World of Warcraft Classic · Tier 3 · Naxxramas
Naxxramas tactics
All 15 bosses of the original 40-player Naxxramas in wing progression: preparations, mechanics, roles and documented change history.
Choose the wing order according to the strengths of the roster
The mutual order of the first four wings is not locked. The list shows the correct boss order within each wing; The Frostwyrm Lair only opens after all four wing end bosses.
Tactics describe Classic Era / Anniversary 1.12 mode. Wrath version 10/25 player changes and Season of Mastery additional mechanics are not mixed.
Classic 40-player Final raid: 15 Encounters in 5 Parts
The four freely selectable wings of Naxxramas include Arachnid, Plague, Military and Construct encounters. The Frostwyrm Lair that opens after all four final bosses ends with Sapphiron and Kel'Thuzad.
Quick links
Change history: fixes are not automatically nerfs
Naxxramas was released in patch 1.11 right at the end of the Vanilla season. The public 1.11-1.12 sources emphasize bug, reset, and anti-skip fixes, not named broad number nerfs like AQ40. boss-specific history only classifies a documented change.
| Time | Change | Classification |
|---|---|---|
| Patch 1.11 / PTR | Anub'Rekhan's animations, Razuvious's MC reliability, Patchwerk's borders and wing gates were fixed. | Bugfix / anti-skip |
| Patch 1.11.2 hotfix | Fixed Feugen's reset and Gluth's self-killing bug. | Encounter bugfix |
| Patch 1.12 | Heigan's room wipe recovery without aggro was closed. | Anti-exploit |
| Classic 1.12 | The original 40-player difficult builds remain: one-heal Loatheb, 8-tank Horsemen, 7-min Patchwerk, and 5-Guardian Kel'Thuzad. | Version restriction |
When the original source only says 'minor tuning' or 'bug fixes' without numbers, the guide doesn't claim the change as a nerf and doesn't come up with pre/post values.
Naxxramas in wing progression
Encounter 1 / 15 · Naxxramas
Anub’Rekhan
Arachnid Quarter · Locust Swarm edge crystal, Impale and Crypt Guards.
Raid priorities
- The tank starts ledge crystals immediately from the Locust Swarm call and does not stay inside the aura.
- Crypt Guard dies before boss damage and its body is drained of scarabs.
- Ranged spreads out to prevent Impale from hitting multiple players in the same lane.
Before the pull
- Mark the perimeter route of the tank and the security area of the raid on the opposite side.
- Name Crypt Guard tank and AoE/CC of scarabs.
- Prepare Nature protection and tank speed-consumables.
Mechanics reference
Phase plan and tactic
Keep the boss on the edge, raid in the middle and kill the Guards when they spawn.
The tank kites the circle to the next character; healers stay outside the aura and the raid kills any adds.
The swarm ends, the tank stops at a new point and the raid returns to formation.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every exchange and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- Pre-release PTR patch fixed Locust Swarm and Impale animations and Frozen Rune locations.
- There is no documented post-release vanilla number nerf for Anub'Rekhan.
Encounter 2 / 15 · Naxxramas
Grand Widow Faerlina
Arachnid Quarter · Worshiper sacrifice breaks enrage and poison pressure.
Raid priorities
- One Worshiper is mind controlled before each expected enrage.
- Widow's Embrace only hits the boss after the enrage starts so that the full duration is used.
- Rain of Fire is immediately removed and Poison Bolt Volley is healed/poisoned.
Before the pull
- Name priests for MC rotation and one Worshiper per enrage.
- Separate the add tanks from the boss and kill Followers first.
- Agree is MC's backup and healers' enrage emergency cooldowns.
Mechanics reference
Phase plan and tactic
Tank Faerlina and adds separately; kill Followers, but keep Worshippers under control.
MC-priest brings Worshipper to boss and uses Embrace from enrage-call.
Avoid Fire, remove poisons and save the next Worshiper for the enrage to come.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every exchange and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- There is no documented unique vanilla number nerf for Faerlina between patches 1.11 and 1.12.
- Worshipers' mind control / sacrifice is the core mechanic of the original 40-player version.
Encounter 3 / 15 · Naxxramas
Maexxna
Arachnid Quarter · Web Wrap, full raid Web Spray and 30 percent Frenzy.
