Naxx Quarters Arachnid Quarter Plague Quarter Military Quarter Construct Quarter Frostwyrm Lair The Arachnid Quarter Anub’Rekhan Health
The Arachnid Quarter
Anub’Rekhan – 2,200,000
Crypt Guards – 230,000
Crypt Guards – 230,000
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.
Impale – 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.
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 summoned.
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.
Warrior Tanks – Intervene to a player half way around when Locust Swarm starts.
Hunters – 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.
Grand Widow Faerlina
Grand Widow Faerlina – 2,200,000
Worshippers – 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 seconds.
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.
Frenzy – 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 Faerlna.
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 frenzy.
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.
Tanks – 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.
Healers – 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]
Maexxna – 2,500,000
Frenzy – 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 seconds).
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 incapacitated.
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.
Tanks – 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]
The Plague Quarter
Noth the Plaguebringer
Noth – 2,500,000
Plagued Warriors – 100,000
Plagued Champions – 105,000
Plagued Guardians – 75,000
Plagued Warriors – 100,000
Plagued Champions – 105,000
Plagued Guardians – 75,000
Curse of the Plaguebringer – 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.
Berserk – 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.
Teleportation – 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.
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.
DPS – 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]
Heigan the Unclean
Heigan – 3,000,000
Heigan – 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%.
Eruption – 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 300%.
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.
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 “dance.”
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.
All – Get your dancing shoes on! Learn the dance and this fight becomes a walk in the park.
Paladins, Priests, Shamans – 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]
Loetheb – 6,690,000
Loetheb – 6,690,000
Deathbloom – 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.
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.
Tanks – 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 tank.
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]
The Military Quarter
Razuvious - 33,500,000
Understudies - 90,000
Understudies - 90,000
Disrupting Shout – 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.
Taunt – 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.
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 forth.
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.
Healers – Make sure you watch for the target of Razuvious’s Jagged Knife, it can easily wipe out your clothies.[/protip]
Gothik the Harvester
Gothik – 3,000,000
Unrelenting Trainee – 25,000
Unrelenting Death Knight – 85,000
Unrelenting Rider – 135,000
Gothik – 3,000,000
Unrelenting Trainee – 25,000
Unrelenting Death Knight – 85,000
Unrelenting Rider – 135,000
Shadowbolt – 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.
Live Side Creatures
Unrelenting Trainee – 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 damage.
Undead Side Creatures
Spectral Trainee – 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.
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 tanked.
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 spawn.
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.
Hunters – 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 Tanks - 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]
The Four HorsemenHealth
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 horseman.
Condemnation - 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.
Thane Korth’azz’s Abilities
Meteor – 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 seconds.
Mark of Korth’azz – Korth’azz’s mark, see Mark of the Horseman above.
Baron 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.
Lady 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.
Sir 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.
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
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.
Tanks – The best geared tank should go on Baren Rivendare to start the fight, so that you can allocate the weakest healer there.
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]
The Construct Quarter
Patchwerk – 4,300,000
Hateful Strike – 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.
Frenzy – 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.
Enrage – 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 tank.
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.
Mages – Since no magic damage is done, Amplify Magic can safely be used on everyone.
Paladins – Beacon of Light is a huge benefit here as you can beacon the main tank and heal the Hurtful Bolt tank.[/protip]
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.
Enrage – If the fight lasts 12 minutes, Grobbulus will enrage. At this point he increases his damage output by 1000%.
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 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 throughout.
Paladins, Priests, Shamans – 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]
Gluth – 3,200,00
Zombie Chow – 500,000
Berserk – 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%.
Decimate – 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.
Enrage – 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.
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.
Tanks – Watch for the healing debuff and trade aggro.
Hunters, Shamans – Make sure your frost traps and Earthbind totems are out to help the kiter.
AoE DPS – 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]
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
Ball Lightning – 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.
Berserk – 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.
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 platform.
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 quickly.
Tanks – 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]
Sapphiron – 4,250,000
Sapphiron – 4,250,000
Chill – 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.
Dragon – 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.
Enrage – 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 damage.
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.
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 appears.
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.
DPS – 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]
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
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 Target) - 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 seconds.
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.
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 everyone.
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 melee.
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.
All – Learn to recognize 10 yards and stay away from everyone.
Rogues, Warriors, Death Knights – 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]