
[click for bigger image]
location: Dragonblightabbreviation: Naxx
level: 80
player limit: 10/25
raid: 10man: 2 tanks, 3 healers, 5 dps / 25man: 3 tanks, 7 healers, 15 dps
basics: In order to get into Naxxramas you'll need to have a flying mount since it floats in the air, or get summoned up. Go through any of the four portals to enter the instance. Naxxramas is split into four quarters: the Arachnid Quarter, the Military Quarter, the Plague Quarter, and the Construct Quarter. Once you've finished the fights in all the quarters, you will be let into the last two rooms: the Frostwyrm Lair and Kel'Thuzad's Chamber. You get into the Frostwyrm Lair by the blue portal above the instance entrance. After you've killed Sapphiron, Kelthuzad's Chamber is down the hall.
basics: In order to get into Naxxramas you'll need to have a flying mount since it floats in the air, or get summoned up. Go through any of the four portals to enter the instance. Naxxramas is split into four quarters: the Arachnid Quarter, the Military Quarter, the Plague Quarter, and the Construct Quarter. Once you've finished the fights in all the quarters, you will be let into the last two rooms: the Frostwyrm Lair and Kel'Thuzad's Chamber. You get into the Frostwyrm Lair by the blue portal above the instance entrance. After you've killed Sapphiron, Kelthuzad's Chamber is down the hall.
The Arachnid Quarter
Anub'Rekhan

Impale: he targets a random player and impales them and everyone in between the boss and the target.
Locust Swarm: a bunch of locusts fly around him and do an aoe to anyone within 30-yards, anyone that stands in it also gets a dot that stacks every two seconds, so the only person that should be standing near him is the tank. The tank should start kiting the boss around the room when he does this.
Crypt Guards: one of these will spawn after every locust swarm, and one just a little after the buss is pulled. Extra tanks should be on these. Dps switch to these when locust swarm is up.
Summon Corpse Scarab: whenever a crypt guard or player dies the boss has the ability to summon corpse scarabs.
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Grand Widow Faerlina
Poison Bolt Volly: hits the 3/10 closest players, also applies a dot that is dispellable.
Rain of Fire: she does this at random times, don't stand in it.
Frenzy: she goes into a frezny every 60-80 seconds, she'll do 150% of her normal damage.
Worshippers: will be off-tanked most of the fight, on 10 man you can kill them one at a time near the boss to prevent her frenzy, on 25 man you can mind control them and cast fear on her which also prevents her frenzy. You should aim to do this before she goes into a frenzy, although if you do it while she's in a frenzy you dispel it.
Followers: only in 25 man, can either be off-tanked the entire fight or killed in the very beginning. If they are being off-tanked they need to be pretty far away because they have an aoe silence.
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Maexxna
Web Wrap: cast after 20 seconds of the boss being pulled and then every 40 seconds, flings whoever it is cast on to the wall and sticks them there in a cocoon, they are incapacitated, nature damage is done to them every two seconds, the cocoon can be dps'd and broken, this should be done as quick as possible.
Web Spray: cast every 40 seconds, incapacitates every one in the room for six seconds
Poison Shock: a frontal cone attack cast ever 10 seconds, so as usual the only person that should be standing in front of the boss is the tank.
Necrotic Poison: reduces healing taken for 30 seconds, needs to be cleansed immediately.
Maexxna Spiderlings: small spiders spawn underneath her 30 seconds after the boss is pulled and then ever 40 seconds, they need to be aoe'd quickly.
Frenzy: at 30% health she will go into a frenzy, increases damage done and haste.
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The Plague Quarter
Noth the Plaguebringer
Curse of the Plaguebringer: curses three random players (10 man) or 10 random players (25 man), if those players are not decursed within 10 seconds they will cause wrath of the plaguebringer.
Wrath of the Plaguebringer: everyone within 30 yeards will be hit with shadow damage for 10 seconds. In 10 man you can heal through it, but it happens in a 25 man it is generally a wipe.
