy for a single healer to keep
the tanks alive. DPS groups up behind Gluth and stays on him
until decimate.

The last complication in the fight occurs when Gluth casts decimate.
All players and the zombies in the room will be dropped to 5%
health. The healers first concern is getting the current tank
back to full, and then topping off the raid. While healers are doing
that, all DPS players must switch focus from Gluth to the zombie chow
who will now be heading towards Gluth. They must all be DPSed
down using mass AoE before they reach Gluth.  If any do reach
Gluth, he eats them and gains 5% health per zombie chow.

Once the zombies are dead or have been eaten, everyone returns to their
previous position and the fight resumes. You have just over 4
decimates before Gluth will Berserk and kill the party. Your
goal as a starting group should be to get him down right after the 3rd
decimate, which is not that hard if you prevent any zombie chow from
reaching him.

[protip]Class Strategies

– Watch for the healing debuff and trade aggro.

Hunters, Shamans
– Make sure your frost traps and Earthbind totems are out to
help the kiter.

– Save your cooldown abilities to help take out the zombie
chow after each decimate.  Almost all classes have some
ability that can significantly help on the chow, so make sure it is
available when you need it.[/protip]

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Boss – 6,690,000

Feugen – 2,100,000

Stalagg – 2,100,00


Magnetic Pull
– This pulls Stalagg’s tank to Feugan every 30
seconds. It also transfers threat from one tank to the other.

Static Field
– This field does 2,500 nature damage to everyone on
Feugen’s platform every 3 seconds.


Magnetic Pull
– This pulls Feugan’s tank to Stalagg every 30
seconds.  It also transfers threat from one tank to the other.

Power Surge
– Stalagg gains 200% melee haste for 10 seconds when he uses
this ability


– If no one is in melee range of
Thaddius at any given time, he will cast ball lightning on the player
with the most aggro currently.  Ball Lightning hits for up to
25,000 damage.

– If Thaddius has not been defeated within 6 minutes of
engaging him, he will go into a berserk rage, increasing his damage
output by 1,000%.

Chain Lightning
– This spell is cast roughly every 12-18 seconds and hits up
to three random players for up to 4,500 nature damage each.

Polarity Shift
– This is Thaddius’s fight defining ability. When
cast, the entire raid becomes electrically charged.  Each
player will gain either a + or – charge.  The charge
causes a 10% damage boost for each person you are near (5 yards) that
has the same charge.  If you are near anyone with the opposite
charge you deal 3,500 damage to each other every second.  He
casts this spell every 20 seconds.

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The Thaddius fight is done in two separate phases. The first phase has
the raid deal with the two preliminary mini-bosses Feugen and Stalagg.
The second phase has players deal with Thaddius himself.

The first phase is relatively simple. Divide the raid into two groups,
one for each of the mini-bosses. Each side needs a tank, healer and
DPS. The goal here is to divide the groups so that DPS is even
on both sides, and that the AoE Healer is on Feugen’s side
since he does AoE damage.

Once ready, both groups run up the ramps to the mini-bosses and the
tanks engage, taking them to the back of the platform, as all players
get fully onto the platform. This is done so that the
mini-boss is sure to be on the platform even if the tank loses
aggro. If at any time one of the mini bosses leaves the top of
the platform severe raid wide damage is inflicted, that will in all
likelihood wipe the raid. Players need to be aware of this and
keep it in mind.

Once DPS starts on the mini-bosses, they need to make sure that they
equalize damage between the two sides.  Both Feugen and
Stalagg need to die within 5 seconds of each other or they will be
resurrected with full health.  Lastly the healers need to
watch for the tank switches so that they are healing the tank on their

Once both Feugen and Stalagg are down, players need to jump off the end
of the platform and land on Thaddius’s platform. Any player
that misses severely hurts the raid's chance of success, so make sure
players pan their cameras to see the edge of the platform and jump at
the last second.

Once on Thaddius’s platform all players should form up beside
the boss on the side that they jumped down from. The only
person in front of the boss should be the main tank.  Once
Thaddius activates, you have 6 minutes to defeat him. The tank pulls
aggro and starts building threat and then all DPS start in on Thaddius.

