Naxxramas – 10-man reference sheets
About this guide
This miniguide was kept very compact to allow for easy reference during the raid. It should include all vital information, but if you want to know in-depth information, please use to the sources mentioned below. Use the pdf file for proper printing and a better layout:
http://sites.google.com/site/wowinstanceguides/Home/Nax-10.pdf .
The guide is a work in progress but is nearing completion.
Getting there
Naxxramas is located in eastern Dragonblight and can only be reached by flying mount and entered from the bottom.
No attunement is required.
The only quest involving Naxxramas is The Key to the Focusing Iris, which starts from a drop from Sapphiron. One player must have done this to allow his raid access into the 10 man version of the Eye of Eternity (Malygos) and yield said member a nice epic neckpiece should his raid kill Malygos.
Raid composition
1 MT – 1 OT – 2 healers – 5 DPS – 1 Hybrid healer/DPS
Unlike the 25-man version, there are no mandatory classes, though a good mix is always advised.
Gear requirement is relatively much lower then Karazhan upon its release, no lvl 80 epics required. Failure to follow strategies will still get you wiped on most bosses.
The only resistance of use is frost resistance, for the Sapphiron fight, and a paladin aura or shaman totem should suffice.
Layout
The entrance room leads to four wings. After defeating each wing in any order, the final Frostwyrm Lair can be entered.
|
Wing |
Boss1 |
Boss2 |
Boss3 |
Boss4 |
|
NE |
Spider |
Anub'Rekhan |
Grand Widow Faerlina |
Maexxna |
|
|
NW |
Abomination |
Patchwerk |
Grobbulus |
Gluth |
Thaddius |
|
SW |
Deathknight |
Instructor Razuvious |
Gothik the Harvester |
The Four Horsemen |
|
|
SE |
Plague |
Noth the Plaguebringer |
Heigan the Unclean |
Loatheb |
|
|
C |
Frostwyrm |
Sapphiron |
Kel'Thuzad |
|
|
S

ources
W
oWHead http://www.wowhead.com/?zone=3456
WoWWiki http://www.wowwiki.com/Naxxramas
WTB Blue http://www.wtbblue.com/10-man-raid-guides/naxxramas
The site icons function as hyperlinks to specific boss or wing pages.
Author:
Maliander – Sythes guild – Auchindoun (EU) realm
Version 0.96 – Patch 3.03 – 15 December 2008
Spider wing (NE)  |
Anub'Rekhan – Crypt Fiend  |

|
MT tanks Anub’Rekhan at location [A] with back to kite path, kites to [B] during Locust Swarm, back to A at next Locust Swarm etc.
OT tanks Crypt Guard, drag it near [R] during Locust Swarm.
Ranged DPS and Healers stay at [R] throughout the fight.
Melee DPS starts at [A], runs to [R] during Locust Swarm, to [B] afterwards etc. Do not position in the kite path.
|
Locust Swarm |
Used every 90 seconds, this painful & pacifying 25 yard AoE should be avoided by all. |
Crypt Guard |
Cleaving add that must be off-tanked, spawns 10 Corpse Scarab adds when killed.
Spawned throughout the fight, also at start of Locust Swarm. |
10 Corpse Scarabs |
Small adds spawned upon player (5) or Crypt Guard (10) death, to be killed with AoE. |
Impale |
Damages all in straight line to random target and launches target for fall damage.
Semi-circle with no other player between Anub’Rekhan prevents unnecessary damage. |
Tanks |
MT tanks Anub at [A]. Kite to [B] during Locust Swarm. Back to [A] at next Swarm etc.
OT tanks Crypt Guard, then picks up small adds that spawn. |
Healers |
Player death results in adds spawning, prevent if possible. |
DPS |
Focus on Crypt Guard, then AoE small adds that spawn, otherwise attack Anub’Rekhan. |
Kite alternative |
Just heal the MT through Locust Swarm instead of kiting if the healers are up for it. |
Grand Widow Faerlina – Human  |
Volley / Rain of Fire |
Spread around Faerlina to reduce Rain of Fire damage (and run out of it). |
Frenzy |
Killing a Follower near Faerlina during Frenzy removes it for 60 seconds.
