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🕸️Trash Before Patchwerktrash
Tanks: 4Healers: 6-8
Mob Types
Bile Retcher260kAbomination — Bile Vomit frontal cone (Nature damage), Plague disease DoT
Sludge Belcher195kAbomination — Acid Breath frontal cone, spawns a Bile Slime on death
Living Slime55kOoze — extreme melee damage, cannot be tanked, must be kited and killed at range
⚠️Living Slimes deal massive melee damage and cannot be tanked — they must be kited at range and killed by ranged DPS only
  • Wait for the patrol and pull it separately before engaging the static packs
    Before engaging the static packs, wait for the patrolling abomination to walk near the group and pull it alone. Engaging a patrol at the same time as a pack leads to too many mobs at once and will overwhelm the tanks.
  • Spread the first 4-pack across tanks — tanks use Free Action Potions on pull, damage dealers be careful with threat
    The first 4-pack of abominations hits hard and applies slowing debuffs. Each tank grabs one mob and spreads them apart to avoid overlapping cleave and frontal cone abilities. Tanks use Free Action Potions on the pull to prevent being rooted or slowed. Damage dealers must watch their threat carefully on the initial pull — these mobs hit hard enough to kill a non-tank player in a few hits.
  • Ranged players and healers stay back in the room for the next pull — do not move forward
    The next pack is positioned near the corridor transition. Ranged players and healers should remain in the previous room while tanks pull the mobs back to them. Moving too close to the corridor can accidentally pull additional packs or slimes from the next area.
  • Do not approach the large archway until all current adds are dead — slimes beyond the arch will aggro on proximity
    The large archway leading to the slime river area has proximity-based aggro on the Living Slimes beyond it. If anyone walks too close to the arch while adds are still alive, the slimes will join the fight and overwhelm the raid. Kill all current mobs first, then approach the archway together as a group.
  • Slimes must be kited at range and killed by ranged DPS — do not go into melee range of them
    The Living Slimes in the corridor deal extremely high melee damage and cannot be conventionally tanked. They must be slowed and kited at range while ranged DPS kills them. Do not attempt to melee the slimes — any player within melee range will take massive damage and die quickly.
🕸️Patchwerk Room Trashtrash
Mob Types
Surgical Assistant85kHumanoid — Mind Flay channel (Shadow damage plus movement slow)
Embalming Slime50kOoze — Embalming Cloud (area-of-effect Nature damage)
Mad Scientist80kDrops a totem that buffs nearby mobs — destroy the totem immediately
  • Kill the patrolling abominations first — pick them off one at a time before engaging the static packs
    Before pulling any of the static packs in Patchwerk's room, clear the patrolling abominations. These patrol on fixed routes and can add to an existing pull if not handled first. Pick them off one by one as they walk near the group.
  • On the large packs, precast damage spells on the skull-marked target timed to the pull countdown
    The static packs in Patchwerk's room contain multiple hard-hitting mobs. Use a countdown pull timer and have all damage dealers begin casting their biggest spells timed to land on the skull-marked target right as the tank pulls. This ensures the first mob dies quickly, reducing incoming damage on the tanks.
  • Tank runs in exactly 1 second before the precasted spells land
    Timing is critical — the tank needs to engage the pack and establish initial threat approximately 1 second before the precasted damage spells hit the skull target. If the tank is late, the damage dealers will pull threat and die. If the tank is too early, the precast timing advantage is wasted.
  • When the boss mod addon announces a totem spawn, the entire raid immediately switches to destroy the totem
    Certain trash mobs in this room drop totems that buff nearby enemies (increasing their damage or healing them). When your boss mod addon (such as BigWigs or Deadly Boss Mods) announces a totem spawn, every player must immediately switch targets and destroy the totem. Leaving a totem alive even for a few seconds can cause a tank death from the buffed enemies.