Thaddius has a large hit box, so both melee and range should be grouped
up on either side of Thaddius and be on top of each
other. Once Thaddius casts Polarity Shift, players will
receive either a positive or negative charge and should run around the
boss to get to the correct side.  The suggested setup is to
have positive charges on the left hand side of the room (as determined
when initially facing the boss when you entered the room) and negative
on the right.  It is then determined which way players are to
run, most groups go clockwise so that it is easy to remember. 
This means that if you where negative and became positive you run in a
semi-circle in front of the boss.  If you were positive and
became negative you run behind the boss.

It is important to note that you do not always change polarities, so
you may get to stay where you are. All players of either
polarity should stack on top of each other at maximum melee distance to
ensure that everyone gets the bonus damage buff.  The only
player not in either group is the tank to the front of the boss.

The fight continues with polarity shifts until either Thaddius has been
defeated or he wipes the group. This fight requires concentration and
coordination from everyone, as even healers provide a damage boost to
those around them, therefore everyone must group up.  Also you
only have a 4 second window to make the change before you start causing
players around you significant damage, so you have to watch and change

[protip]Class Strategies

– Pay attention to the damage on the mini-bosses and call out
if one group or the other needs to slow down on DPS to keep the
mini-bosses close on health.

All Players
– Pay extreme attention to the polarities and change as
quickly as possible.  It is very easy to wipe the entire raid
with a momentary lack of concentration.[/protip]

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style="color: rgb(29, 66, 136); font-size: 14pt; font-weight: bold;">Frostwyrm

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style="font-weight: bold;">Health

Sapphiron – 4,250,000


– This is the ability that most players refer to as the
blizzard. This is an area of effect spell that looks much like a
Mage’s Blizzard and is very easy to spot.  It deals
up to 4,500 damage every 2 seconds while you are in it and slows your
movement by 50%.  It is possible, and likely, that multiple
areas will be effected at the same time.

– Sapphiron is a dragon, therefore all normal dragon
abilities are represented.  Sapphiron has a frontal cleave and
a tail swipe to the rear.  Therefore melee and ranged should
stand to the side between the front and back legs.

– Sapphiron has an enrage timer, however it is 15 minutes, so
you are not likely to have issues with it.  You will likely
succeed or wipe long before you get to it.  If you do reach
the enrage time the frost aura damage jumps from 1,200 to 7,200 damage
every 2 seconds.

Frost Aura
– Once engaged everyone in the room with start taking frost
damage.  Players will be hit for 1,200 frost damage every 2
seconds until Sapphiron is slain.

Frost Breath
– After casting two Ice Bolts in the flight phase Sapphiron
will take a deep breath and begin casting frost breath.  It
takes 7 seconds to cast, and once cast, anyone in line of sight of the
center of the room will take up to 180,000 damage.  The only
thing that blocks line of sight is the ice blocks created by the Ice
Bolt ability.

Ice Bolt
– Once Sapphiron flies into the air in a flight phase he will
cast this ability at two random players.  Once hit the player
is trapped in an ice block until it is shattered by Frost
Breath.  When hit by ice bolt a player takes bout 3,000
damage.  Anyone within 5 yards of them suffers up to 15,000

Life Drain
– This is a curse that Sapphiron applies to 2 random players
every 24 seconds.  It deals approximately 2500 damage every 3
seconds, healing Sapphiron for twice that amount.  It must be
removed from players as soon as it appears.

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This is a simple two phase fight.  In phase one, the ground
phase, the tank holds Sapphiron pointing away from the
raid. Melee DPS splits to both sides of Sapphiron to avoid all
getting trapped in a Chill effect at once. Ranged and healers keep
their distance to one side.

NOTE: Due to all of the
frost damage done in this encounter, you may want to request players
gear with frost resistance equipment before coming into the
fight.  Frost aura does 1,200 every 2 seconds to everyone in
the room without frost resistance.  With the three crafted
frost resistance pieces and a Paladin’s frost resistance aura
active, players will take a little less than ½ of that,
making healing much easier. 

