Abomination Wing
A wing of toxic slime filled with abominations and their creators. Four bosses.

  • Patchwerk
  • Grobbulus
  • Gluth
  • Thaddius

Patchwerk

Patchwerk is the first boss of the Construct Quarter in Naxxramas. He is typically seen as a gear check, and is a prime example of a tank and spank fight. You must clear Patchwerk’s entire room or else Patchwerk will aggro all other mobs onto you when you pull him (confirmed on 10-man).

25-man abilities

Patchwerk has approximately 13,000,000 hit points. His regular melee hits plate for about 9,000.

Patchwerk will use this ability at a 1 second frequency on the target in melee range with the highest HP who is also one of the top three on Patchwerk’s aggro list. Cannot be used on the main tank unless there are no other targets. This means that if you have 3 tanks, the rest of the melee is perfectly safe as long as they stay below the threat of all 3 tanks and none of the tanks die. Does 79,000 to 81,000 raw physical damage which can mitigated by armour and parried/dodged. This is about 23,000 damage on a partially Naxxramas geared tank. This ability will add threat to the three most threatening on Patchwerk’s aggro list.
Note: The 40-man level 60 version of Patchwerk selected hateful targets from the 2nd, 3rd and 4th melee targets on threat, however due to misunderstandings about the mechanics melee DPS would often get the slime debuff to reduce their HP. This misunderstanding has continued to the present today. It is not and has never been necessary for melee DPS to reduce their HP if the tanks are all doing their job.
At 5% HP Patchwerk will gain 25% increased Physical damage (including Hateful Strike) and 40% increased melee haste.
  • Berserk – After 6 minutes of combat Patchwerk will Berserker enrage, increasing all damage done by 1000%.

10-man abilities

Patchwerk has approximately 4,320,000 hit points. His regular melee hits plate for about 4,500.

Patchwerk will use this ability at a 1 second frequency on the target in melee range with the second highest threat. Cannot be used on the main tank unless there are no other targets. Does 19975 to 27025 raw physical damage which can mitigated by armour and parried/dodged. This is about 7,000 damage on a partially Naxxramas geared tank. According to Elitistjerks.com this ability will add threat to the two most threatening on Patchwerk’s aggro list though this is not confirmed.
At 5% HP Patchwerk will gain 25% increased Physical damage (including Hateful Strike) and 40% increased melee haste.
  • Berserk – After 6 minutes of combat Patchwerk will go Berserk, increasing his damage by 500% and his attack speed by 50%.

25-man strategy

This is an extremely simple encounter that will test your gear and the sheer numbers your raid can put out. You will need one main tank and 1 or 2 Hateful strike tanks. If one is used healing on Hateful strikes must be very quick, or he will 1-shot the highest melee on aggro.

The main tank and the hateful tanks will run in first and will start taking massive damage immediately (Note: Melee dps need to stay out until all 3 tanks have aggro or they could be hit with Hateful Strikes). Patchwerk will hateful strike the 2nd and 3rd players on his aggro list in melee range, starting with whichever has highest health. The hateful tank with most HP will therefore be hit the most. He will still melee the main tank, who will be first on aggro. At this point it is simply a test of killing Patchwerk before his berserk timer and keeping the tanks alive. You will need 36,111 raid DPS to do this. Patchwerk also does a soft enrage (Frenzy) at 5% health, this should only last a few seconds before he goes down.

Tips

  • Have a mage buff off-tanks with Amplify Magic.
  • Have a Wrath of Air Totem near the healers and a Stoneskin Totem near the tanks.
  • Use Armor elixir, Agility elixir, and Indestructible potion.
  • Warriors use last stand at the beginning of the fight.
  • Always have Thunderclap/Demoralizing Shout (if a warrior has them improved better).
  • Off-tanks should use trinkets + shield blocks (have good avoidance gear).
  • One hunter casts Scorpid Sting.
  • One druid casts Insect swarm (Does not stack with Scorpid Sting).
  • Have buffs like: Deathknight’s horn of winter, Paladin devotion aura, heroism, etc.
  • Priest’s shields.
  • Paladin’s Beacon of Light.
  • Better with 5-6 healers, 2 on each off-tank.