Blink: when he blinks he'll appear a few feet away, not too special, but causes an aggro wipe.
Cripple: when he blinks the players around where he blinked from will have their movement speed reduced by 50%, attack speed reduced by 100% and strength reduced by 50%. This may be dispelled.
Every 110 seconds he'll teleport away to his balcony and summon Plagued Champions and Guardians.
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Heigan the Unclean
When you enter the room, you will see a stage or platform at one end. Spell casters will be standing on this platform through most of the fight. The tank will be kiting the boss around the room to avoid eruption. During eruption (or the dance), three quarters of the room's floor will erupt with green fire. If you stand in it you'll most likely die. So the tank needs to kite him across the room, and the melee must stay close. Since Blizzard knows that a lot of people that play WoW get cocky and don't pay attention, you don't need too many people to finish this fight, so if people start dying don't worry.
Because the casters (includes healers!!!) are standing on the platform through most of the fight, the tank will need to kite Heigan somewhat close to the stage so that all the casters are in range.
Plague Cloud: After 90 seconds, Heigan will teleport back to the platform. He'll cast plague cloud, an aoe, and anyone remaining on the stage will die. That means that the casters will need to group up with the melee and do the dance with them. Healers should not attempt to heal people that get hit by eruption, since it will slow them down and make it more likely for them to get hit too.
THE DANCE
Quarter 1 is where you start the dance, you wait for the green flames to come up and immediately move to quarter two, wait for green flames again and move to 3, wait and move to 4. Then you're going to go back to quarter 1. So wait, go to 3, wait, go to 2, wait, go to 1. After you've gone to 4 and back again, casters will go back to the platform and melee will continue the dance.
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Loatheb
This boss is mostly tank & spank, meaning he doesn't really have anything to fool you into messing up. The only slightly tricky part about this boss is healing.
Necrotic Aura: every 20 seconds for 17 seconds he casts necrotic aura, reducing ALL healing done to the entire raid. That means you only have 3 seconds every 20 seconds to heal. Big raid heals and tank heals, and don't bother using any hots.
Fungal Creep: You'll see big spores floating around. When they are killed next to people they give you a debuff called fungal creep that increases your damage by 50%. So you want it! Wait until there's a bunch of people standing around it before you kill it so you get the most out of the spore.
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The Military Quarter
Instructor Razuvious
You'll see Instructor Razuvious and two (10 man) or four (25 man) of his students--Death Knight Understudies. Two of the students will be mind controlled and used as tanks. In ten man, there will be two stones in front of the boss's room. Two people from the raid will click on them and then be in control of a student each. The regular people you have tanking should do the mind control tanking, so that you don't lose dps. In 25 man, there will be no mind control stones, so you'll need two priests to do the mind controlling.
Mind Controlling:
button 4--blood strike: inflicts 50% weapon damage to an enemy target, 4 second cooldown
button 5--taunt: taunts the target to attack you, lasts 10 seconds, 20 second cooldown
button 6--bone barrier: reduces damage taken by 75% for 20 seconds,30 second cooldown
One tank will put up bone barrier and taunt, he will be the only one being hit by the boss. He'll tell the other tank when his taunt is about to run out, the other tank will put up bone barrier and taunt. They'll switch aggro like that until the boss is dead. One person should start mind controlling a few seconds before the other because when mind control starts to run out on one tank, the other one will need to taunt, letting the first tank re-mind control.
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Gothik the Harvester
The room will be divided in two parts by a gate--the live side and the undead side. Things will spawn on the live side, once they are killed they will resurrect on the undead side. Gothik will come down from his balcony and switch between sides. Eventually the gate will open and the raid can work as a whole again. The raid should be split equally between both sides. Alternately, you can have everyone on the live side and when the gates open everything you killed will come back from the undead side, they will need to be aoe'd very quickly.
