Naxxramas (lightweight) guide.

Gink

Member
Nov 25, 2005
2,799
This is just a quick listing of abilities for reference, following the links provided for each boss will give more information about tactics and positioning.
Make sure you read this post, and the links included, before coming to a Naxxramas raid.

Structure:
Naxxramas is structured like a giant wheel. Players enter at the center of the Necropolis, and then choose one of four wings to progress through:

Abomination Wing:
This wing is filled with Abominations, of course. It is likely to be the most physically intensive wing, as Abominations are known to hit rather hard. The Slimes there deal heavy nature damage, too. The final boss is the "Frankenstein's Monster"-esque Thaddius.

Patchwerk: http://www.wowwiki.com/Patchwerk

*Hateful Strike: Base damage is 22100-29900 physical damage, thankfully this is mitigated through high AC. The average hit is ~8000 damage on a fully buffed BWL/AQ40 geared Warrior in defensive stance. This ability will hit the main tank if the HS tanks are not properly healed; the ability will hit the character with the highest health in melee range. Highest HP and threat factors into this, but the pattern is typically A B A B C A B A B C in a typical fight.

*Normal hit with melee is 1800-2700 (depends on gear).

*All the trash is linked to Patchwerk, and must be cleared before you pull the boss.
*Karazhan/Gruul geared MT will be hit for 2k to 3k per attack
*Hateful Strikes will hit a Karazhan/Gruul geared OT in Defensive Stance for about 6k
*High DPS'ers and high threat classes (Fury Warriors) will have to still watch their threat.

Grobbulus: http://www.wowwiki.com/Grobbulus

*Poison Cloud - emits a poison cloud 10 yards wide. The cloud deals high amounts of Nature damage, meaning the MT needs to keep moving while tanking. The poison cloud remains for a very long time.

*Slime Spray - hits for 3600-4800 Nature damage. Party members who are hit will spawn a Fallout Slime.

*Fallout Slime - a blob that deals 300dmg/2seconds, in a 10 yard range AoE.

*Mutating Injection - injects a target with a mutagen that will do a 4500 physical damage AoE after 10 sec, or a lower-damage AoE when cleansed. The target will create a poison cloud with the same effect as Grobbulus himself, so the target will need to run to the side when cleansed to avoid damaging the rest of the raid.

*Slime Stream - an AoE DoT that deals 4500 Nature damage over 3 sec. This ability is considered to be triggered when the MT gets out of the melee range of Grobbulus (this may occur when MT is passing a corner and adjusting his position). Another theory about Slime Stream is the ranged highest threat-holder gets too close to Grobbulus.

Gluth: http://www.wowwiki.com/Gluth

*Mortal Wound - Stackable debuff on the MT that reduces healing by 10%. (Identical to the one used by Kurinnaxx and Fankriss, except he isn't tauntable.)

*Frenzy: Will Frenzy approximately every 10 seconds. A hunter must use Tranquilizing Shot to dispel it.

*Decimate: Gluth stomps the ground once every ~105 seconds, Decimating all raid members and zombies. Decimate reduces the health of every raid member and zombie to 5% of their maximum HP (no matter how much hp you had before). Does not affect pets.

*Terrifying Roar (AoE Fear) Gluth does an AoE fear similar to the one used by Nefarian every 20 secs (range is less than 20 yards).

*Devour Zombie: Multiple zombies will spawn from the side of the chamber during the encounter. If a zombie gets close enough to him, he can devour it to restore health (5%).

Thaddius: http://www.wowwiki.com/Thaddius

Phase 1:

*Stalagg has a war stomp ability that does around 1500 physical damage, and does not stun. In addition, he will randomly get a buff called Power Surge which increases his attack speed by 200% and lasts 8 seconds. As well, he breaks the normal rules for crushing blows. Everything that isn't dodged, parried, or blocked will be crushing, it is imperative that healers be on the ball and that tanks keep Shield Block up.

*Feugen has an AoE mana drain ability and a War Stomp AoE that deals about 1500 physical damage to everyone in melee range.