On 25man, Block is almost a useless stat for tanks, as the hatefuls will still do 20k damage even if you do block. If you have any other trinket’s / armour of simular standard that give you either dodge or parry, they are more useful here. It may be worth picking up the “Valour Medal Of The First War” Trinket, just for this encounter, because even spam healing, your healers are not going to be able to keep you up if you don’t completely avoid every 4th hateful.

10-man strategy

This is an extremely simple encounter that will test your gear and the sheer numbers your raid can put out. You will need one main tank and 1 Hateful Strike tank.

The main tank and the hateful tank will run in first and will start taking massive damage immediately. Both tanks should be careful on the pull to establish threat immediately (otherwise, the main tank will take both melee strikes and possibly 1-2 Hateful Strikes), and melee DPS should wait a few seconds to engage in the fight.

Once the pull has begun, Patchwerk will still melee the main tank, who will be first on aggro, and hateful the person with the second highest threat (this must be the Hateful tank); this makes it important establish tank aggro correctly and promptly when the fight begins). At this point it is simply a test of killing Patchwerk before his berserk timer and keeping the tanks alive. You will need 12,000 raid DPS, or 1,500/person including tanks, to do this. Patchwerk also does a soft enrage (Frenzy) at 5% health, this should only last a few seconds before he goes down. Damage mitigation cooldowns (e.g., Shield Wall, Divine Protection, etc.) can be helpful to mitigate damage during the short soft enrage period. It is generally unnecessary to save dps cooldowns (e.g., Bloodlust) for the enrage period, though, as Patchwerk will normally be killed before the end of any tank cooldowns that are applied.

Assuming you have 2 tanks, it is advised to let your “best” tank (the one with most health and armor — dodge is useful) Be the Hateful tank, and have your lesser geared tank take Patchwerk’s normal hits.

Grobbulus

Grobbulus is the second boss of the Construct Quarter in Naxxramas.

25-man abilities

Grobbulus has approximately 9,596,000 hit points.

Grobbulus will drop these below him every ~15 seconds. They will expand over time and last 75 seconds. They deal 4,250 Nature damage per second to anyone within.
Deals 11875 to 13125 Nature damage to enemies in front of Grobbulus in a 45 yard cone. Enemies hit by Slime Spray summon a Fallout Slime.
A blob that deals 2,000 Nature damage every 2 seconds, in a 10 yard range AoE. Should be picked up by an offtank.
Cast on a random raid member every ~20 seconds with the frequency increasing as Grobbulus’ health drops. After 10 seconds, or if cleansed, the affected player will deal 8075 to 8925 Nature damage to everyone within 20 yards (including theirself) as Mutagen Explosion and create a poison cloud beneath them.
  • Berserk – After nine minutes of combat Grobbulus will berserker enrage. Increases all damage done by 1,000%.

10-man abilities

Grobbulus has approximately 2,928,000 hit points.

Grobbulus will drop these below him every ~15 seconds. They will expand over time and last 75 seconds. They deal 2,000 Nature damage per second to anyone within.
Deals 6300 to 7700 Nature damage to enemies in front of Grobbulus in a 45 yard cone. Enemies hit by Slime Spray summon a Fallout Slime.
  • Fallout Slime – a blob that deals 1,000 Nature damage every 2 seconds, in a 10 yard range AoE. Should be picked up by an offtank.
Cast on a random raid member every ~20 seconds with the frequency increasing as Grobbulus’ health drops. After 10 seconds, or if cleansed, the affected player will deal 8075 to 8925 Nature damage to everyone within 20 yards (including theirself) as Mutagen Explosion and create a poison cloud beneath them.
  • Berserk – After twelve minutes of combat Grobbulus will berserker enrage. Increases all damage done by 1,000%.

25-man strategy

Grobbulus is not a terribly difficult encounter if you are able to kill Patchwerk. You will want two tanks.

