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    Wrath of the Lich King · Tier 7 · Naxxramas

    Naxxramas raid guide

    Tactics for all 15 encounters, progression checklists and a documented change history from original Wrath to Wrath Classic.

    English10/25-player15 bossesNerf history

    How to use this guide

    Read the change history and boss summaries before the detailed instructions. Boss cards cover core tactics and role assignments, with version-specific difficulty differences where applicable.

    This guide covers level 80 Wrath. Level 60 Classic, Timewalking and legacy scaling from later expansions are outside its scope.

    Naxxramas in chronological Wrath progression

    The necropolis moved to Northrend for Tier 7, with four wings you can tackle in any order followed by Frostwyrm Lair. This guide covers the level-80 10- and 25-player encounters, not the level-60 Classic mechanics.

    For raid lead: Choose the 10- or 25-player version and any difficulty options available for this raid, then assign encounter responsibilities before pulling.

    Naxxramas: nerf and change history

    The timeline separates intentional difficulty changes, release schedule, loot/catch-up changes, and actual bug fixes. Inaccurate pre/post figures are not filled with guesswork.

    DateDocumented changeEffect
    Patch 3.0.2 · November 13, 2008Naxxramas was rebuilt in Dragonblight as a level-80 introductory raid for 10 or 25 players.Several level 60 mechanics were simplified or rescaled.
    Patch 3.3.0After defeating all four wing bosses, the raid could teleport directly to Sapphiron’s area.The farm route was shortened; the combat numbers of the bosses were not changed.
    Wrath Classic 3.4.0Enemy health and damage increased by 30 percent in both raid sizes.The Classic release was intentionally stronger than the original 2008 version.
    Wrath Classic Phase 2Tier 7 raids went into a catch-up phase with the dawn of Ulduar.The guide differentiates this Classic progression from the original Wrath.

    Each boss’s nerf section refers to this raid-wide timeline and highlights only changes relevant to that encounter.

    Anub’Rekhan

    Encounter 1 / 15 · Naxxramas

    Anub’Rekhan

    Arachnid Quarter · Kiting Locust Swarm along the edge, Impale and Crypt Guards.

    10/25-playerLevel 80Arachnid Quarter
    TL;DR: Tank Anub’Rekhan at the perimeter with the raid toward the middle. Kite each Locust Swarm along the marked perimeter route. Kill Crypt Guards and scarabs before returning to boss damage.

    Raid priorities

    • Tank Anub’Rekhan at the perimeter with the raid toward the middle.
    • Kite each Locust Swarm along the marked perimeter route.
    • Kill Crypt Guards and scarabs before returning to boss damage.
    Before the pull
    • Review tanking, healing and damage responsibilities for Anub’Rekhan in a 10- or 25-player group.
    • Mark the perimeter kiting route and safe raid positions.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Locust Swarm
    The tank kites along the wall while the raid stays outside the swarm.
    Impale
    Impale hits players along the line to its ranged target.
    Crypt Guards and scarabs
    The off-tank picks up these adds.
    Phase plan and tactic
    Positioning
    Tank Anub’Rekhan at the perimeter with the raid toward the middle.
    Kite the swarm
    Kite each Locust Swarm along the marked perimeter route.
    Clear adds
    Kill Crypt Guards and scarabs before returning to boss damage.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Grand Widow Faerlina

    Encounter 2 / 15 · Naxxramas

    Grand Widow Faerlina

    Arachnid Quarter · Enrage is removed with the Worshiper mechanic.

    10/25-playerLevel 80Arachnid Quarter
    TL;DR: Keep the adds separate from Faerlina. Prepare the next Worshipper before enrage. Remove enrage using the Worshipper mechanic for your raid size, and move out of Rain of Fire.