Raid priorities
- Web Wrap cocoons are released immediately.
- Spiderlings die before Web Spray and do not eat healers during stun.
- Tank gets all HoT/Shield effects and poison dispel before Spray.
- The 30 percent push is done safely just after the spray.
Before the pull
- Name cocoon-DPS for the Wrap slots on the left wall.
- Time the Spiderling AoE and Web Spray timer.
- Agree is a tank's pre-heal, defensive and 30 percent burn.
Mechanics reference
Phase plan and tactic
Kill Wrap cocoons and Spiderlings, then pre-heal the tank before Spray.
Tank uses defensive; immediately after the stun ends, the heals raise the tank and the poison is removed.
Push into Frenzy right after a fresh Spray cycle and kill before the next dangerous stun.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every exchange and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq, and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- Bug fixes were made to Maexxna in the PTR changes before the release, but the surviving compilation does not identify the number change.
- Post-release vanilla number nerf will not be flagged without an identified source.
Encounter 4 / 15 · Naxxramas
Noth the Plaguebringer
Plague Quarter · Curse dispel, Blink/Cripple and balcony add waves.
Raid priorities
- Every Curse is instantly dispelled, even in the chaos of the add phase.
- After Blink, the tank picks up Noth before DPS.
- Adds are assembled and killed in priority Guardian/Champion before Warriors.
Before the pull
- Distribute decurse groups and vardispels to the entire raid.
- Mark adds' tanking/AoE slot.
- Agree on Blink-threat-stop and target priority of balcony waves.
Mechanics reference
Phase plan and tactic
Tank centrally, decurse immediately and stop damage in Blink until the tank returns the boss.
Group up Warriors/Champions/Guardians, control and AoE kill without the next wave getting to the healers.
Clear the living adds and pick Noth before another curse cycle.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every exchange and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- There is no documented vanilla number nerf for Noth in patch notes 1.11–1.12.
- Plague Wing's PTR port and wipe respawn fixes were progression/anti-skip changes, not boss damage nerfs.
Encounter 5 / 15 · Naxxramas
Heigan the Unclean
Plague Quarter · Four eruption lanes, spell disruption and gauntlet teleports.
Raid priorities
- Eruption movement is done when changing the area, not after the green eruption.
- Casters are not caught in a Spell Disruption aura.
- Players transferred to the Gauntlet return together, opening traps.
- During the dance phase, no attempt is made to take risky damage at the expense of movement.
Before the pull
- Show the four floor areas and Practice the trajectory without the boss.
- Split the melee/tank on the floor and the ranged/healers on the platform in the slow phase.
- Repeats gauntlet return and disease/dispels.
Mechanics reference
Phase plan and tactic
The tank moves the boss from one area to the next; melee follows, ranged works from the platform.
All on the floor, follow the experienced mover in the front row and prioritize staying alive.
The teleported wait for each other, pass through the multiple and join the dance only through a safe opening.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every exchange and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq, and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- After Patch 1.11.2, Blizzard identified a wipe recovery bug that allowed resurrect in Heigan's room without aggro; the correction was planned for patch 1.12.
- It was an anti-exploit patch, not a boss combat number nerf.
Encounter 6 / 15 · Naxxramas
Loatheb
Plague Quarter · One heal per minute, spore rotation and Inevitable Doom.
Raid priorities
- Healers do not waste a minute's only heal on the wrong target.
- Spores are killed at exactly the named group of five players.
- Fungal Bloom players do maximum damage without threat risk.
- raid uses its survival consumables for Inevitable Doom.
Before the pull
- Create a second schedule for tank heals and healer rotation.
- Divide the raid into five-player spore groups and order of passage.
- Secure healthstone, bandage, potion and shadow protection consumables.
Mechanics reference
Phase plan and tactic
One Healer at a time spends their agreed large heal on the tank; others won't lock their own cooldown by accident.
Groups of five players take turns going to the spawn, killing it and returning to the boss.
Use your own heal consumables for Doom hits and damage cooldowns before the Doom pace becomes unbearable.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- There is no documented unique Vanilla 1.11-1.12 number nerf for Loatheb.
- The one-heal/minute structure of the original 40 players differs from the healing-window version of the later Naxxramas.
Encounter 7 / 15 · Naxxramas
Instructor Razuvious
Military Quarter · Understudy-MC tanking, Shield Wall and Disrupting Shout's LoS.
