World of Warcraft Naxxramas walkthrough covering all 15 bosses across its five wings, including strategies for Anub'Rekhan, Heigan, and Kel'thuzad.
Walkthrough
- 1Spider Quarter - Anub'Rekhan: Off-tank the adds, burn the smaller adds, and have all players except the tank move away from the insect swarm. Healers and casters should stand in the middle.
- 2Spider Quarter - Faerlina: You can cut off her enrage by mind-controlling her Worshippers, but it is easier to play through it. Be sure to dispel the volley.
- 3Spider Quarter - Maexxna: Free people on the wall using ranged attacks, burn down the adds, and keep the tank alive through the stun.
- 4Plague Quarter - Noth: Burn Noth, off-tank the adds while he is active, and reduce DPS when he blinks on 25-man difficulty. When he teleports, bring the adds to the middle and burn them. Be sure to dispel his curses.
- 5Plague Quarter - Heigan: This fight involves the infamous Heigan dance. The trick is to not lag and lose track of the steps during the dance. Casters stay on the platform but must leave while the dance winds up or they will die. The dance requires moving into the zone where the ooze just came from, but you cannot move without stopping.
- 6Plague Quarter - Loatheb: This is a heal check. Do not let the spores hit the tank; burn them before they reach the tank and DPS inside of where they pop. Healers only have a brief window to cast until all healing is negated.
- 7Construct Quarter - Patchwerk: This is a DPS race requiring several tanks, or melee players will be destroyed. Give the tanks a good 5 full seconds to start before melee players engage.
- 8Construct Quarter - Grobbulus: This is a kiting fight. Off-tank the adds or burn them, and no one should stand in front of Grobbulus except the tank. When infected, run directly behind him and to the wall until your poison dissipates. If dispelled, the poison will go down where you are standing.
- 9Construct Quarter - Gluth: Requires hunters, mages, and some plate wearers to off-tank the zombies in the back, as they cannot be killed from full health. When decimate hits, slow the zombies and burn them, or they will heal Gluth for full health. Additionally, two tanks are needed to avoid taking too much of his debuff.
- 10Construct Quarter - Thaddius: The two sub-bosses must die at nearly the same time. Jump to the other side and group up under Thaddius. From the start of the room, negative polarity is to the left and positive polarity is to the right of Thaddius. When polarity shifts, watch your debuff and in about three seconds, get to the correct side or you will die and damage allies. His hit box is large, so melee and tanks can stand a good distance from his feet. When another shift occurs and your debuff changes, move in a counter-clockwise circle to the other side. The biggest mistakes are not changing sides in time and standing too close to players on the opposite side.
- 11Military Quarter - Razuvious: On 10-man, use orbs to control the two minions, who will act as tanks as Razuvious hits very hard. They need to taunt off each other, refresh their bone shields, and refresh their channeling of the goons. Otherwise, it is a DPS race; watch for his debuff dagger and do not let the minions die, or your tank will have to engage. On 25-man, use two priests to cast mind control.
- 12Military Quarter - Gothik: Either split up or stay on the living side (the left side for the fight). With a good tank and ranged DPS, you can stay on one side and burn the undead adds when the gates open, but not at melee range. If you split up, all dead adds from the left will turn into undead adds on the right side. Paladins are valuable on the dead side as they are undead, while rogues and other crowd control can help on the living side. After a time, the gates open and Gothik comes down for tanking and damage.
- 13Military Quarter - Four Horsemen: Split into four groups. A healer and tank pair up in all four corners. Have your DPS in the lower left side, and a few on the lower right. The DPS group burns their boss, then the lower corners switch bosses after a bit. The DPS groups burn the second boss down, another switch, and then another until both front bosses are down. In the back, split DPS and watch your debuffs; do not let them stack to 3 for each boss by being close to them, so switch sides after a time. Watch the void zones, alternate, and this fight is not too hard.
- 14Frostwyrm Lair - Sapphiron: This is mostly a tank and spank fight. Only the tank should be in front; no one should be behind Sapphiron. Watch for the blizzard and ensure your healers are strong for this fight. When Sapphiron goes into the air, everyone spreads out along the perimeter toward the front of the room and stands behind the players who get frozen to survive the frost bomb. It is essentially a heal check.
- 15Frostwyrm Lair - Kel'thuzad: More healers are better, and less melee is better. The first phase involves killing adds from the middle. Once they are down, Kel'thuzad activates. Melee players need to spread out and stand away from the tank, and everyone should spread out. Players who are frozen must be healed, and anyone who is mind-controlled should be crowd-controlled. Near the end, he summons guardians that only need to be off-tanked. It is a heal check but fairly easy.
Tips:
- Be aware of
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content