PatchwerkPatchwerkboss
Patchwerk
HP: 3,997,200
Boss Abilities
Hateful Strike22,100-29,900 physical damage (before armor mitigation) every ~1.2 seconds. Targets the highest-HP player among the 2nd, 3rd, and 4th highest threat targets in melee range. This is why 4 tanks are required.
Berserk (7 minutes)Hard enrage at 7 minutes. Damage increases by approximately 500% and Hateful Strike hits over 100,000. The raid wipes. This is a strict DPS check requiring ~9,500 total raid DPS.
Enrage (5% HP)At 5% health, Patchwerk Enrages — significantly increased damage output. Healers must switch to maximum rank heals. Warrior tanks should have Shield Wall ready.
  • Designate 4 tanks — use Spirit Link on all tanks at the pull to equalize their health
    Patchwerk requires exactly 4 tanks because of Hateful Strike — an ability that deals 22,100-29,900 physical damage (before armor mitigation) to the player with the highest health among the 2nd, 3rd, and 4th highest threat targets in melee range. This means 4 tanks must be in melee range and high on the threat table at all times. Use Spirit Link at the pull to equalize health across the tanks and keep them all above the Hateful Strike damage threshold.
  • All 4 tanks must run in together as a single unit
    If any tank is late entering melee range, Hateful Strike will target a non-tank player (likely a melee damage dealer or healer) and kill them instantly. All 4 tanks must engage at the same time to ensure they are all on the threat table and in melee range from the very first Hateful Strike.
  • Healers — use mana consumables and mana potions early, this is a sustained 7-minute healing fight
    Patchwerk is a 7-minute DPS race with no phases and no downtime. The main tank takes constant melee damage while the three Hateful Strike tanks each take massive hits every 1.2 seconds. Healers will be chain-casting their strongest heals for the entire fight. Start using mana potions and mana regeneration consumables early in the fight — do not save them for the end. Running out of mana before Patchwerk dies means tanks die.
  • Damage dealers go all-out — this is a pure DPS race with a 7-minute hard enrage
    Patchwerk is the simplest fight in Naxxramas mechanically — there are no phases, no add spawns, and no special mechanics for damage dealers. Stand behind the boss and do as much damage as possible. The raid needs approximately 9,500 total DPS to beat the 7-minute Berserk timer. If Patchwerk reaches 7 minutes alive, he Berserks and wipes the raid.
  • At 5% health Patchwerk Enrages — healers switch to maximum rank heals immediately
    When Patchwerk reaches 5% health, he Enrages and his damage output increases significantly. Healers must switch to their highest rank healing spells immediately to keep the tanks alive through the increased damage. Warrior tanks should be ready with Shield Wall if needed. The final 5% is the most dangerous part of the fight — push through it quickly.
Positioning & Kiting
Patchwerk positioning diagram
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The main tank stands directly in front of Patchwerk. The three Hateful Strike off-tanks stand in melee range behind or beside the main tank — all four tanks must be within melee range at all times. Healers stand at maximum range behind the tanks, split into two groups: one group focused on the main tank and one group focused on Hateful Strike targets. Melee damage dealers stand behind Patchwerk. The entire raid stays away from the slime river at the edge of the room.
🕸️Trash to Grobbulustrash
Mob Types
Stitched Spewer~200kUppercut launches the tank into the air and wipes their threat — off-tank must taunt immediately. Also deals AoE poison damage around itself.
Living Poison~10kExtremely slow-moving slime blobs on the platform floor. Contact is near-instant death. Do NOT walk into them — they are easy to avoid if you watch the ground.
⚠️Stitched Spewers uppercut the tank, launching them into the air and WIPING THREAT. The off-tank must immediately pick up the mob. Living Poisons on the floor are instant death — do not walk into them.
  • Stitched Spewers uppercut and wipe tank threat — have off-tanks ready to taunt immediately
    Stitched Spewers are the abominations in the corridor between Patchwerk's room and Grobbulus. Their uppercut ability launches the current tank high into the air, dealing fall damage and completely wiping the tank's threat. An off-tank must immediately Taunt and pick up the Spewer before it runs into the raid. Assign two tanks to each Spewer pull. Mages can use Slow Fall and priests can use Levitate on the launched tank to reduce fall damage.