Raid priorities
- Razuvious is always tanked by an MC-Understudy using Shield Wall.
- The next Priest starts MC and taunt before the previous control is broken.
- Players break LoS for every Disrupting Shout.
- Freeing Understudy is picked up and does not kill priest/healer line.
Before the pull
- Name four priest/Understudy pairs and exact MC-taunt-Shield Wall rotation.
- Place casters behind LoS pillar for Shout.
- Allocate player tanks to control the released Understudies.
Mechanics reference
Phase plan and tactic
The first Priest MC to add's, use Shield Wall + Taunt and keep the boss in the middle.
The next Understudy taunts before Shield Wall ends; the old add is refueled and later recycled back.
mana users hide timed, melee only continues if tank control is stable.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq, and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- The pre-release PTR changed Understudies from level 61 to 60 and Shadow Resistance to 0, reducing Mind Control's unusual resist issues.
- The change was an encounter reliability fix; No post-release number nerf has been identified.
Encounter 8 / 15 · Naxxramas
Gothik the Harvester
Military Quarter · Living/Dead half, 24 add waves and a quick Harvest Soul ending.
Raid priorities
- The living side adjusts the kill rate according to the tank/heal capacity of the dead side.
- Spectral Rider/Death Knight are the dead side's most dangerous targets.
- No add can enter the healer lane on either side of the gate.
- Gothik's Harvest Soul stacks are not allowed to rise due to the long end phase.
Before the pull
- Divide tanks, healers, physical and magic DPS evenly between the two sides.
- Prepare living-kill order and dead-side CC/refueling points.
- Agree is the target-call and final burst of Gothik's teleport.
Mechanics reference
Phase plan and tactic
The Living side kills the small ones first and slows down if needed; the dead side focuses dangerous spectral targets.
Both sides attack Gothic on their side, saving cooldowns for the gate to open.
After the gate opens, the whole raid faces the boss, controls the last adds and burns the Harvest Soul stacks before.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- There is no documented unique Vanilla 1.11-1.12 number nerf for Gothic.
- Original version's spectral-adds' magic immunities and demanding split separated from the later 10/25 player version.
Encounter 9 / 15 · Naxxramas
The Four Horsemen
Military Quarter · Four corners, eight tank mark rotation and four different abilities.
Raid priorities
- Each corner always has at least one live target, otherwise Horseman starts punishing the entire raid.
- Tank changes and movement from one corner to another take place from the same mark-call.
- Korth'azzi's Meteor is shared with a sufficient group; In Zeliek's corner, the players spread out.
- The Void Zone is exited immediately and the mark rotation does not stop after killing the boss.
Before the pull
- Name the eight tank/taunt rotation required by the original version and healers for each corner.
- Divide into four groups and draw the direction of rotation for the exchanges of three Marks.
- Choose the first kill target and plan to redistribute players after each death.
Mechanics reference
Phase plan and tactic
Take each Horseman to his corner; groups take the correct stack/spread formation.
After three Marks, the tanks/groups switch to the agreed neighboring corner and the previous Marks are dropped.
Focus the selected front boss, but keep all back corners. Distribute the released players evenly.
Continue the field rotation until the last Horseman — even one group left in place can wipe out the raid.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq, and crowd control in the agreed rotation.
- Call moves, adds and transitions immediately.
Nerfs: what changed
- No unique Vanilla 1.11-1.12 number nerf found for Four Horsemen.
- Later Naxxramas' four-tank build does not match the original 40-player eight-tank progression requirement.
Encounter 10 / 15 · Naxxramas
Patchwerk
Construct Quarter · Hateful Strike tank wall and seven minute DPS race.
Raid priorities
- Main tank is number one in threat; Hateful tanks are next and melee DPS below them.
- Hateful tanks' health is raised immediately before the next hit.
- Healers do not switch targets without calling and mana consumables are used on schedule.
- raid reaches the seven minute enrage limit before the end.
Before the pull
- Name a main tank, 2-3 Hateful tanks and own healer groups for each.
- Make a threat cap for melee DPS and ensure tank consumables/world buff line according to server rules.
- Calculate the required raid DPS and mana rotation of healers for seven minutes.
Mechanics reference
Phase plan and tactic
Main tank starts, off-tanks build threat and DPS waits for safe order.
