Naxxramas

▼ Frozen Tomb ▼

Preparation

The focus of this guide is to assist the raid in overcoming the challenges of Naxxramas boss fights. It will not go into details around how the loot system works.

Consumables

All raiders are expected to bring consumables to each raid. The numbers below are for progression only.

Anub'Rekhan

This is the first boss of the spider wing. He comes with 2 guards, which will be killed before any DPS is applied to the boss. All corpses - both players and NPC - will spawn a group of corpse scarabs. These will need to be gathered and cleaned up with AoE. The boss has two other abilities, Impale which can be mitigated with positioning, and Locust Swarm which will require the boss and the raid to move across to the other side of the room. Along with the Locust Swarm comes an add which is to be prioritized over the boss.

Boss Abilties

Crypt Guard's Abilties

Crypt Guard

Corpse Scarabs

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Grand Widow Faerlina

This boss is a DPS race and comes with 2 followers and 4 worshippers. The followers charge and silence, but don't hit hard and will be tanked near the back of the room. The worshippers will be tanked until they are needed for their ability to remove Faerlina's enrage, which she uses every minute. A priest will Mind Control one of the Worshippers and run her over to Faerlina and use their Widows Embrace ability to remove her enrage, sacrificing that worshipper in the process. There's also a rain of fire that will need to be avoided and a poison volley that goes out, which players can remove with their Anti-Venom bandages.

Boss Abilties

Followers

Naxxramas Follower

Naxxramas Worshipper

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Maexxna

The final boss of the spider wing has several abilities that work on regular timers which all need to be adapted to. She should be tanked in the middle of the room facing away from the raid. The main tank will need Necrotic Poison removed instantly. She uses Web Wrap which assigned ranged DPS will work to counter. She spawns 8 to 10 spiders under her that must be AoE killed before her web spray goes out 10 seconds later. Web Spray is cast every 40 seconds and incapacitates everyone in the room for 8 seconds, and it cannot be resisted. The tank will need to be topped up, bubbled and have abolish poison on for this.

At 30% life she will enrage so it's important to push her over that threshold just after a Web Spray has gone out. The main tank will need to use Shield Wall during the Web Spray during the enrage and any remaining cooldowns during any following cycles.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Patchwerk

Patchwerk is a gearcheck and requires minimal strategy. All healing will go to the tanks, primarily the offtanks which will be keeping their threat high to receive hateful strikes. This hit will strike one of the top 3 threat with high health that aren't the main tank for around 8k. Healers will be broken up to make sure that these offtanks are always ready to receive the strike. Melee will use the poison stream nearby to lower their life (to avoid being targeted by the hateful strike) and then will DPS like mad. After 7 min Patchwerk will enrage. Save cooldowns for the last 5% of his life as he also enrages there.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Grobbulus

This fight is all about positioning and raiders knowing how to react to Mutating Injection. The boss drops poison clouds regularly at his feet that slowly grow in size and stay for a long time. The Main tank will slowly move him around the edge of the room. These clouds are also triggered when Mutating Injection is either removed or activates. It's important that the raiders who get Mutating Injection run to a spot behind the raid group and then get dispelled. One healer will be assigned dispel duty and will be the only one dispelling this effect when the affected raider is safely away from raid. Nobody apart from the main tank will be in front of Grobbulus as his Slime Spray will create a Fallout Spawn for each target hit. Each slime will be picked up my an offtank and killed by the melee DPS.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Gluth

This large hound requires two tanks and a dedicated kiting team consisting of mages, hunters and a Fury warrior. One hunter will be assigned to use Tranquilizing Shot to remove Gluths Frenzy ability. Tanks will alternate tanking upon getting 4 or 5 stacks of Mortal Wound, which reduces the healing they receive. A fear ward should always be kept on the main tank so that when the Terrifying Roar is used it keeps Gluth from moving from his position near the door.

While the DPS are working on the boss, the mages and hunters are kiting an ever-growing number of Zombies. The goal is not to kill them but to keep them under control and keep the kiters alive.

The big mechanic is when Gluth uses Decimate, which drops every player and every zombie in the room to 5% life. The tank must get healed right away while the rest of the raid turns and works on killing all the zombies, which now head towards him. Any zombies that get near him he consumes and it heals him. As the only damage going out at this point should be hitting the tank, healing up the raid isn't the high priority - instead make sure all the zombies are killed and that the tank keeps Gluth in place.