*Both sub-bosses initially stand near lightning rods. If a sub-boss is pulled away from these rods, they will chain-lightning the raid. Every 20.6 seconds both sub-bosses knock the current tank over to the other platform, forcing a tank transition. They are both vulnerable to taunt.

Phase 2:

*Every 30 seconds he will give everyone in the raid either a positive or a negative charge (even distribution of charges), which appear as debuffs. Every 5 seconds charged players will deal 2000 nature damage to all opposite-charged players within 10 yards. Additionally, the debuff will grant a 10% damage bonus to all same-charged players also within 10 yards. Hence, the raid will want to cluster up in 2 or more positions.

*Thaddius also has a chain lightning attack that he will do throughout the fight. Because of the even distribution of the charges, assuming you have up to 40 alive, you will have up to 19 stacks of the damage buff (adding 190% more damage) until Thaddius charges the raid again.

*If he has no one in melee range, he will start throwing Ball Lightings for around 8000 Nature damage.

*After 5 minutes in phase 2, he will enrage and kill the entire raid, similar to many other bosses.
Plague Wing:
In this wing players will have to deal with various diseases. Creatures known to populate this wing include bats, gargoyles, bog beasts, oozes, and Ghouls. The final boss is Loatheb, some sort of fungal monster.

Noth the Plaguebringer: http://www.wowwiki.com/Noth_the_Plaguebringer

*Curse of the Plaguebringer - Curse - Curses the target with the Curse of the Plaguebringer. It is of the utmost importance that all Druids and Mages decurse this immediately, and that only melee DPS are hit by it. If the inflicted are not dispelled of the curse, they will become infected along with all of their nearby allies with the Wrath of the Plaguebringer (~40 yards or it hits the 20 closest people).

*Wrath of the Plaguebringer - Infects nearby allies, inflicting Nature damage, then additional damage every 5 sec. for 10 sec. Deals 875 to 1125 shadow damage every 2 sec. This should hopefully never be applied to anyone in the raid, if even one person gets it, it will spread very quickly, wiping the raid.

*Blink - He blinks periodically throughout the fight, causing a complete Aggro wipe. Cooldown is around 25 seconds when he is in the room, and he only travels a short distance, maybe 20 yards. Several ways to counter, including Intercept, Feral Charge, and having a secondary tank waiting near the closest ranged DPS/healers, ready to grab aggro. A possible way for horde to do this is to have shaman drop down searing totems where the MT is tanking. When Noth teleports to the balcony, all shaman should drop down Frost Resist totem so as to not break any shackles.

*Skeleton Spawns - Every 30 sec Noth summons an army of skeletons. Emote/Yell: "Rise my Soldiers! Rise, and fight once More!."

*Cripple - Magic - He will cast this every time he blinks, on those around where he blinks FROM, doing an AoE debuff that slows movement, attack speed, and strength by 50%. A priest/paladin should be assigned to remove this from the MT as soon as the Blink occurs.

*Teleport/Champions - 90 sec after initial aggro Noth teleports to a balcony making him unreachable for DPS while on the ground two waves of Plagues Champions spawn. Once these waves are beaten or 70 seconds have passed, he teleports back down.

*Teleport/Champions+Guardians - 110 sec after the 1st Teleport Noth teleports again to a balcony making him unreachable for DPS while on the ground two waves of Plagues Champions + Plagued Guardians spawn. Once these waves are beaten or 90 seconds have passed, he teleports back down. Plagued Guardians are immune to shackle.

Heigan the Unclean: http://www.wowwiki.com/Heigan_the_Unclean

*AoE Mana Burn - Drains large amounts of mana and deals shadow damage equivalent to mana drained.

*Eruption - Every few seconds Heigan will make the ground burst in a predictable pattern, causing 3500 - 4500 unresistable nature damage if hit. During phase 2, time between Eruption decreases significantly. Eruption video guide, WATCH THIS:
*Decrepit Fever - Maximum health reduced by 50%. Deals 500 nature damage every 3 seconds. 20 yards radius around Heigan, should affect melee only. Cast only during phase 1. Cleansable/cureable.