Each tank gets named chain heals; consumables and cooldowns are used before mana or health breaks.
At less than 5%, tanks use the remaining defensive and raid all damage before enrage.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- In the PTR stage, Patchwerk was restricted to stay in his encounter area and the door behind him only opened from the kill; these were anti-skip/anti-kite fixes.
- No post-release vanilla number nerf identified; seven minutes of enrage is a requirement of the original version.
Encounter 11 / 15 · Naxxramas
Grobbulus
Construct Quarter · Ring Crystal, Mutating Injection Clouds and Slime Spray Adds.
Raid priorities
- Injection clouds are left on the perimeter in a row instead of a clean incoming path.
- Slime Spray only points in an empty direction.
- Fallout Slime is picked up and killed immediately if the Spray hits the target.
- The tank moves slowly enough to save space but does not stand in the old cloud.
Before the pull
- Select a clockwise or counter-clockwise circular route and cloud drop line.
- Place the melee boss on the sides and ranged in the middle, not the front sector.
- Agree on Injection-dispel/expiry and add tank.
Mechanics reference
Phase plan and tactic
The tank moves the boss along the outer wall, the raid follows with a clean inner line.
The subject runs back to the wall, leaves Cloud, and returns safely.
The tank keeps the muzzle away; the slimes spawned by the mistake are killed before the boss.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call moves, adds and transitions immediately.
Nerfs: what changed
- There is no documented unique Vanilla 1.11-1.12 number nerf for Grobbulus.
- In the original version, Dispel of the debuff was optional but required controlled cloud placement; the later version is not confused with this.
Encounter 12 / 15 · Naxxramas
Gluth
Construct Quarter · Zombie Chow crystal, Decimate and Mortal Wound tank swap.
Raid priorities
- No Zombie Chow can get within melee range of Gluth.
- After Decimate, all DPS will switch to 5% health zombies.
- Tanks trade with Mortal Wound stacks and get quick heals after Decimate.
- Frenzy is instantly removed with Tranquilizing Shot.
Before the pull
- Name two boss tanks and Mortal Wound stack limit.
- Share zombie kiters, slowt and backroom route.
- Agree on Decimate-AoE, Hunter Tranq rotation and healer recovery order.
Mechanics reference
Phase plan and tactic
Tanks switch as agreed and Hunters keep Frenzy at bay.
utility collects the zombies in the back, slows and rotates them without hitting the crystal.
All AoE/ranged turns to zombies, tanks get instant heals and raid recovers before next hit.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- Patch 1.11.2 introduced a bug where Gluth could kill himself under certain conditions; Blizzard hotfixed it soon.
- This was a fix for an encounter-breaking bug, not an intentional nerf.
Encounter 13 / 15 · Naxxramas
Thaddius
Construct Quarter · Stalagg/Feugen sync, jump and polarity groups.
Raid priorities
- Stalagg and Feugen die almost simultaneously or one rises.
- Everyone manages to jump onto the platform before Thaddius activates.
- After Polarity, the player moves to the side of his own mark of the agreed shortest route.
- Players of the same booking stack on the damage buff; a clear distance is kept between opposites.
Before the pull
- Distribute equal groups to Stalaggi and Feugen and a synchronized execute-call.
- Mark the positive and negative sides and the direction of movement for polarity changes.
- Practice jumping and secure Nature protection/DPS for enrage.
Mechanics reference
Phase plan and tactic
Balance health and kill call; tanks pick up new add's that arrive on the platform immediately.
The entire raid jumps together and takes the ready polarity slots around the boss.
Read the debuff with every cast, switch sides only if necessary in the agreed direction and stack on the same character.
Keep movement flawless and use same-charge buff for full DPS before berserk.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- After patch 1.11.2, Feugen could leave the encounter not resetting properly; Blizzard hotfixed the bug.
- The fix restored the normal reset of the encounter and was not a combat number nerf.
Encounter 14 / 15 · Naxxramas
Sapphiron
Frostwyrm Lair · Frost Aura resistance, Life Drain dispel, and Icebolt shields.
Raid priorities
- Life Drain is immediately dispelled so that the boss does not heal.
- Blizzard is immediately exited and the tank/healers path is not blocked.
- Icebolt targets spread to prevent blocks from chaining incorrectly.