Please note new zombies continue to spawn so the kiters will need to be healed first so as not to die.

After 3 decimates Gluth enrages.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Kite Team

Healers

Thaddius

The use of left and right in this description will always be assuming looking into the room from the entrance door.

This boss fight consists of two phases. This fight is fun and pretty easy as long as raiders focus. Any one raider however can cause massive damage to the whole raid, forcing wipes.

Phase one

In phase one the raid will be split up onto two platforms fighting Stalagg and Feugen. Casters will be on the left fighting Stalagg who hits harder and melee will be on the right fighting Feugen who has an AoE Mana drain. Both have a thunderclap, which will hit the melee on the right so healers need to keep them alive. Every 20 seconds the tanks will be flung across the room to the other side. Healers need to be ready to keep the arriving tank alive and DPS need to hold off on damage during the transition. They can be taunted. Both targets need to be killed close together or they will resurrect.

Phase two

Once both are dead the raid needs to JUMP down to the main platform. Don't fail, simply running off will drop you in the goop with a long walk of shame.

The raid will stack up in front of Thaddius in one clump. All raiders need to pay attention to the Polarity Shift they receive.

Raiders who get red - will go to the left side.

Raiders with who get blue + go to the right side.

Throughout the fight, making sure to move or stay based on each new polarity shift is the most important thing for everyone. If moving from one side to the other, make sure you run counter clockwise always. 5 seconds after the polarity shift occurs any raider still near a raider of opposite polarity will deal 2k damage to each other. That means if one person doesn't move they will deal 2k damage to each of the 20 raiders on that side and they will take 40k damage. Raiders near other raiders with the same polarity will give each other a stacking damage buff however which allows the raid to generate the damage needed to kill Thaddius.

If you fail the jump the first time and come into the fight late do not join into either group as you may not have a polarity, which has the same effect as having the wrong polarity. Stand off to the side a safe distance and wait till you receive a polarity then safely join the correct team. Also ranged DPS (hunters) make sure you are not too far back as the time needed to switch sides is tight.

After 5 minutes on phase two the boss berserks and kills the raid.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Noth the Plaguebringer

Noth is the first boss of the plague wing and has a fair array of abilities that need to be dealt with. The most important is Curse of the Plaguebringer which needs to be removed from everyone in the raid within 9 seconds or it will cause a raid wipe. Each mage and druid will be assigned a group to decurse.

He also raises skeletons from the 3 bone piles positioned North West, North East and South West which will need to be picked up by tanks and pulled into the melee group to be killed by cleaves and AoE. This has to happen quickly so the tank can return to pick up the next waves.

Noth will cripple everyone near him every 25 seconds and then Blink and wipe agro. He cannot be taunted. The Main tank will need to be cleansed and quickly engage Noth again. All DPS on Noth needs to wait while this occurs.

90 seconds into the fight, Noth will teleport onto his balcony and spawn two waves of Plague Champions / Guardians which need to be offtanked and killed. Once those are dead or after 70 seconds he will return to the room. He will do this several more times at increments but if DPS is alive he should die pretty quickly.

Boss Abilties

Plagued Adds

Plagued Champions

Plagued Guardians

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Heigan the Unclean

After the suppression room it's time for Heigan and his safety dance. The fight consists of two phases. In phase one the healers and casters are on the stage and the tank and melee are in the room. Heigan uses Spell Disruption near him, which increases cast times by 300% as well as a mana burn. He also casts Decrepit Fever, which is a disease that needs to be removed.

While the casters chill on the stage the tank and melee will move around the room starting in the first position. The eruptions occur every 10 seconds in phase one.

Heigan will also randomly teleport 3 players down the eyestalk hallway. They will need to make their way back to the room. The slimes will reset agro after a short while but the eyestalks that attack will need to be killed. Reenter the room when the safety dance is in the number four position but make sure you are back in the room before Phase two or you will die in the hallway.

Phase two starts after Heigan teleports onto the platform at around 90 seconds. Everyone will gather in the one position and run through the safely dance but now each eruption happens after 3 seconds. Phase two lasts 45 seconds at which point the fight returns to phase one.

There are many videos about the safety dance, please take the time to watch a few until comfortable with the movement. Raiders will be expected to know how to move during this phase.