    Raid priorities

    • Keep the adds separate from Faerlina.
    • Prepare the next Worshipper before enrage.
    • Remove enrage using the Worshipper mechanic for your raid size, and move out of Rain of Fire.
    Before the pull
    • Review tanking, healing and damage responsibilities for Grand Widow Faerlina in a 10- or 25-player group.
    • Assign Worshipper control for your raid size, poison removal and safe movement from fire.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Enrage
    Faerlina’s damage against the tank becomes dangerous.
    Poison Bolt Volley
    Remove poisons and heal raid damage.
    Rain of Fire
    Move out of the affected area.
    Worshippers
    The method for removing enrage differs between 10- and 25-player encounters.
    Phase plan and tactic
    Separate adds
    Keep the adds separate from Faerlina.
    Prepare a Worshipper
    Prepare the next Worshipper before enrage.
    Remove enrage
    Remove enrage using the Worshipper mechanic for your raid size, and move out of Rain of Fire.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Maexxna

    Encounter 3 / 15 · Naxxramas

    Maexxna

    Arachnid Quarter · Web Wraps, Spiderlings and full raid Web Spray.

    10/25-playerLevel 80Arachnid Quarter
    TL;DR: Assign players to break Web Wrap cocoons. Kill Spiderlings and apply healing-over-time effects to the tank before Web Spray. Start the final damage push just after surviving a Web Spray.

    Raid priorities

    • Assign players to break Web Wrap cocoons.
    • Kill Spiderlings and apply healing-over-time effects to the tank before Web Spray.
    • Start the final damage push just after surviving a Web Spray.
    Before the pull
    • Review tanking, healing and damage responsibilities for Maexxna in a 10- or 25-player group.
    • Assign cocoon targets, Spiderling control and tank protection for Web Spray.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Web Wrap
    Web Wrap traps players against the wall.
    Spiderlings
    Kill the Spiderling wave quickly with area damage.
    Web Spray
    Web Spray stuns the entire raid.
    Frenzy
    Frenzy starts at 30 percent health.
    Phase plan and tactic
    Free trapped players
    Assign players to break Web Wrap cocoons.
    Prepare for Web Spray
    Kill Spiderlings and apply healing-over-time effects to the tank before Web Spray.
    Final damage push
    Start the final damage push just after surviving a Web Spray.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Noth the Plaguebringer

    Encounter 4 / 15 · Naxxramas

    Noth the Plaguebringer

    Plague Quarter · Curse dispels, threat after Blink and balcony add waves.

    10/25-playerLevel 80Plague Quarter
    TL;DR: Assign curse removal to cover every group. After Blink, pause damage until the tank regains control. Gather and kill the balcony-phase adds before Noth returns.

    Raid priorities

    • Assign curse removal to cover every group.
    • After Blink, pause damage until the tank regains control.
    • Gather and kill the balcony-phase adds before Noth returns.
    Before the pull
    • Review tanking, healing and damage responsibilities for Noth the Plaguebringer in a 10- or 25-player group.
    • Assign curse removal and positions for tank recovery and balcony-phase adds.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Curse of the Plaguebringer
    The curse explodes if it is not removed.
    Blink and Cripple
    Be ready to recover tank positioning and handle Cripple after Blink.
    Balcony phase
    Handle the Warrior, Champion and Guardian waves.
    Phase plan and tactic
    Remove curses
    Assign curse removal to cover every group.
    Recover after Blink
    After Blink, pause damage until the tank regains control.
    Clear add waves
    Gather and kill the balcony-phase adds before Noth returns.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Heigan the Unclean

    Encounter 5 / 15 · Naxxramas

    Heigan the Unclean

    Plague Quarter · Heigan dance, disease and spell disruption.

    10/25-playerLevel 80Plague Quarter
    TL;DR: Mark the four floor sections and review the safe movement pattern. During the slow dance, move the boss along the floor while casters use the platform. During the fast dance, everyone prioritizes safe movement over damage.