- Everyone is behind an intact ice block before Frost Breath.
Before the pull
- Measure Frost resistance for each role and reserve Greater Frost Protection Potions.
- Distribute curse dispels to Life Drain.
- Mark the ground and air phase spread and the rule for moving behind the block.
Mechanics reference
Phase plan and tactic
Tank boss, raid on sides; heal Frost Aura, Dispel Drain and move from Blizzard.
Spread out to Icebolts, identify the nearest intact block and move behind it to breath.
Wait for the tank's new position before DPS and repeat the cycle with the consumable schedule.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call movement, adds and transitions immediately.
Nerfs: what changed
- There is no documented unique Vanilla 1.11-1.12 number nerf for Sapphiron.
- Classic's Frost Aura was purposely implemented to replicate the roughly two-second tick behavior of 2006, and the later tooltip intent was not used as a complicating change.
Encounter 15 / 15 · Naxxramas
Kel’Thuzad
Frostwyrm Lair · Long add start, spread/interrupt discipline and five Guardians.
Raid priorities
- Phase 1 adds are drawn in a controlled manner and alcoves do not empty all at once.
- Single Frostbolt is always interrupted; Frostbolt Volley is improved.
- raid keeps about a 10 Yard spread against Frost Blast's chain reaction.
- Shadow Fissure is immediately removed and the Detonate mana target moves away from the others.
- Phase 3 Guardians are controlled, but boss damage continues from 40% to death.
Before the pull
- Share stage 1 alcove sectors, add tanks and kill order.
- Name an uninterrupted Frostbolt interrupt rotation.
- Make a 40-player spread map with Guardian tanks and three Shackle Undead priests.
Mechanics reference
Phase plan and tactic
Group up adds to the center of the room, kill Soldiers quickly, tank Abominations and keep Soul Weavers out of the raid.
Spread out, interrupt Frostbolt, dodge Fissure and detach Detonate target. Frost Blast targets receive instant large heals.
At 40%, tanks pick up two Guardians and priests shackle three. Continue to control MC/interrupts and burn Kel'Thuzad before the adds' increase.
Role notes
Tanks
- Follow the encounter's tank, threat, kite and add plan.
- Call every switch and loss of control before the boss hits the raid.
DPS
- Follow add, cocoon, spore or tentacle priority before boss damage.
- Save cooldowns for the decisive enrage, polarity, or end phase of an encounter.
Healers
- Share fixed tank and raid responsibilities and consumable schedule.
- Anticipates stun, Healing lock, Frost Aura and mark windows.
utility
- Use dispels, mind control, interrupts, Shackle, Tranq and crowd control in the agreed rotation.
- Call moves, adds and transitions immediately.
Nerfs: what changed
- No unique Vanilla 1.11-1.12 number nerf has been found for Kel'Thuzad that could be presented as a pre/post figure.
- The original 40-player version used a longer add start, more dangerous Frost Blast, 5 Guardians, and a more aggressive threat/MC build than the later Naxxramas.
Sources and versioning
15 boss catalog, wing structure, and original 40-player version checked from Blizzard's Classic Naxxramas and Warcraft Wiki's original/Classic compilations. The change history is based on patch 1.11–1.12 and the 2006 hotfix/PTR archives.
- Blizzard — WoW Classic: Naxxramas is Now Live
news.blizzard.com/en-us/article/23572632 - Blizzard — Anniversary: Shadow of the Necropolis
news.blizzard.com/en-us/article/24229247 - Warcraft Wiki — Naxxramas (original)
warcraft.wiki.gg/wiki/Naxxramas_(original) - Warcraft Wiki — Classic raid instance bosses
warcraft.wiki.gg/wiki/Classic_raid_instance_bosses - Warcraft Wiki — 2006 hotfix Archive
warcraft.wiki.gg/wiki/Hotfixes/2006_Archive - Blizzplanet Archive — PTR Naxxramas changes
blizzplanet.com/blog/comments/ptr_patch_1_11_naxxramas_changes - Blizzplanet Archive — Patch 1.11.2 hotfixes
blizzplanet.com/blog/comments/hotfixes_for_buggy_patch_1_11_2_today
Retuned Naxxramas from Wrath of the Lich King and additional mechanics from Season of Mastery are not used as tactics in this guide. Updated 8/18/2026.