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Loatheb

The final boss of the plague wing is a DPS race with some interesting mechanics. He has 5.3 million health and will need to killed before 5:25 minutes as at that stage the raid will wipe. Every healer will be limited to casting a single heal spell each minute and all of these will be going onto the tank.

The raid suffers from Inevitable Doom a spell that cannot be removed or resisted but can be mitigated with Greater Shadow Protection Potions as well as a Poison Aura that will hit melee.

There is, however some good news. Every 12 second a spore will spawn which will debuff the closest 5 raiders with an effect that will increase their critical hit chance by 50-60% and also make all their damage generate no threat for 90 seconds.

The assigned DPS will move into position to get the debuff and then return to the boss and go nuts.

Consumables rotation:

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Instructor Razuvious

This boss hits incredibly hard and the initial pull is the difficult part. He won't be tanked much by raiders, instead he will be tanked by his understudies while they are mind controlled. It's vital that his Disrupting Shout not hit mana users as it will most likely kill them.

Initially hunters will tag and pull the 4 Understudies to the top of the ramp while a rogue using evasion will agro and pull Razuvious to the base of the ramp on the right side. The understudies will be tanked and Mind Controlled by priest who need to be carefully positioned to be out of range of the Disrupting Shout. Once the Understudie is in position he will use shield wall and taunt the boss and tank for 25 seconds at which point a new Understudie will replace him repeating the cycle.

Boss Abilties

Death Knight Understudies

Death Knight Understudy's Abilities

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Gothik the Harvester

Gothik does not enter the fight for the first 4:34 minutes, instead, he sends waves against the raid. The raid is split between the living (caster) and the dead (melee) side. As the waves are killed the mobs move from living to dead side where they must be killed again.

Live side targets are easier to CC and weaker meaning that the speed at which they are killed and sent over should match the speed at which dead side can finish them off.

Waves stop spawning at 3:44 minutes, 50 seconds before Gothik comes down. Tanks and healer will be split with extra tanks on dead side.

In phase 2, Gothik will teleport between the two sides until he reaches 30% at which point the doors will open and the raid can combine.

Boss Abilties

Live Side Adds

Spawn near the east side.

Unrelenting Trainee

Unrelenting Death Knight

Unrelenting Rider

Dead Side Adds

Spectral Trainee

Spectral Death Knight

Spectral Rider

Spectral Horse

Role Specific Tasks

Tanks

Melee DPS

Caster DPS

Healers

Four Horsemen

The Four Horsemen fight is considered one of the hardest in Classic. It is not a DPS race and if done correctly most of the healing will go to the tanks. The fight does get easier as the raid clears horsemen but the initial phases, including the pull, require a lot of co-ordination. Healers move on their own cycle, independent of their tank or the DPS.

All DPS should use a GFPP and a SPP before the pull and as needed, until Thane Korth'azz is dead. The guide assumes 8 tanks, 12 healers and the rest DPS.

Each of the four horsemen puts out an aura, healers will aim to never get more than 3 stacks while DPS will get 3 and tanks will aim for 3 but may end up with 4 if taunts resist.

The initial goal will be to kill Thane Korth'azz and Highlord Mograine, which will be pulled to the left and right side of the door. Due to the Meteor mechanic, the DPS team will want to move in and out to him as a group to prevent deaths and not leave until the next shift is there to relieve them. Do not move out until they are there as leaving the tank and healers alone will kill them and lead to a wipe.

DPS will be split into 4 teams at the start of the fight. Team one will start with Thane Korth'azz, team two on Highlord Mograine while teams three and four will stay in the safe zone (middle of room near stairs). After the 3rd marks go out team three will move to Thane Korth'azz to relieve team one which will head to safe zone while team four head over to Highlord Mograine and team two will move to the safe zone.

After the 6th marks, team two will move to Thane Korth'azz letting team three return to the safe zone and team one will go to Highlord Mograine and team four will head to the safe zone.

While DPS are in the safe zone they should bandage and use potions (GFPP).

So the DPS will cycle between the first two bosses until these are dead, at which point the shades of the bosses remain (and the mark still goes out so stay clear).