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The Four Horsemen
The four horsemen will be standing on a platform in the middle of the room. When aggroed each horseman will automatically run to a different corner of the room. The two horseman in the front of the room (the side closest to the entrance) will each have (on ten man) 1 tank, 1 healer, and 2 dps/ (on 25 man) 1 tank, 1-2 healers, and half the dps in each. When the tanks have 3 stacks of their horseman's debuff, the two groups will switch corners. In the back there should be a ranged dps and a healer or two, the groups will also switch at 3 stacks of their debuff. The groups need to switch because if the stacks of the debuffs get to high, it's too much damage to heal through. When the front horsemen are killed, both front groups move to one of the back horsemen, and then the last one.
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The Construct Quarter
Patchwerk
Patchwerk is basically a raid test. If someone can't do Patchwerk, they aren't ready for Naxx yet. For that reason some raid leaders prefer to do this boss first. It's a tank & spank, very simple fight. For 10 man you will need a main tank and an hateful strike tank. For 25 man you'll need one main tank and preferably two hateful strike tanks.
Hateful Strike: does damage to the person who has the most threat within his melee range, but cannot be done on the main tank unless there are no other targets (everyone dead). You generally want your tank(s) with more hp to be the off-tank because of this ability.
Frenzy: at 5% health his damage including hateful strike will increase by 25% and his melee haste will also increase by 40%.
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Frogger
After you kill Patchwerk you jump across the slime mote and head left. You will see three rows of slimes crossing the ground and going into the slime mote. You need to run behind the slimes. If you run too close in front of them they explode and kill you.
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Grobbulus
Poison Cloud: he will drop these underneath him ever 15 seconds, they expand over time, last 75 seconds, and own you if you stand in them. Because of this, the boss will be tanked around the room roughly over the grate on the floor.
Mutating Injection: cast on a random person every 2o seconds, whoever has it needs to run behind the boss and away from the group a little ways to a wall. After 10 seconds of having the mutating injection, whoever has it will drop a poison cloud like the boss wherever they stand.
Slime Spray: a frontal cone attack, if anyone is hit by it they summon a fallout slime. For this reason, the only person standing in front of the boss should be the tank. The ranged dps and healers stand in the middle of the room, so the only people that need to worry are the melee. Fallout slime should be off-tanked. Whenever a fallout slime is summoned, the ranged dps should switch from the boss to the slime so the off-tank and healers don't get overwhelmed.
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Gluth
There will be two main tanks for this fight because Gluth casts a stacking debuff on his target that reduces the effectiveness of healing by 10% every 10 seconds. They should taunt off of the other tank about every 3 stacks.
Zombie Chow: zombies will spawn in the back of the room from the grates. If they are in range of Gluth he will eat them and regain some of his health. Because of this the boss should be tanked as far away from the entrance as possible, and there should be someone kiting the zombies in the back and a healer specifically for them. Anything that slows them down is good also.
Decimate: About every two minutes, he will do this ability which reduces all nearby units (including zombie chow) to 5% of their maximum health. Healers should top of the tanks first, then the raid. Zombie chow usually has too much life to kill before decimate, but after decimate when they only have 5% life they can and should be aoe'd right away.
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Thaddius
Before you get to the boss, there are two mini bosses on platforms. The raid needs to be split equally with each group on a mini boss. The mini bosses will do a sort of death coil on the opposite tank and pull him to the other side. Healers and tanks need to be ready for this. The most important part of this fight is that the mini bosses have to die within 5 seconds of each other. If they don't, the one that died first will resurrect and the one that did not die will regain all his health, so you will have to do it all over again.
After that you will need to jump down to the platform with Thaddius on it. Get to the very edge and jump as you run off. If you don't you'll land in the goo and need to go back. Priest's levitate, Paladin's crusader aura, Hunter's aspect of the pack, and rocket boots can all be used in place of jumping if you have trouble with it.
Everyone after the jump should pile up on the tank, you should aim to have the whole raid look like one person.