  • Do NOT walk into the Living Poisons on the floor — contact is instant death
    Living Poisons are extremely slow-moving slime blobs on the floor of the platform area. They look like small green puddles that move slowly. Walking into one deals catastrophic damage that will kill almost any player instantly. They are very easy to avoid — just watch where you step and give them a wide berth. Do not rush through this area.
GrobbulusGrobbulusboss
Grobbulus
HP: 2,165,150
Boss Abilities
Slime SprayFrontal cone — 3,600-4,800 Nature damage. Any player hit spawns a Fallout Slime at their location. Only hits players in front of Grobbulus.
Poison CloudGrobbulus periodically drops a Poison Cloud at his current location. Persists for a long time and deals high Nature damage to anyone standing in it. Forces the tank to keep the boss moving around the room.
Mutating InjectionDisease debuff on a random player. After 10 seconds, it detonates — dealing ~4,500 physical damage in an area around the player and dropping a Poison Cloud at that location. Must be dispelled at the designated wall spot.
Fallout SlimeSmall ooze spawned from players hit by Slime Spray. Pulses 300 Nature damage every 2 seconds to all players within 10 yards. The off-tank must pick these up immediately.
Enrage (12 minutes)Hard enrage at 12 minutes. Damage increases dramatically. Typically not reached if the raid handles Poison Cloud placement correctly and maintains steady DPS.
  • Greater Nature Protection Potion recommended for the entire raid
    Grobbulus deals heavy Nature damage through Slime Spray, Poison Clouds, and Fallout Slimes. A Greater Nature Protection Potion absorbs up to 1,350 Nature damage and should be used at the pull. Use a second one when the first expires. This significantly reduces raid damage taken and gives healers breathing room.
  • Main tank stays on the boss — an off-tank picks up the Fallout Slimes and keeps them in melee range
    The main tank holds Grobbulus and slowly kites him around the room perimeter. An off-tank is responsible for picking up Fallout Slimes that spawn from players hit by Slime Spray. The off-tank must keep the slimes in melee range — if slimes are left uncontrolled, they pulse 300 Nature damage every 2 seconds to all players within 10 yards and can overwhelm the raid.
  • One designated dispeller is assigned to remove the Mutating Injection disease
    Grobbulus applies Mutating Injection to random players — a disease debuff that, after 10 seconds, detonates dealing approximately 4,500 physical damage in an area around the infected player and drops a Poison Cloud on the ground at their location. Assign one dedicated dispeller (priest or paladin) to watch for and cleanse this disease. The timing and location of the dispel matters — see the next point.
  • The player with Mutating Injection runs to the left wall to be dispelled, then returns to the raid
    When Mutating Injection is applied, the affected player immediately runs to the designated left wall and calls for a dispel. The dispeller cleanses the disease at that location, which drops the small Poison Cloud at the wall instead of in the middle of the raid. After being cleansed, the player runs back to their position. This keeps all Poison Clouds along the wall and out of the raid's kiting path.
  • Keep the boss moving around the room — melee damage dealers always stay behind the boss because his frontal Slime Spray cone is very long
    The main tank slowly kites Grobbulus around the perimeter of the room in one direction. This is necessary because Grobbulus periodically drops Poison Clouds at his current location that persist for a long time. If the boss stays in one spot, the room fills with Poison Clouds and the raid runs out of safe space. All melee DPS must stay behind Grobbulus at all times — his Slime Spray is a frontal cone that deals 3,600-4,800 Nature damage and spawns additional Fallout Slimes from any player it hits.