Healers will be split into 3 teams: red, blue and green with 4 healers assigned to each color and one of each color will be with each tank initially. They will move in a clockwise rotation from boss to boss, so after mark 1 goes out all the healers in the red team will rotate to the next boss. Then after the 2nd mark goes out blue will move and after 3rd mark green will rotate.

Tanks will want to rotate in the same cycles as DPS, however there will also be 4 tanks cycling on Lady Blaumeax and Sir Zeliek using the same beats as the DPS. If you get a taunt resisted the departing tank will need to stay and wait for the new tank taunt to refresh.

After the first two horsemen die the fight gets easier, but slower. Instead of cycling to the dead horsemen all teams will cycle to the safe zones to wait for stacks to drop. Due to Sir Zeliek's mechanic melee DPS will not cycle in at all.

The following list shows one full cycle example of the fight. Each mark is 12 seconds.

Boss Abilties

All of the horsemen shield wall at 50% and 20% hp for 20 seconds.

Each horseman marks everyone within 70 yards every 12 seconds. Each stack does damage and refreshes it's 75 second timer. Each mark reduces threat of all targets by 50%.

Thane Korth'azz

Highlord Mograine

Lady Blaumeax

Sir Zeliek

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Sapphiron

The guardian of Kel'Thuzad's chambers is Sapphiron, an undead frost dragon. This encounter is an endurance fight relying on raiders bringing frost resistance gear and using Greater Frost Protection Potions. Casters will want between 100 and 150 frost resist while melee will want 200 to 250.

The fight consists of two phases, which alternate. Initially, Sapphiron will be on the ground and will be tanked facing the stairs. Melee will stack on her flanks with healers and casters spreading out around the room. Odd raid groups will be left and evens will be right. After 45 seconds she will take flight, launching Phase 2 of the encounter.

During Phase 2 she will randomly Icebolt 5 players which will damage them and anyone near them but also converts them into a line of effect blocker. It's important for everyone to remain spread out but aware of the closest Iceblock to them. After the 5th Icebolt goes out the raid will quickly hide behind one of the 5 iceblocked raiders, keeping the Iceblock between themselves and the center of the room. Sapphiron will cast her Frost Breath there and anyone not behind an Iceblock will most probably die. The breath also removes the Iceblock effect signaling the end of the phase, the raid will spread out again to their phase 1 position.

Following flight phases occur 67 seconds after landing.

Be aware of the Blizzards that move through the room (avoid) and the Life Drain she casts (decurse).

Boss Abilties

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Kel'Thuzad

The final encounter in Naxxramas is a challenging 3 phase fight so please read this carefully.

Some frost resist gear should be worn by the raid to reduce raid wide damage from Frostbolt. A Greater Frost Protection Potion will be used by all before start and again as needed.

Phase 1 consists of waves of undead that move towards the raid that will be clumped near the center of the room. During this 5 minute phase it's important not to agro extra undead that appear around the edges of the room as this just makes the encounter harder. Pets need to be kept under control. Ranged will be responsible for picking off the Soldiers before they reach the raid and burning down the Soul Weavers. Melee will be working on the Unstoppable Abominations.

As Phase 2 starts KT will become targetable. The main tank will want to position him in the middle of the room while the raid finishes off any remaining targets from phase 1. Ranged and healers will want to spread out at least 10 yards to avoid chaining the Frost Blast or getting hit by the Mana Detonation. Melee will be in three teams, stacked on top of each other, at max melee range in locations A, B and C. It's important the melee in each team interrupt the Single Frostbolt when it's their teams turn. One cast will kill a tank.

Off tanks will be near the throne, ready to pick up KT when the main tank is charmed.

There is a lot going on in this fight and raiders need to be aware of their surroundings so as not to die to Shadow Fissure.

Phase 3 starts when KT's life reaches 40% and calls out for help from the Lich king who sends 5 Guardians of Icecrown. Three of these can be Shackled at a time, the remaining 2 will need to be offtanked. Do not shackle a 4th or they will all break. They grow in power as raid members die or even when they switch targets. They will need to be off tanked for the rest of the fight. Given the punishing mechanics at this point the goal is simply to survive long enough to kill him.

Boss Abilties

Phase 1

Soldier of the Frozen Wastes

Unstoppable Abomination

Soul Weaver

Phase 3

Guardian of Icecrown

Role Specific Tasks

Tanks

Melee DPS

Ranged DPS

Healers

Only the strong return.