Once everyone is positioned and the tank has aggro, the fight
starts. All players need to watch for Chill and avoid it at
all costs. Melee can often do this by either running through
Sapphiron to the other side, or moving forward or backing
up. Sapphiron has a huge hit box and you can be a long
distance away and still hit him. Healers and casters need to
make sure that they start moving as soon as they see chill heading
their way, do not finish a cast, get out of the way. There is enough
damage going on that most healers will have difficulties the first few
times through this fight. Take as little damage as you can and
make it easier on them. Lastly, during the ground phase mages, druids,
and shamans need to remove the life drain curse as soon as it

After 45 seconds of combat Sapphiron will fly up into the air away from
combat. Once in the air Sapphiron will use his Ice Bolt and
Frost Breath abilities. Everyone should move into a spaced cluster at
one point in the room as soon as Sapphiron takes wing. Move
close enough that you will be able to get behind an ice block, but not
within 5 yards of any other player so you do not get or cause the frost
splash damage from Ice Bolt. Once two players have been
effected by Ice Bolt you will see a raid warning that says,
“Sapphiron takes a deep breath…” At this
point you must get behind one of the ice blocks within the 7 second
cast time. The frost breath will then occur, freeing the
players effected by ice bolt, and killing all those not behind an Ice
Block, and the ground phase will begin again.

The phases alternate until you either kill Sapphirion or he kills
you.  The one exception is once Sapphiron is dropped below 10%
he will no longer enter a flight phase.

[protip]Class Strategies

– Stay alive!  While everyone likes causing damage,
this fight is all about healing and survival.  If you see an
incoming Chill effect, get out of the way.

Mages, Druids, Shaman
– Your key responsibility is to remove the Drain Life Curse
so that Sapphiron does not heal.[/protip]

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style="font-weight: bold;">Health

Kel’Thuzad – 5,600,000

Soldier of the Frozen Wastes – 1,600

Unstoppable Abomination – 75,000

Soul Weaver – 55,000

Guardians of Icecrown – 2,800.000


Soldier of
the Frozen Wastes
– These are the weakest adds
in phase one of the Kel’Thuzad fight. They are appear as a
skeleton warrior and have a low amount of health.  When they
reach and touch a player they blow up causing up to 4,000 shadow damage
to the whole raid, and killing themselves. They do not need to be
tanked. 71 attack during phase 1.

Unstoppable Abomination
– These abominations have a mortal strike ability that stacks
causing 10% less healing to work against their target per
stack.  They have significant health and must be
tanked.  They have about 75,000 health and hit for up to 5,000
against plate wearers. 8 will attack during phase 1.

Soul Weaver
– These are banshee casters that have a very slow movement
speed. If they ever reach their top threat target they do a shadow
blast that hits everyone for up to 8,000 damage and knocks them back up
to 30 yards. They have about 55,000 health and should not be
tanked. 8 will attack during phase 1.

Frost Bolt (Single Target) -
Kel’Thuzad has two different frost bolts that he can
cast.  The first is a single target spell with a 2 second cast
time. It is interruptible. It is cast against KT’s
main tank and hits for up to 13,000 damage and slows it’s
target for 4 seconds.

Frost Bolt (Multiple
- The second frost bolt that KT casts is an
instant cast that hits everyone in the room for up to 5,500 each and
slows their movement for 4 seconds.  This damage can be
resisted. He casts this spell roughly every 30 seconds.

Mana Detonation
– This spell randomly targets a mana using player and causes
them to explode after 5 seconds.  The explosion does damage to
everyone within 10 yards of the player and the damage is based on the
players mana. When you explode you will also lose roughly
2,000 mana.  Kel’Thuzad can cast this spell every 30

Shadow Fissure
– Kel’Thuzad summons a shadow fissure under a
random players feet.  Once placed, it will detonate in 5
seconds causing up to 130,000 damage to anyone on it.