---------- Polarity Shift ++++++++++
A little while after the tank pulls, everyone will be given a charge debuff. It will either be a positive sign + or a negative sign. Before the fight, the raid leader will tell you which side to stand on. All the +'s need to be together on one side of the boss, and all the -'s will be on the other side of the boss. If you are standing on the wrong side you will recieve 4,500 damage multiplied by the number of people on that side and do damage to everyone around you. When he shifts his polarity you may or may not have your sign changed. If your sign is changed you need to run to the other side immediately. You have three seconds. So stop casting, stop healing, stop attacking, stop everything and just run. Because you have such a short amount of time to switch, you need to be in melee range even if you are ranged dps or a healer. Also, if you stack up on one another like you're supposed to you get a buff which increases the damage you do by 10%. You need a lot of your raid to have that buff if you want to kill Thaddius before he enrages.
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Frostwyrm Lair & Kel'Thuzad's Chamber
Sapphiron
As with all dragons in WoW, you don't want to stand in front of them because they bite you and blow fire and stuff on you, and you don't want to stand behind them because they hit you with their tail.
The tank should position the boss so that she's looking left, and her left side is facing the raid at the entrance. The raid needs to stay on the south half of the room, the side closest to the entrance.
Every 45 seconds Sapphiron will lift off into the air.
Ice Bolt: after she lifts she'll turn three people into ice blocks. Ice blocks need to be healed a lot because the ice does damage to them. When two of the ice blocks are down, everyone needs to run behind the closest one to them. I say after two because if the raid clumps up too fast there's a big possibility that you will get two ice blocks on top of each other which will push people out into the open.
Frost Breath: the raid needs to run behind the ice blocks because you will see a frost orb fall from the ceiling. When it hits the floor it kills everything not behind an ice block. After that Sapphiron will land and you can go back to tanking/dpsing.
Life Drain: if you're a healer, whenever someone has life drain on them you need to heal them tons. It's cast on two random people every 24 seconds.
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Kel'Thuzad
Before you even start fighting, type /range . If you have deadly boss mods it should do it for you. Don't worry about what it says until you start fighting the boss.
The first part of this fight is stupid easy. You activate the fight by standing in the circle in the middle of the room. Once the fight has started, everyone should be in that circle, if not you're probably going to die and probably going to mess things up. No one should step in the circle until everyone is ready and standing around the edge of the circle.
Once you're in the circle the first stage of the fight will begin. There are four little rooms around the wall that contain abominations, skeletons, and banshees. Ranged dps should be killing skeletons and banshees as fast as they can. Melee dps and tanks handle the abominations.
A little less than four minutes after the fight has started, Kel'Thuzad will start fighting. Finish off the adds first.
Kel'Thuzad should be tanked near the wall that he started at. Melee need to be spread out evenly around him to avoid getting screwed.
Frost Bolt: tanks and melee dps, when you see him start to cast this interrupt it!
Shadow Fissure: if a big, red, spinny circle spawns on top of you, get out of it as fast as you can! or it will kill you. Same as on Thaddius, stop healing, stop casting, attacking or whatever else you're doing. Just get out of the circle.
Frost Blast: makes a random target an ice block as well as everyone within 10 yards (that's what the range checker is for, so if you're in range of someone, go somewhere else). Healers, just like on Sapphiron, need to heal the crap out of people who are ice blocked.
When Kel'Thuzad is at 45% health he will call for the aid of two (in 10 man) or four (in 25 man) Guardians of Icecrown. They look similar to the first boss in the arachnid quarter and spawn from the left of the boss. An off-tank needs to pick these up.
Chains of Kel'Thuzad: the boss can mind control three people at once, you'll know who they are because they'll be big and surrounded by spinny, spikey chains. Their damage is increased by 200% and their healing is increased by 500% (and he's not going to help you kill himself). So they need to be crowd controlled as soon as possible.
That's it! Have fun and good luck!