Positioning & Kiting
Grobbulus positioning diagram
Click image to view full size
The main tank kites Grobbulus in a large circle around the perimeter of the room. Grobbulus periodically drops Poison Clouds on the ground that persist and deal heavy Nature damage — the kiting path must avoid doubling back through existing clouds. Melee damage dealers follow behind Grobbulus (staying out of his frontal Slime Spray cone). Players targeted by Mutating Injection run to the inside of the room (away from the kite path along the walls) to be dispelled, so their Poison Cloud drops in the center where the raid is not moving through.
🕸️The Slime Pipe to Gluthtrash
⚠️There is NO trash between Grobbulus and Gluth. The pipe deals constant Nature damage — use a Greater Nature Protection Potion before entering. Do NOT heal or precast in the pipe or you will pull aggro from Gluth's room before the tank lands.
  • No trash — walk through the green slime pipe and drop down into Gluth's room
    After killing Grobbulus, go up the ramp, cross the narrow connecting section, and enter the large green sewer pipe. There are zero trash mobs between Grobbulus and Gluth. The pipe itself deals constant periodic Nature damage to everyone inside it, so use a Greater Nature Protection Potion before entering.
  • Stick to the RIGHT side of the pipe — there is a crack on the left where players can fall through and get separated
    The pipe has a crack or opening on the left side. Players who walk too close to the left edge can fall through and be separated from the raid. The raid leader should call out 'stick to the right' before entering. Keep the group together.
  • DO NOT heal, buff, or precast anything while in the pipe — Gluth's aggro range extends up into the pipe exit
    This is critical: Gluth can detect the raid before the tank has dropped down and landed on the floor. If a healer casts a heal on the tank during the drop, they generate threat on Gluth before the tank has used any abilities. Gluth will then target the healer instead of the tank. Wait until the tank has landed, engaged Gluth, and used at least one ability before anyone casts anything. Hunters should also put their pet on Stay before entering the pipe — the pet will despawn on the jump down.
GluthGluthboss
Gluth
HP: 1,665,500
Zombie Chow spawns approximately every 10 seconds from the grates at the back of the room. Must be kited by mages — if Gluth eats a zombie, he heals for 5% of his maximum health.
Boss Abilities
Mortal WoundStacking debuff on the tank — each stack reduces healing received by 10%. Stacks indefinitely. Eventually makes the main tank unhealable and forces a tank swap.
DecimateEvery ~105 seconds, reduces ALL players and ALL Zombie Chow to 5% of their maximum health. After Decimate, zombies are low health and must be AoE'd down immediately before Gluth can eat them.
FrenzyApproximately every 10 seconds, Gluth Frenzies — increased attack speed. Must be immediately removed with Tranquilizing Shot (a hunter ability that removes enrage effects).
Terrifying RoarArea-of-effect Fear within 20 yards, approximately every 20 seconds. The main tank must be protected from this fear at all times using Fear Ward or Tremor Totem.
Devour ZombieIf a Zombie Chow reaches Gluth, he eats it and heals for 5% of his maximum health (~83,000 HP per zombie). Multiple zombies reaching Gluth will undo all raid DPS progress.
Zombie Chow
Infected WoundZombie Chow melee attacks apply Infected Wound — increases physical damage taken by 100 for 1 minute. Stacks. This is why kiters must avoid being hit by the zombies.
  • One main tank on Gluth, kite him toward the door — the tank will accumulate a stacking healing reduction debuff
    Gluth applies Mortal Wound, a stacking debuff that reduces healing received by 10% per stack. This debuff accumulates on the main tank over time, eventually making them unhealable. Position and slowly kite Gluth toward the door to keep him away from the Zombie Chow spawns at the back of the room. If the main tank's healing debuff stacks too high (typically around 5-6 stacks), a tank swap is needed.
  • Two designated mages kite the Zombie Chow adds in the back of the room, one mage on each side
    Zombie Chow adds spawn approximately every 10 seconds from the grates at the back of Gluth's room. Two mages (one per side) are responsible for kiting these adds using Frost Nova, Blizzard, and Cone of Cold. The zombies must NOT reach Gluth — if Gluth reaches a zombie, he Devours it and heals for 5% of his maximum health per zombie consumed. The mages' job is to keep the zombies alive but controlled until Decimate hits (every 105 seconds), which reduces zombies to 5% health so they can be quickly AoE'd down.