    Raid priorities

    • Mark the four floor sections and review the safe movement pattern.
    • During the slow dance, move the boss along the floor while casters use the platform.
    • During the fast dance, everyone prioritizes safe movement over damage.
    Before the pull
    • Review tanking, healing and damage responsibilities for Heigan the Unclean in a 10- or 25-player group.
    • Mark the four floor sections and practice the route before pulling.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Eruption
    Eruptions follow a repeating pattern through four floor sections.
    Spell Disruption
    The aura slows nearby players’ spellcasting.
    Decrepit Fever
    Remove this disease.
    Fast dance
    Everyone moves onto the floor and follows the safe sections.
    Phase plan and tactic
    Learn the floor pattern
    Mark the four floor sections and review the safe movement pattern.
    Slow dance
    During the slow dance, move the boss along the floor while casters use the platform.
    Fast dance
    During the fast dance, everyone prioritizes safe movement over damage.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Loatheb

    Encounter 6 / 15 · Naxxramas

    Loatheb

    Plague Quarter · A 17-second healing lockout, a 3-second healing window and spores.

    10/25-playerLevel 80Plague Quarter
    TL;DR: Assign spore groups and healing-window responsibilities. Begin large heals before Necrotic Aura expires so they land during the short healing window. Use personal defensives for Inevitable Doom and finish before its pressure becomes overwhelming.

    Raid priorities

    • Assign spore groups and healing-window responsibilities.
    • Begin large heals before Necrotic Aura expires so they land during the short healing window.
    • Use personal defensives for Inevitable Doom and finish before its pressure becomes overwhelming.
    Before the pull
    • Review tanking, healing and damage responsibilities for Loatheb in a 10- or 25-player group.
    • Assign spore groups, healing-window timing and defensive cooldowns for Doom.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Necrotic Aura
    Necrotic Aura prevents healing for 17 seconds.
    Healing window
    Time casts to land during the three-second healing window.
    Spore buffs
    Spores grant a critical-strike buff to a limited group of players.
    Inevitable Doom
    Doom creates increasing pressure as the fight continues.
    Phase plan and tactic
    Assign spores and healing
    Assign spore groups and healing-window responsibilities.
    Time healing casts
    Begin large heals before Necrotic Aura expires so they land during the short healing window.
    Manage Doom
    Use personal defensives for Inevitable Doom and finish before its pressure becomes overwhelming.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Instructor Razuvious

    Encounter 7 / 15 · Naxxramas

    Instructor Razuvious

    Military Quarter · Understudy tanking and Disrupting Shout.

    10/25-playerLevel 80Military Quarter
    TL;DR: Assign two players to control Deathknight Understudies. Coordinate Taunt and Bone Barrier so Razuvious is always covered. Keep released Understudies controlled and heal Disrupting Shout damage.

    Raid priorities

    • Assign two players to control Deathknight Understudies.
    • Coordinate Taunt and Bone Barrier so Razuvious is always covered.
    • Keep released Understudies controlled and heal Disrupting Shout damage.
    Before the pull
    • Review tanking, healing and damage responsibilities for Instructor Razuvious in a 10- or 25-player group.
    • Assign Understudy controllers and handovers using the control method for your raid size.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Unbalancing Strike
    This strike makes tanking Razuvious dangerous.
    Understudy abilities
    Controlled Understudies use Taunt and Bone Barrier.
    Control method
    The 10-player encounter uses control orbs; the 25-player encounter uses priest Mind Control.
    Disrupting Shout
    The shout damages the entire raid.
    Phase plan and tactic
    Assign controllers
    Assign two players to control Deathknight Understudies.
    Coordinate tanking
    Coordinate Taunt and Bone Barrier so Razuvious is always covered.
    Control released adds
    Keep released Understudies controlled and heal Disrupting Shout damage.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Gothik the Harvester

    Encounter 8 / 15 · Naxxramas

    Gothik the Harvester

    Military Quarter · Living/dead division, add waves and Harvest Soul.

    10/25-playerLevel 80Military Quarter
    TL;DR: Split tanks, healers and damage evenly between the living and dead sides. Control the living side’s kill rate so the dead side can keep up. After the gate opens, regroup and finish Gothik quickly.