Killing a Follower while Frenzy is cast prevents it for 30 seconds. |
4 Followers |
Off-tanked until enrage, then 1 killed near Faerlina each time to lockout frenzy. |
Tanks |
MT tanks Faerlina in centre of room. OT tanks followers near Faerlina. |
Healers |
Beware damage on tank during frenzies and cure Poison Volley DoT. |
DPS |
1 DPS brings Followers to low health, rest focuses on Faerlina.
Kill 1 follower in predetermined order just after enrage to end it. |
Frenzy alternative |
Weak tank, high DPS can kill a Follower every 30 seconds to prevent all enrages. |
Maexxna – Spider  |
Web Spray |
4 Second incapacitate, 40 sec CD, unavoidable. |
8 Spiderlings |
Ads spawned 10 seconds before Web Spray at Maexna. Kill within 10 seconds. |
Web Wrap |
Send 1 player backward to the wall, stuck in a cocoon, 40 sec CD, DoT on player.
Non-tanks on 1 side of Maexxna with back to wall to control cocoon position.
The cocoon must be destroyed from outside. |
Necrotic Poison |
Reduce healing received by 75%. |
Frenzy |
At 30% health, nasty tank damage increase. Try to time after Web Spray. |
Tank |
MT stands with near wall, back to centre, facing Maexxna away from the raid, no OT. |
Healers |
Cure Necrotic Poison. Offspec does abolish poison if needed.
Use HoT’s before Web Wrap.
Heal cocoon targets through their DoT. |
DPS |
AoE classes stand near Maexxna before Spiderlings spawn to ensure a fast kill.
Ranged DPS should kill cocoons. |
Abomination / Construct wing (NW)  |
Patchwerk – Abomination  |
Hateful Strike |
Frequent large damage on 2nd threat melee target. |
Berserk |
7 Minute hard enrage. Difficult to stay under, so a DPS race. |
Tanks |
OT soaks Hateful Strikes. Keeps threat high, but below MT. Best geared tank = OT. |
Healers |
Keep Hateful Strike soaker topped off through frequent heavy damage. |
DPS |
DPS race. |
Grobbulus – Flesh Giant  |
Fallout Slime |
Add spawned on each player in front of Grobbulus. This should only be the tank. |
Poison Cloud |
Expanding AoE zones dropped near Grobbulus. |
Mutating Injection |
10 Sec timer starts on random player, after which Poison cloud is spawned on player.
Affected player must move away from raid, near previous cloud for effective space use. |
Tanks |
MT tanks Grobbulus in outer edge of room, slowly circling back due to poison clouds.
Never face Grobbulus to the raid to prevent extra Fallout Slime spawns.
OT picks up Fallout Slime that spawns. |
Healers |
Do not Cleanse Mutating Injection, but do heal the target after it explodes. |
DPS |
Melee may want to focus on adds and ranged attacks to prevent Fallout Slime spawn.
1 DPS switch to Fallout Slime once it spawns, then back to Grobbulus. |
Gluth – Plague-dog  |
Zombie Chow |
Adds keep spawning from side.
Stacking +damage debuff prevents off-tanking, must be kited instead until decimate.
Dedicated kiter required, usually a paladin using consecration on healer group for aggro. |
Mortal Wound |
10% -healing stacking debuff on MT. |
Decimate |
Reduce all players and zombies to 5% health.
All zombies will ignore aggro and run to Gluth to heal him for 5% each. |
Enrage |
Enrages every 10 seconds, Hunter or Rogue can and should remove this. |
Tanks |
MT tanks Gluth at the far door, facing the raid to maximize zombie travel distance.
MT/OT taunt rotation every 15 seconds to prevent high Mortal Wound stack. |
Healers |
Heal MT after decimate first, group heal raid next.
Zombie kiter also needs heals. |
DPS |
Most DPS focus on Gluth until decimate, some DPS help zombie kiter with snares.
After decimate, all DPS snare and AoE the zombies before they reach Gluth. |
Thaddius – Flesh titan  |
Feugen & Stalagg |
One group for each mini-boss, with equal DPS, 1 tank and 1 healer in each group.
Kill both at the same time to prevent resurrection. Jump to Thaddius afterwards. |
Polarity Shift |
Stack near equal polarity players (“+” on left side, “-” on right side), just in reach of Thaddius’ (large) hitbox to maximise distance between groups while allowing melee.
If your polarity changes, move to other side by running past Thaddius on his right side. |
Chain Lightning |
Chaining low damage attack. Stay in 2 stacks regardless, polarity bonus more important. |
Tanks |
Feugen & Stalagg tanks teleported to opposing platform every 20 sec, taunt afterwards.
Keep Feugen & Stalagg near Lightning Rods.
OT goes DPS on Thaddius, MT makes sure to also follow polarity shifts. |
Healers |
Your tank to heal switches on Feugen & Stalagg every 20 seconds.