  • Fear Ward must be kept on the main tank at all times — shamans use Tremor Totem as backup
    Gluth casts Terrifying Roar approximately every 20 seconds, which is an area-of-effect Fear that hits all players within 20 yards. If the main tank is feared, Gluth will run loose and potentially eat Zombie Chow for massive healing. A priest must keep Fear Ward on the tank at all times (re-apply it after each Terrifying Roar consumes it). Shamans should place Tremor Totem as backup to break fears on nearby players.
  • If the fight runs long, have an off-tank at second on the threat table ready for a tank swap
    Because Mortal Wound stacks indefinitely and reduces healing received by 10% per stack, the main tank eventually becomes unhealable. If the fight takes too long (typically after 3 or more minutes of stacking), the main tank's healing reduction will be too severe to heal through. Having an off-tank ready at second place on the threat table allows a clean tank swap when the main tank's stacks become unmanageable.
  • Hunters rotate Tranquilizing Shot on Gluth — two hunters in rotation should be sufficient
    Gluth Frenzies approximately every 10 seconds, increasing his attack speed significantly. This Frenzy must be removed immediately with Tranquilizing Shot (a hunter ability that removes enrage effects from the target). Assign two hunters to alternate Tranquilizing Shot so there is always one hunter with the ability available when Frenzy triggers. Missing a Frenzy removal means increased tank damage and potential tank death.
ThaddiusThaddiusboss
Thaddius
HP: 6,662,000
Phase 1: Stalagg (495,236 HP) on the right platform and Feugen (490,291 HP) on the left platform. Both must die within 5 seconds of each other or the dead one resurrects at full health.
Boss Abilities
Polarity ShiftEvery 30 seconds, assigns every player either Positive Charge or Negative Charge. Players with the same charge near each other gain +10% damage per nearby ally. Players near someone with the OPPOSITE charge deal 2,000 Nature damage to them every 5 seconds — this will wipe the raid.
Chain LightningHits a player for ~2,000 Nature damage, then chains to up to 15 nearby players with increasing damage per jump. Cast every 5-10 seconds.
Ball Lightning7,000-9,000 Nature damage. Used if nobody is in melee range. The tank must stay in melee at all times to prevent this.
Berserk (5 minutes)Hard enrage at 5 minutes. Movement speed increases by 150%, physical damage increases by 500%. The raid wipes.
Stalagg & Feugen Abilities (Phase 1)
Power Surge (Stalagg)Stalagg gains +200% attack speed for 10 seconds. Tanks must use defensive cooldowns during Power Surge or they will be killed by the rapid melee attacks.
Static Field (Feugen)Burns 500 mana from all enemies within 30 yards every 6 seconds and deals Shadow damage equal to the mana burned. Casters must stand at maximum range to avoid this.
Magnetic PullPeriodically swaps the highest-threat players between the two platforms. Tanks on each side must immediately pick up the add when the other tank is pulled away.
  • Phase 1 — melee group goes to the right platform (Stalagg), caster group goes to the left platform (Feugen)
    The fight begins with two mini-bosses on separate raised platforms connected by a bridge. Stalagg is on the right and Feugen is on the left. The melee group goes right because Stalagg's Power Surge (increased attack speed) is handled by tank cooldowns. The caster group goes left because they can outrange Feugen's Static Field (which drains 500 mana every 6 seconds within 30 yards) by standing at maximum casting distance.
  • Two tanks on each platform, both fighting for threat — let the tanks establish aggro before damage dealers start
    Each platform needs two tanks because Magnetic Pull periodically swaps the highest-threat player between platforms. When one tank gets pulled to the opposite platform, the second tank on that side must already have threat to hold the add. Let both tanks build threat for several seconds before damage dealers begin. If threat is not established, the add will run loose and attack healers or casters.