    Raid priorities

    • Split tanks, healers and damage evenly between the living and dead sides.
    • Control the living side’s kill rate so the dead side can keep up.
    • After the gate opens, regroup and finish Gothik quickly.
    Before the pull
    • Review tanking, healing and damage responsibilities for Gothik the Harvester in a 10- or 25-player group.
    • Assign balanced living-side and dead-side groups and a clear kill-rate call.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Living and spectral adds
    Adds killed on the living side reappear as spectral versions on the other side.
    Kill rate
    Killing adds too quickly overloads the dead side.
    Harvest Soul
    Harvest Soul stacks during the boss phase.
    Phase plan and tactic
    Split the raid
    Split tanks, healers and damage evenly between the living and dead sides.
    Control the waves
    Control the living side’s kill rate so the dead side can keep up.
    Regroup for Gothik
    After the gate opens, regroup and finish Gothik quickly.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    The Four Horsemen

    Encounter 9 / 15 · Naxxramas

    The Four Horsemen

    Military Quarter · Four corners and mark exchanges.

    10/25-playerLevel 80Military Quarter
    TL;DR: Tank Rivendare and Korth’azz in the front corners and assign players to hold the two casters at the back. Rotate corners at the agreed number of Marks. Kill the front pair, then move groups to the back in a controlled manner.

    Raid priorities

    • Tank Rivendare and Korth’azz in the front corners and assign players to hold the two casters at the back.
    • Rotate corners at the agreed number of Marks.
    • Kill the front pair, then move groups to the back in a controlled manner.
    Before the pull
    • Review tanking, healing and damage responsibilities for The Four Horsemen in a 10- or 25-player group.
    • Assign all four corners, Mark rotation timing and safe routes between groups.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Marks
    Each Horseman applies a distinct stacking Mark.
    Meteor
    Share Meteor damage with the assigned group in Korth’azz’s corner.
    Void Zones
    Move out of Lady Blaumeux’s Void Zones.
    Holy Wrath
    Spread out near Zeliek to avoid chained Holy Wrath damage.
    Phase plan and tactic
    Assign four corners
    Tank Rivendare and Korth’azz in the front corners and assign players to hold the two casters at the back.
    Rotate Marks
    Rotate corners at the agreed number of Marks.
    Finish the rear pair
    Kill the front pair, then move groups to the back in a controlled manner.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Patchwerk

    Encounter 10 / 15 · Naxxramas

    Patchwerk

    Construct Quarter · Hateful Strike tanks and pure DPS check.

    10/25-playerLevel 80Construct Quarter
    TL;DR: Keep the main tank first on threat. Keep Hateful Strike tanks healthy and melee DPS below the tanks on threat. Plan cooldowns for the opening and the final Frenzy.

    Raid priorities

    • Keep the main tank first on threat.
    • Keep Hateful Strike tanks healthy and melee DPS below the tanks on threat.
    • Plan cooldowns for the opening and the final Frenzy.
    Before the pull
    • Review tanking, healing and damage responsibilities for Patchwerk in a 10- or 25-player group.
    • Assign main-tank and Hateful Strike healing and cooldowns for the final Frenzy.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Hateful Strike
    Eligible nearby targets with high health take these heavy strikes. Keep the assigned tanks ready.
    Main tank
    The main tank takes normal melee attacks.
    Frenzy
    Damage pressure rises during the final five percent of Patchwerk’s health.
    Berserk
    Berserk sets the encounter’s time limit.
    Phase plan and tactic
    Establish tank threat
    Keep the main tank first on threat.
    Support Hateful tanks
    Keep Hateful Strike tanks healthy and melee DPS below the tanks on threat.
    Plan cooldowns
    Plan cooldowns for the opening and the final Frenzy.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Grobbulus

    Encounter 11 / 15 · Naxxramas

    Grobbulus

    Construct Quarter · Kiting around poison clouds, Mutating Injection and Fallout Slime.