Frost Blast
– Kel’Thuzad targets a random player for this
ability, who is then ice blocked for 4 seconds. It will also
ice block anyone that is within 10 yards of that player, and then
continue to chain out to anyone else within 10 yards of an affected
player. While ice blocked players suffer 104% of their maximum
health in damage over the 4 seconds. The main tank can not be targeted
by this spell.

Guardians of Icecrown
– Once Kel’Thuzad has been reduced to 45% health
two Guardians of Icecrown will be summoned. They have a
significant amount of health and should not be killed; they just need
to be held by the off tank. They cast a self buff called Blood Tap
every 15 seconds, which grants them +15% damage and +10%
size. This can stack, so while they hit lightly to begin with,
the damage they output grows significantly, quickly.

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This fight is broken down into three phases. The first phase is quite
different from the other two, while the third phase is essentially the
same as the second, with just Guardians of Icecrown added in.

The first phase starts once everyone enters
Kel’Thuzad’s room enough to trigger the
event.  Once started the alcoves around the room will fill
with Soldiers, Abominations, and Soul Weavers.  Make sure
everyone makes their way to the center of the room as a
group. Once the fight starts, Kel’Thuzad’s
minions will start making attacks against you.  To deal with
them you need to split into melee and ranged functions. Melee
and tanks deal with the Abominations while ranged and casters deal with
the Soldiers and Soul Weavers. 

During this phase you will have to defeat 71 soldiers and 8 each of the
Abominations and Soul Weavers. It is important for melee and the tanks
to not engage either of the ranged targets as they have attacks that
affect players in melee range. It is also important to not rush out of
the center circle on the ground. If players get too close to the
additional creatures in the alcoves, you can aggro them and let them
enter the fight. A prime candidate for pulling these creatures are
Warlock, Hunter, and Death Knight pets, so ensure they are on passive.
This phase lasts for 4 minutes and 50 seconds, at which point
Kel’Thuzad will enter the fight.

At this point make sure than an off-tank is holding any left over
Abominations so that the main tank can get aggro on
Kel’Thuzad. DPS finishes dealing with any leftovers while the
main tank positions KT back where he started by the throne facing away
from the raid.  Once all of the other creatures are dead DPS
moves to KT.

Positioning is critical in this fight due to Kel’Thuzad's
Frost Blast ability. Everyone must spread out and ensure they
are at least 10 yards away from everyone else. Healers should get
priority for spacing to ensure they can position themselves to heal

Kel’Thuzad has a built in cheat to help place melee so that
as few are effected as possible.  His robe has 4 points that
come down, one to the front, rear, and each side.  The tank
positions at the front, and DPS clusters at each of the other 3 points,
as shown on the map above. As long as they pull back to
maximum melee range, the frost blast will not chain to other

This phase lasts from the time Kel’Thuzad enters the fight
until players drop him to 45% health. The phase involves
players interrupting his frost bolt spell as often as possible, mana
users getting away from other players when hit with mana detonation,
and players getting out of shadow fissure when it spawns. Players need
to do this all while avoiding coming within 10 yards of another player
so as to minimize the number of frost blasted players. 

As soon as anyone gets frost blasted, healers must throw them a heal
quickly to keep them up through the damage. In this phase since damage
is based off of a percentage of maximum health, many groups request
that DPS players click off their fortitude buff so that healers can
heal through faster, smaller heals to keep them alive.

Once Kel’Thuzad is lowered to 45% health, he will summon
assistance in the form of two Guadians of Icecrown. Depending
on group composition and gear, you can either have an off-tank grab
both adds and pull them off to the side, or have the main tank grab
them.  Most groups starting to learn the fight will want an
off-tank to deal with them, however it can be easier to DPS through
that last 45% health with the off-tank DPSing as well. Either way,
ignore DPS on the guardians as they have almost as much health as
Kel’Thuzad. The fight remains the same and it is a race to
down KT before the adds start doing too much damage to heal through.

[protip]Class Strategies

– Learn to recognize 10 yards and stay away from everyone.

Rogues, Warriors, Death
– Interrupt Kel’Thuzads frost
bolt as much as possible.  Every time you do it is 10,000 less
damage your healers have to heal.[/protip]

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