*Teleport - boss will periodically teleport 3 players to the Eye Stalk tunnel. During the 'dancing' phase, this tunnel will have a poison cloud that hits 4000 / 3sec, so you need run back before phase 2.

*Eye Stalk can cast Mind Flay, has 500 health.

*The grubs hit cloth for 1000~, move slowly, are bound to the Eye Stalk tunnel (reset after chasing some distance).

Loatheb: http://www.wowwiki.com/Loatheb

*Corrupted Mind — Loatheb places a 1 minute linked cooldown on all healing spells, including cleanse/dispel/remove poison. This means you only get 1 healing spell to cast per 1 minute, including cleanse/dispel/remove poison. Essentially, any beneficial spell cast on a friendly target is affected.

*Poison Aura — 5 yard range. 196 Nature damage inflicted every 6 seconds for 12 seconds. 12 seconds between each poison aura.

*Inevitable Doom — Loatheb begin to cast it after 2 mins in fight. Inflicts 2550 Shadow damage after 10 sec. 100 yards, every 30 secs. 5 mins after engaging, this will be every 15 secs. This debuff can not be dispelled, cleansed, or decursed and the damage can not be resisted.

*Decurse — Every 30 seconds, starting at about 2 seconds in fight, Loatheb will remove all curses on himself.

*Fungal Bloom — Critical-hit chance increased by 50%. Spell critical-hit chance increased by 60%. Spells and abilities cause no threat. Get from environment, you can control who gets it. 90 secs duration, spawns every 12 secs, every time only 5 people can get it.

*Everyone must have healthpotions and healthstones for this fight!
 
OP
Gink

Gink

Member
Nov 25, 2005
2,799
Spider Wing:
This wing contains loads of spiders, as well as Nerubians and few acolytes. The final boss is Maexxna, the giant spider.

Anub'Rekhan: http://www.wowwiki.com/Anub%27Rekhan

*Impale - This impale attack will target anyone on Anub's aggro list, not limited to and including the MT. The range on the impale appears to be about 35 yards to its target, and the impale travels in a 5-10 yard wide wave that strikes any player between Anub'Rekhan and his target. It deals up to 4000 physical damage, which can be mitigated by armor, and fall damage based on the maximum health of the player.
If a person outside of 35 yards is targeted, the impale will not harm this person, but it will still affect anyone else in the path of the attack. This will be what will cause most non-tanks to die, and can be easily healed through with alert healers and/or self-healing, and minimized if the raid group spreads out. The fall damage may also be mitigated by class abilities such as Slow Fall, Feline Grace, Safe Fall, Levitate, and so on.

*Locust Swarm - Every 70-120 seconds, Anub'rekhan casts a spell that causes AoE damage in a wide radius (30 yards) around him (the AoE remains centered on Anub'Rekhan as he moves), he will also slow to 40% of normal run speed. Remaining in the radius of effect will cause a DoT debuff to stack repeatedly, dealing a large amount of damage, around 1200 damage/2sec per stack and silencing those afflicted. When he casts this spell, another Crypt Guard will also spawn at his initial engage point. As of Patch 1.12, Anub'Rekhan is immune to Curse of Tongues.

NOTE: The Locust Swarm attack has an approximately 90 second cooldown, however the first cast is not at a set time, between 80 seconds and 2 minutes. As well, the Locust Swarm is not a normal silence. Unlike a normal silence, it prevents the use of all abilities (even auto-attack). This means that the MT cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, are still able to be used (this includes Lifegiving Gem).
The key to avoiding the Locust Swarm is to have the MT visually spot that attack occurring. The only cue to this attack is to watch Anub'rekhan lift his tail into the air, almost bowing at the MT. After the tail lift, the MT has about 2 seconds to get out of range before the DoT begins to be applied. There is no emote associated with this attack, but it can be detected by SpellAlert type addons. Specifically, the CHAT_MSG_SPELL_CREATURE_VS_CREATURE_BUFF event fires when he begins to cast, but the client can only pick it up from melee range.