    10/25-playerLevel 80Construct Quarter
    TL;DR: Kite Grobbulus slowly around the perimeter. Move Mutating Injection to a safe drop point behind the group; dispel only once the player is correctly placed. Keep the raid out of the frontal cone and kill Fallout Slimes.

    Raid priorities

    • Kite Grobbulus slowly around the perimeter.
    • Move Mutating Injection to a safe drop point behind the group; dispel only once the player is correctly placed.
    • Keep the raid out of the frontal cone and kill Fallout Slimes.
    Before the pull
    • Review tanking, healing and damage responsibilities for Grobbulus in a 10- or 25-player group.
    • Mark the kiting direction, used cloud-drop area and clean route ahead.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Poison Cloud
    Clouds remain on the floor and progressively fill the room.
    Mutating Injection
    Drop the resulting cloud along the outer edge.
    Slime Spray
    Slime Spray spawns an add for each player it hits.
    Phase plan and tactic
    Perimeter movement
    Kite Grobbulus slowly around the perimeter.
    Drop Injection safely
    Move Mutating Injection to a safe drop point behind the group; dispel only once the player is correctly placed.
    Control slimes
    Keep the raid out of the frontal cone and kill Fallout Slimes.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Gluth

    Encounter 12 / 15 · Naxxramas

    Gluth

    Construct Quarter · Kiting Zombie Chow, Decimate and tank swaps.

    10/25-playerLevel 80Construct Quarter
    TL;DR: Assign zombie kiters and slows at the back of the room. Swap tanks to manage Mortal Wound stacks. After Decimate, kill zombies with area damage before they reach Gluth.

    Raid priorities

    • Assign zombie kiters and slows at the back of the room.
    • Swap tanks to manage Mortal Wound stacks.
    • After Decimate, kill zombies with area damage before they reach Gluth.
    Before the pull
    • Review tanking, healing and damage responsibilities for Gluth in a 10- or 25-player group.
    • Assign kiters, slows, tank swaps, enrage removal and the Decimate damage call.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Mortal Wound
    Swap tanks to manage the healing-reduction stacks.
    Zombie Chow
    Gluth heals if zombies reach him and are eaten.
    Decimate
    Players and zombies drop to around five percent health.
    Enrage
    Remove Gluth’s enrage.
    Phase plan and tactic
    Kite zombies
    Assign zombie kiters and slows at the back of the room.
    Swap tanks
    Swap tanks to manage Mortal Wound stacks.
    Kill zombies after Decimate
    After Decimate, kill zombies with area damage before they reach Gluth.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Thaddius

    Encounter 13 / 15 · Naxxramas

    Thaddius

    Construct Quarter · Stalagg/Feugen synchronization and polarity.

    10/25-playerLevel 80Construct Quarter
    TL;DR: Balance Stalagg’s and Feugen’s health and kill them almost simultaneously. Jump to Thaddius’s platform together. Follow the agreed route to your charge’s marked side and stack with matching charges.

    Raid priorities

    • Balance Stalagg’s and Feugen’s health and kill them almost simultaneously.
    • Jump to Thaddius’s platform together.
    • Follow the agreed route to your charge’s marked side and stack with matching charges.
    Before the pull
    • Review tanking, healing and damage responsibilities for Thaddius in a 10- or 25-player group.
    • Assign balanced add groups and mark charge positions and crossing routes.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Simultaneous add kills
    Both adds must die almost simultaneously.
    Magnetic Pull
    Magnetic Pull switches tanks between platforms.
    Polarity Shift
    Players receive positive or negative charges.
    Opposite charges
    Nearby players with opposite charges damage each other.
    Phase plan and tactic
    Synchronize kills
    Balance Stalagg’s and Feugen’s health and kill them almost simultaneously.
    Jump together
    Jump to Thaddius’s platform together.
    Stack by charge
    Follow the agreed route to your charge’s marked side and stack with matching charges.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Sapphiron

    Encounter 14 / 15 · Naxxramas

    Sapphiron

    Frostwyrm Lair · Frost Aura, Blizzard and Icebolt shields.