Low healing required on Thaddius, try to DPS some. |
DPS |
6 Minute berserk timer, easy if you don’t die and keep proper polarity stacks. |
Deathknight / Military wing (SW)  |
Instructor Razuvious – Human DK  |
2 DK Understudies |
Must be MC’d with orb of domination to tank Razuvious with. |
Disrupting Shout |
Raidwide AoE. |
Jagged Knife |
Random target damage + bleed. |
Unbalancing Strike |
Lethal attack, must always hit an Understudy protected with Shieldwall. |
Tanks |
Tanks each pick an orb of domination and use the MC’d Understudy to tank Razuvious.
Shieldwall (6), taunt (5) then Blood Strike (4) to keep aggro.
OT shields and taunts when taunt buff nearly expires, other tank dismisses & re-MCs. |
Healers |
Heal Understudies, Jagged Knife targets and AoE damage. |
DPS |
Nothing special. |
Gothik the Harvester – Undead  |
Phase 1: 2 Cages |
5 Men at each side, stronger DPS at undead side (bone piles), possibly 4 – 6 distribution.
Attacking Gothik starts gauntlet and separates sides with gates.
Killing living mobs spawns stronger undead mobs, prevent overwhelming undead side.
Use CC if needed (shackle undead, sheep humanoid etc). |
Phase 2: Boss |
After ~4 ½ minutes Gothik will enter combat, at 30% HP the gates between groups open.
CC left over adds if possible and burn boss down. |
Harvest Soul |
Stacking –stat debuff in phase 2 → DPS race (easy if entire raid still alive). |
Shadow Bolt |
Tank focussed, possibly affected by mind-numbing poison / curse of tongues. |
Tank/ Healers/ DPS |
Nothing special. |
The Four Horsemen – 4 mounted DK’s  |

|
Each horseman will run into a separate corner and needs its own group:
[R]ivendare: near right – melee DK – 1 tank, 1 healer
[K]or’Thazz: near left – melee DK – 1 tank, 1 healer, 4 DPS
[Z]eliek: far right – caster DK – immobile, nearest player = “tank” – 1 (self) healer
[B]lameux: far left – caster DK – immobile, nearest player = “tank” – 1 (self) healer
Warlocks, off-spec healers and possibly even blood DK’s can “tank” [Z] and [B].
Groups must run to the other DK once they get 3 marks, following the arrows.
[Z] and [B] groups just stay alive till all but healers from [R] and [K] groups join.
DK’s keep casting marks after death, so never leave them alone. |
<Damaging Aura> |
Rivendare ability. ~ 20 Yard range AoE aura, don’t get hit unnecessarily. |
Meteor |
Kor’Thazz ability. This damage is shared between nearby players. All stack on tank. |
Holy Wrath |
Zeliek ability. Chaining damage, doubles each jump. Spread. |
Void zones |
Blaumeux ability. Don’t stand in them. |
Marks |
Stacking unique mark for each Horseman. Damage rapidly increases beyond 3rd mark.
Switch to other horseman when 3rd mark hits (caster to caster, melee to melee).
Any horseman without any player within 45 yards = raidwiping damage. |
Summon Spirit |
Spawned upon Horseman death. Still casts marks and 1-shots melee, so stay at range. |
Tanks |
At 3rd mark: run to doorway to taunt switch and move into other corner. |
Healers |
Try to avoid marks by moving out of range just before application, unless you are the only player in range. |
DPS |
Stack on Kor’Thazz’ tank and blow cooldowns, Spread on Zeliek. |
Plague wing (SE)  |
Noth the Plaguebringer – Necromancer  |
Curse of the Plaguebringer |
Hits 3 random players.
Unless decursed within 10 seconds, damages all nearby players with medium damage. |
Plagued Warriors |
2 Low damage cleaving adds spawning every 30 seconds. |
Blink |
Short distance blink, wiping aggro. Since tank is close by, an aggro-switch is not likely. |
Phase 2 |
Every ~2 minutes Noth ports to balcony and more adds spawn. Kill Arcane Mages first. |
Tanks |
MT tanks Noth, switches to adds in phase 2 and picks up Noth once he teleports back.
OT tanks adds. |
Healers |
If not decursed, Curse of the Plaguebringer damage is healable. |
DPS |
Focus on Noth until many adds are accumulated at OT, AoE them down, back to Noth. |
Heigan the Unclean – Dance instructor  |

|
3 Out of 4 “pie slices” of the floor are hit by large damage (Eruption).
To prevent damage, move to the safe tile (1 → 2 → 3 → 4 → 3 → 2 etc), aka dancing.
Due to lag, don’t try to follow other players’ movement during the dance.
Don’t run unnecessarily far into tiles 1 and 4 to minimize travel distance.
The [R]aised platform is a safe spot, where ranged and healers are to stand.
