Crypt Guards – 230,000
– 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.
– 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
– 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.
– 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
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.
Kiting Strategy -
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
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 -
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.
Grand Widow Faerlina
Poison Bolt Volley
Worshippers – 200,000
– 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).
– 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.
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.
– 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.
– 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
– 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.
– 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.
– 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.