  • Casters stand at maximum range on Feugen's platform — standing too close drains all your mana
    Feugen's Static Field burns 500 mana from all enemies within 30 yards every 6 seconds and deals Shadow damage equal to the mana burned. Casters who stand too close will have their mana drained completely within seconds and will be unable to contribute damage or healing. Stand at the maximum range you can while still being able to cast on Feugen.
  • Kill both Stalagg and Feugen at the same time — if one dies more than 5 seconds before the other, the dead one resurrects at full health
    Both mini-bosses must die within approximately 5 seconds of each other. If one dies and the other is still alive for more than 5 seconds, the dead one resurrects at full health. The raid leader must coordinate DPS between both platforms — call for the higher-health side to stop DPS and the lower-health side to push harder. Bring both to approximately 5% health, then execute them simultaneously.
  • Phase 2 — after both adds die, jump down onto Thaddius's platform immediately — do not fail the jump
    Once both Stalagg and Feugen are dead, Thaddius activates on the platform below. Every player must jump down from their platform onto Thaddius's platform. The jump requires running off the edge at the correct angle — missing the jump means landing in the slime below and dying. This is a common wipe point. If anyone dies here, combat resurrections should be used immediately. Players who miss the jump can try to run back but will lose valuable DPS time against the 5-minute Berserk timer.
  • Stack in front of Thaddius on the pull — let the tank build threat for 2 seconds before damage dealers start
    After landing on Thaddius's platform, the entire raid stacks in front of the boss. The tank engages first and builds threat for approximately 2 seconds before damage dealers begin. Starting DPS too early can pull threat and cause a wipe since there is no room to kite on the small platform.
  • Polarity Shift — Positive Charge goes to the right side, Negative Charge goes to the left side, at maximum melee range
    Every 30 seconds, Thaddius casts Polarity Shift which assigns every player either a Positive Charge or a Negative Charge debuff. Players with the same charge standing near each other gain +10% damage per nearby ally (the core DPS buff of this fight). Players standing near someone with the OPPOSITE charge deal 2,000 Nature damage to them every 5 seconds — enough to kill the entire raid in seconds. Positive Charge players move to the right side of the boss, Negative Charge players move to the left side. Everyone stays at maximum melee range to give space between the two groups.
  • Your charge CAN change with each Polarity Shift — if your charge changes, run through the boss immediately to the correct side or it is a raid wipe
    With each Polarity Shift, your charge may change from Positive to Negative or vice versa. When Polarity Shift is announced by the boss mod addon, immediately check your new debuff. If your charge changed, you must run through the boss (not around) to the other side INSTANTLY. Every second spent on the wrong side deals 2,000 Nature damage to all nearby players with the opposite charge. A single player on the wrong side for even a few seconds can kill multiple raid members. The raid leader should call out 'Polarity incoming!' to alert everyone.
  • After the kill, Positive Charge players run through the portal immediately — Negative Charge players spread out for loot distribution
    The charge debuffs persist for a short time after Thaddius dies. Players with opposing charges standing near each other will still take damage after the kill. To avoid post-kill deaths: all Positive Charge players exit through the portal immediately, while Negative Charge players spread out in place. The master looter stays to distribute loot from the corpse.
Positioning & Kiting
Thaddius positioning diagram
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Phase 1: The raid splits into two groups on elevated platforms. The melee group goes to the right platform to fight Stalagg, and the caster group goes to the left platform to fight Feugen. Two tanks are assigned to each platform. Casters on Feugen's platform stand at maximum range to avoid his Static Field mana drain. Phase 2: After both adds die within 5 seconds of each other, the entire raid jumps down onto Thaddius's platform below. Players with a positive Polarity Shift charge move to one side (typically the left), and players with a negative charge move to the other side (typically the right). Mixing charges causes a chain lightning explosion that damages the entire raid.