Alternatively, tank + melee stands on far SE corner of platform while ranged stands on the opposite corner. This puts the entire raid in the safe spot, making phase 1 trivial.
|
Spell Disruption |
Spell slowing aura around Heigan, 20 yard range. |
Decrepit Fever |
Disease cast on random target within 20 yards of Heigan, curable.
Reduces maximum health to 50% and does DoT to nearby players. |
Phase 2 |
Heigan teleports to the [R]aised platform, raid stops most DPS and focuses on survival.
The platform is covered by heavy AoE damage and Eruption speeds up.
All players do the dance starting at tile 1, staying well away from the platform.
After 45 seconds back to phase 1, again starting with tile 1 as safe tile. |
Tanks |
Don’t tank Heigan too close to the platform to prevent Spell Disruption against casters. |
Healers |
Cure Decrepit Fever. |
DPS |
Nothing special. |
Loatheb – Fungal Monster  |
Necrotic Aura |
Raidwide -100% healing debuff, lasts 17 seconds, cast every 20 seconds, leaving a three second healing window. |
Deathbloom |
Raidwide “reversed lifebloom”. |
Inevitable Doom |
Raidwide DoT, increasing as time progresses, removed with Iceblock / Divine Shield. |
Spores |
Killing these gives up to 5 nearby players +50% crit and -100% threat “debuff”.
Share spores with other DPS / healers. |
Tank |
MT tanks Loatheb, no OT.
Reserve self-heals for Necrotica Aura window.
Don’t pick up spore “debuff” unless well ahead on aggro. |
Healers |
Time AoE heal to go off at start of Necrotic Aura window, then spam instants.
Shields are not affected by Necrotic Aura, HoTs are, but precast to tick during window.
Try to DPS some during Necrotic Aura, even wand/autoattack. |
DPS |
Use self-heals during Necrotic Aura window. |
Frostwyrm Lair (C) |
Sapphiron – Frostwyrm  |
Phases |
Phase 1: Ground phase.
Phase 2: Air phase: 2 Frost bolts followed by Frost Breath. Back to Phase 1. |
Positioning |
Melee DPS stand at hind legs to avoid breath/tail swipe attacks.
Ranged / Healers on same side as melee to prevent outranging healers and not reaching iceblocks. |
Frost Aura |
Permanent heavy raidwide frost DoT, Frost resistance very helpful but not mandatory. |
Life Drain |
Life draining curse. Decurse if possible. |
Chill |
Moving ice storms that damage and slow. All but tank avoid these. |
Frost Bolt |
Cast at start of phase 2, encasing two players in iceblocks and damaging nearby players.
Spread near first player hit and get in position for Frost Breath after 2nd hit. |
Frost Breath |
Lethal AoE attack originating from center of room.
LoS this attack by standing behind an iceblocked player. |
Tank |
MT tanks Sapphiron facing Kel’Thuzads’ chamber.
Don’t move, even when hit by Chill.
Pick Sapphiron up after phase 2 and drag back to tanking location. |
Healers |
Heavy constant raidwide damage. Use groupheals if possible |
DPS |
Nothing special. |
Kel'Thuzad – Lich  |
Gauntlet |
The boss sends adds in a timed gauntlet at the raid before joining himself after 4 minutes:
Abomination: Random target Mortal Strike, use two tanks to prevent high stack.
Soldier/Soul Weaver: Slow moving suicide bombers, should not reach raid. |
Frost Bolt |
Large tank damage + snare, try to interrupt its 2 second cast. |
Frost Bolt Volley |
Instant cast raidwide damage + snare. |
Frost Blast |
Dot + incapacitate on random target with 10 yard chain range.
Ranged + healers must spread to prevent chaining, leaving some space for melee to run.
Melee in 3 groups around each side of Kel’Thuzad, 10 yards from each other and tank. |
Shadow Fissure |
Lethal void zone with 5 second timer, run out of the red fissure. |
Mana Detonation |
5 Second timer before damaging and mana-burning casters within 10 yards.
Melee casters run out, ranged casters should already by at 10 yards distance. |
Guardians |
2 Adds summoned at 40% health.
Should be off-tanked rather then killed.
Stacking grow buff makes this a DPS race. |
Tanks |
Try to have two tanks on Abominations.
MT picks up Kel’Thuzad and tanks him in centre of the room.
MT only moves to avoid Shadow Fissure.
OT stays in alcove if no space in melee DPS group, pick up Guardians once they spawn. |
Healers |
Heal lethal Frost Blast DoT within 4 seconds. |
DPS |
Ranged must snare and kill Soldiers and Soul Weavers during the gauntlet.
Melee kills Abominations during the gauntlet.
Save long cooldowns for the last 40% health of Kel’Thuzad. |