Grand Widow Faerlina: http://www.wowwiki.com/Grand_Widow_Faerlina

*Poison Bolt Volley: Similar to AQ40 bosses ( Viscidus, Lord Kri ), she will cast a Poison Volley, hitting ~10 random people every 10 seconds or so. Doing around 1450 direct poison damage, and also applying a cleansable poison DoT, doing 450 damage every 2 seconds and lasting for 4 ticks. This damage is resistible, but since this is a heavy DPS race, nothing but premium NR pieces should be used.

*Rain of Fire: Similar to any Warlock's or Gehennas' attack. 40 yard range, and does around 2000 damage per tick. It is resistible, and therefore Warriors/Rogues can put on quality FR gear to get around 150 or so to help mitigate damage. Greater Fire Protection potions can also be used.

*Enrage: Has a 60 second cooldown, deals more melee damage, and increasing attack speed (~75%). This needs to be countered with a sacrifice of a Worshiper, removing the Enrage as well as silencing her Poison Bolt Volley for 30 seconds.

*Adds: Worshipers (off tanked, then sacrificed through mind control to clear Faerlinas Enrage ability. Followers, can be off-tanked or killed.
Maexxna: http://www.wowwiki.com/Maexxna

*Web Wrap: Cast at the 20 second mark, and then every 40 seconds after that. Sends three players straight back to the NE wall (web wall), encasing them in a cocoon and incapacitating them. This ability sends the player backwards, and they can therefore control the location of their cocoons on the wall. When encased, 650 to 850 Nature damage is done every 2 seconds. The cocoon, which has about 6,000 health, can be destroyed from the outside, some people may be free'd and take 300-700 falling damage when he/she hits the ground. You can PvP Trinket out of this.

*Web Spray: Cast every 40 seconds incapacitating everyone for 8 seconds, and dealing 1750-2250 Nature damage. This ability cannot be resisted, and the only way to avoid it is to be dead, have Flask of Petrification, have Divine Intervention, or be already incapacitated by Web Wrap.

*Poison Shock: Does 1750-2250 Nature damage in a 15 yard frontal cone.

*Necrotic Poison: Reduces healing taken by 90% for 30 seconds. This needs to be cleansed immediately, Abolish Poison being the most effective way to remove it during the Web Spray.

*Enrage: At 30% health, Maexxna will enrage, increasing attack speed and dealing significantly more damage.

*Spider Spawn: 8-10 Small spiders are spawned at the 30 second mark, and then every 40 seconds after that. They hit very fast, but only for 100-150 damage, and only have about 4k health. They have to be grouped up and AoE'd before the Web Spray commences.

*Bring PvP trinkets!

Deathknight Wing:
This wing is loaded with Deathknights, known for their combination of powerful shadow magic and raw melee skills. The final bosses are the Four Horsemen. One of the Four Horsemen is Highlord Mograine, who has an important role in the Ashbringer quest, which should be obtainable after you acquire the Corrupted Ashbringer from Mograine. The Four Horsemen are considered the hardest bosses in the instance until Kel'Thuzad.

Instructor Razuvious: http://www.wowwiki.com/Instructor_Razuvious

*Unbalancing Strike: Similar to that of the Twin Emperors. Can easily deal 50K damage to a cloth wearer, and even a shield walled warrior will be lucky to survive being attacked by this. It will deal 350% damage to the Instructor's target and reduce their defence skill by 100 for 6 seconds.

*Disrupting Shout: AoE shout, with a range of roughly 45 yards, which reduces the mana of everyone it hits by up to 4000 and deals twice the damage to the amount of mana burned this way. Also has a stun effect. This ability is cast every 25 seconds. Mages can ice block through it.

Deathknight Understudy:
*Main attacks available when mind controlled are Taunt and Shield Wall, both lasts 20 seconds. Shield Wall recently had its cool down reduced to 30 seconds, allowing it to be used twice every mind control rotation. Taunt is on a one minute cool down.