    10/25-playerLevel 80Frostwyrm Lair
    TL;DR: Keep non-tanks out of Sapphiron’s front and rear attack cones. Avoid Blizzard and remove Life Drain curses. Spread for Icebolts, then shelter behind frozen players before Frost Breath.

    Raid priorities

    • Keep non-tanks out of Sapphiron’s front and rear attack cones.
    • Avoid Blizzard and remove Life Drain curses.
    • Spread for Icebolts, then shelter behind frozen players before Frost Breath.
    Before the pull
    • Review tanking, healing and damage responsibilities for Sapphiron in a 10- or 25-player group.
    • Assign curse removal and safe spreading, then agree on the move-to-cover call.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Frost Aura
    Frost Aura deals continuous raid damage.
    Blizzard
    Avoid the moving Blizzard during the ground phase.
    Life Drain
    This curse heals Sapphiron and must be removed.
    Icebolt and Frost Breath
    Icebolts create frozen-player cover. Use it to break line of sight before Frost Breath.
    Phase plan and tactic
    Safe positioning
    Keep non-tanks out of Sapphiron’s front and rear attack cones.
    Ground-phase hazards
    Avoid Blizzard and remove Life Drain curses.
    Shelter from Frost Breath
    Spread for Icebolts, then shelter behind frozen players before Frost Breath.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Kel’Thuzad

    Encounter 15 / 15 · Naxxramas

    Kel’Thuzad

    Frostwyrm Lair · Opening add waves, spacing, interrupts and Guardians.

    10/25-playerLevel 80Frostwyrm Lair
    TL;DR: Clear the opening waves with assigned ranged priorities and keep the center safe. Spread out and interrupt single-target Frostbolt. In the final phase, tank Guardians and crowd-control mind-controlled players in the 25-player version.

    Raid priorities

    • Clear the opening waves with assigned ranged priorities and keep the center safe.
    • Spread out and interrupt single-target Frostbolt.
    • In the final phase, tank Guardians and crowd-control mind-controlled players in the 25-player version.
    Before the pull
    • Review tanking, healing and damage responsibilities for Kel’Thuzad in a 10- or 25-player group.
    • Assign opening-wave targets, spread positions, interrupts and Guardian tanks.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Opening waves
    Soldiers, Abominations and Soul Weavers arrive during phase 1.
    Frost Blast
    Affected players need immediate healing.
    Shadow Fissure
    Leave the fissure immediately; staying inside is lethal.
    Chains of Kel’Thuzad
    Mind control affects players in the 25-player encounter.
    Guardians
    Guardians join the fight near the end.
    Phase plan and tactic
    Clear opening adds
    Clear the opening waves with assigned ranged priorities and keep the center safe.
    Boss positioning and interrupts
    Spread out and interrupt single-target Frostbolt.
    Control the finale
    In the final phase, tank Guardians and crowd-control mind-controlled players in the 25-player version.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for the next mechanic.

    Nerfs: what changed

    • The boss-specific history is read in conjunction with the Naxxramas raid timeline; original Wrath and Wrath Classic are kept separate.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope

    Sources and version scope

    Boss counts, release structure and Classic availability have been checked against Blizzard’s publications. Mechanics and original patch changes are cross-checked against Warcraft Wiki encounter guides and patch histories.

    1. Blizzard — Wrath Classic: Naxxramas, Eye of Eternity and Obsidian Sanctum now live
      worldofwarcraft.blizzard.com/en-us/news/23837381/wrath-classic-naxxramas-eye-of-eternity-and-obsidian-sanctum-now-live
    2. Warcraft Wiki — Naxxramas
      warcraft.wiki.gg/wiki/Naxxramas
    3. Warcraft Wiki — Changes between Patch 1.11 and Patch 3.0 Naxxramas
      warcraft.wiki.gg/wiki/Changes_between_Patch_1.11_Naxxramas_and_Patch_3.0_Naxxramas

    Updated 19 August 2026. Legacy changes from later expansions are excluded.

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