World of Warcraft: Midnight Naxxramas guide covering all 15 bosses across Spider, Plague, Construct, Military Quarters, and Frostwyrm Lair.
Walkthrough
- 1Spider Quarter:
- Anub'Rekhan: Off-tank adds, burn small adds, move away from insect swarm, and have healers and casters stand in the middle.
- 2Faerlina: Dispel the volley. Mind-controlling her Worshippers can cut off her enrage, but playing through it is also viable.
- 3Maexxna: Free people on the wall using range, burn down adds, and keep the tank alive during the stun.
- 4Plague Quarter:
- Noth: Burn Noth, off-tank adds while he is active. On 25-man, reduce DPS when he blinks. When he teleports, bring adds to the middle and burn them. Dispel his curses.
- 5Heigan: Execute the Heigan dance by staying near the borders of the four zones the ooze spews from. Avoid lagging and losing track of steps. Casters must leave the platform while the dance winds up to avoid death. Move into the zone where ooze just came from, but stopping is required to move.
- 6Loatheb: This is a heal check. Prevent spores from hitting the tank by burning them before they land. DPS should stand inside where spores pop. Healers have a brief window to cast before healing is negated.
- 7Construct Quarter:
- Patchwerk: This is a DPS race requiring several tanks. Melee should wait 5 seconds after tanks engage before attacking.
- 8Grobbulus: This is a kiting fight. Off-tank or burn adds. Only the tank should stand in front of Grobbulus. If infected, run directly behind him to the wall until the poison expires. Dispelling the poison will cause it to drop where you are standing.
- 9Gluth: Requires hunters, mages, and plate wearers to off-tank zombies in the back, as they cannot be killed from full health. When decimate hits, slow zombies and burn them to prevent them from healing Gluth to full health. Use two tanks to manage his debuff.
- 10Thaddius: The two sub-bosses must die simultaneously. Jump to the other side and group up under Thaddius. From the start, negative polarity is to his left, positive to his right. When polarity shifts, move to the correct side based on your debuff within approximately three seconds to avoid death and damaging allies. Melee and tanks can stand away from his feet due to his large hit box. If your debuff changes during another shift, move counter-clockwise to the other side. Avoid standing too close to players on the opposite polarity.
- 11Military Quarter:
- Razuvious: On 10-man, use orbs to control two minions who will tank Razuvious. They must taunt each other, refresh bone shields, and refresh channeling of goons. It's a DPS race; watch for his dagger debuff. Do not let minions die. On 25-man, use two priests for mind control.
- 12Gothik: Choose to either split the raid or stay on the living side (left side). With good tanking and ranged DPS, you can stay on one side and burn undead adds when gates open, avoiding melee range. If splitting, dead adds from the left become undead adds on the right. Paladins are valuable on the dead side, while rogues and other crowd control (CC) are useful on the living side. After a time, gates open, and Gothik engages.
- 13Four Horsemen: Split into four groups, with a healer and tank pair in each corner. DPS should be in the lower left and a few in the lower right upfront. Burn the first boss, then lower corners switch bosses. DPS burns the second boss, followed by another switch, until both front bosses are down. In the back, split DPS and watch debuffs to avoid stacking to 3 for each boss by staying close. Switch sides periodically. Watch void zones and alternate positions.
- 14Frostwyrm Lair:
- Sapphiron: Primarily a tank and spank fight. Tank in front, no one behind. Watch for blizzards; strong healers are essential. When Sapphiron takes flight, spread out along the perimeter towards the front and stand behind frozen players to survive the frost bomb. This is a heal check.
- 15Kel'thuzad: More healers and less melee are preferred. The first phase involves killing adds from the middle. Once adds are down, KT activates. Melee should spread out away from the tank, and everyone should spread. Frozen players need healing, and mind-controlled targets require CC. Near the end, KT summons guardians that need to be off-tanked. This is a heal check.
Tips:
- Be aware of
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