*Deathknight Understudy auto attack hits for roughly 4K damage on Razuvious, generating significant threat. If Razuvious is properly sundered or improved expose armor is used, understudies hit around 6k. Against tanks, they hit for a little over 1.5k, and, once the Instructor dies, take massive damage (5000% more damage ~3000 = ~125000).

*After Mind Control is interrupted in any way (including release of the caster) he gains a debuff that makes him immune to Mind Control for 45 seconds.

Gothik the Harvester: http://www.wowwiki.com/Gothik_the_Harvester

Phase 1:
*You need to divide your raid into two groups for the Live side and Dead side, the Dead side is indicated by the bone piles. All of the NPCs on the dead side are immune to most magical abilities so the dead side in comprised mainly of Rogues, Warriors, Druids and Paladin/Shaman. Reflexively, the live side has mainly Priests, Mages, Warlocks.

*Whenever you kill a mob on the live side, 1-2 mobs will spawn on the dead. Unrelenting Trainee spawns a Spectral Trainee, Unrelenting Deathknight spawns a Spectral Deathknight, Unrelenting Rider spawns a Spectral Rider and a Spectral Horse.

Phase 2:
*Gothik the Harvester comes down at 4:34 after engaging, mobs stop spawning at 3:44.

*Attacks:
Shadow Bolt - Gothik chaincasts shadowbolt on random single targets from 2250 to 2750 dmg. Gothik will focus shadowbolt the tank if they quickly move from Melee range.
Harvest Soul - Can not be dispelled, will decrease your stats by 10% (including mana and health). This can stack, so you need to kill him fast.

*Gothik is tauntable and keeps aggro through teleports.

Four Horsemen: http://www.wowwiki.com/Four_Horsemen

*Highlord Mograine — Righteous Fire
2160-2640 frontload damage + 4800 DoT in 8 secs. Identical to Ragnaros' Elemental Fire, mitigated by fire resistance. Applied as a 25% chance on melee hit to proc.

*Thane Korth'azz — Meteor
14250-15750 fire damage, share between all people within 8 yards from the center the meteor drops. Cooldown is 12 secs. Random target in ~ 20 yards. Players will have to stack up when fighting Thane Korth'azz to avoid having the full damage piled upon one person.

*Sir Zeliek — Holy Wrath
Holy damage 495-605, hits aggro target and continues to chain until no one is within the 5 yards distance of the last target (no loop). Every chaining will double the damage. Cooldown is 12 secs.

*Lady Blaumeux — Void Zone
Summon a Void Zone that deals shadow damage to enemies that stand within it (approx 3500-4500 damage per tick). Small radius, approximatley 5 yards. Persists for 90 seconds when dropped. Range: 45 yards. Cooldown is 12 seconds. Persist after she is killed.

*All 4 horsemen will shield wall at 50% hp and 20% hp for 20 seconds.

*All 4 horsemen can be disarmed.

*Horsemen Mark:
Unique to each boss and acts just like Firemaw debuff.
First Horsemen Mark is applied at 20 sec.
Horsemen Mark reapply every 12 seconds.
It is possible that every 12 sec when Marks hit, all players' aggros on horsemen are reduced by 50%, which means you need to stay easy on DPS when tank transition. If such a check wasn't in place, by the end of the fight, the tanks would have such a huge amount of aggro it would be impossible to lose aggro.
Mark does damage as 0, 250, 1000, 3000, 5000, 6000, 7000....., which means that you can only stay in for 7 marks maximum. Any more is almost certain death.
Lasts for 75 seconds since last time reapplied, then its timer resets.
Has a range of 65-70 yards (can be outdistanced to drop the debuff)
Does not persist after death.
Applies regardless of LoS.
Classified as physical school (meaning it is unresistable) but deals shadow damage (SR does not mitigate it, shadow protection potion can absorb it though).
Nothing can remove the marks, including Ice Block, Divine Shield, Divine Intervention, or Flask of Petrification.



Frostwyrm Lair
Once the final bosses of the four wings are defeated, players will gain access to the final "wing" of Naxxramas, in which they will encounter the Frost Wyrm Sapphiron, and the lich Kel'Thuzad.