Grobbulus should be picked up and taken to a wall. He should NEVER be facing the raid or the resulting fallout slimes will spell a wipe. The main tank should slowly kite Grobbulus around the edge of the room, moving as Grobbulus places poison clouds. The offtank should pick up fallout slimes that spawn from the main tank being hit and DPS should take them down quickly. Do not cleanse the Mutating Injection; affected players should get away from the raid to near an existing poison cloud and will need healing after 10 seconds. Space should be conserved by keeping poison clouds near each other. You have nine minutes.

10-man strategy

Your main tank should start the encounter by pulling Grobbulus to one of the outside walls of the room. The tank should move Grobbulus around the outside edge of the room each time Grobbulus drops a poison clouds (you will likely complete at least one full circuit of the room during the fight). Raid members hit by Grobbulus’ Mutating Injection should move next to the last cloud he dropped so the new cloud they create will merge with Grobbulus’ cloud. This conserves space within the room for the ranged and healers. However, with this positioning strategy the tank must move Grobbulus a fair distance every time a cloud is dropped or else the melee will be clipped by the mutating injection going off, though Grobbulus should not be moved so far that ranged DPS are out of range of Grobbulus while waiting for an Injection to go off.

Ranged and healers should stand on the inside of the room, moving toward the outside temporarily when they are hit with the Mutating Injection. Melee may want to try to hit Grobbulus from the side (it will look as though they are attacking his boot) so they do not run through his poison clouds when the tank moves him. However, melee should absolutely not stand in front of Grobbulus at any point for risk of spawning an additional fallout slime.

Designate an off-tank to pick up the fallout slimes as they spawn. At least a couple ranged DPS should switch to them when they spawn so the off-tank doesn’t get overwhelmed. Like the rest of the raid (with the exception of the main tank), the off-tank will occasionally be hit by Mutating Injections, and in these cases it may be helpful to have a Hunter misdirect slimes onto him.

Towards the end of the fight, Grobbulus will be using his Injection very frequently. Burst effects on long cooldowns (particularly Bloodlust) should be saved until late to help finish Grobbulus off. This part of the fight depends almost entirely on your ranged DPS, as melee will have great difficulty dealing any significant damage to Grobbulus due to the frequency with which they are injected.

Gluth
Gluth is the third boss of the Construct Quarter in Naxxramas.

25-man abilities

Gluth

Gluth has 8,436,725 hit points. His melee is not terribly strong, approximately 6,000 on plate. Gluth is tauntable.

Reduces the effectiveness of healing spells by 10% for 15 seconds. Stacks. This debuff is applied to Gluth’s target approximately every 10 seconds.
Increases melee haste by 100% for 8 seconds. Dispellable by Rogues, Hunters, and Shamans’ purge.
Reduce the current health of all nearby units (friendly or enemy) to 5% of their maximum health. Affects both players and zombies. Used approximately every 90 seconds.
  • Devour Zombie – Gluth will emote, “Gluth spots a nearby Zombie to devour!” and move towards any zombies that get near him. This will heal him by 5% of maximum HP.
  • Berserk – Gluth will Berserker enrage shortly after the fourth decimate, increasing all damage done by 1,000%.

Zombie Chow

Zombie Chows have 1,000,000 hit points each. Two will spawn every 10 seconds from the grates near where you jump out of the pipe into Gluth’s lair. These move at run speed. Vulnerable to all snares and roots.

  • Infected Wound – Applied on a melee hit, increases physical damage taken by the target by 100. Stacks up to 99 times. Forces zombies to be kited rather than tanked.

When Zombie Chows are hit by decimate they will immediately stop attacking and run towards Gluth. Should be rooted and AoE’d down. They will have approximately 50,000 hit points at this stage.

10-man abilities

Gluth

Gluth has approximately 3,230,000 hit points. His melee is not terribly strong, approximately 3,500 on plate. Gluth is tauntable.

  • Mortal Wound – Reduces the effectiveness of healing spells by 10% for 15 seconds. Stacks. This debuff is applied to Gluth’s target approximately every 10 seconds.
  • Enrage – Increases melee haste by 25% and damage by 25% for 8 seconds. Dispellable by rogues, hunters, and shamans.
  • Decimate – Reduce the current health of all nearby units (friendly or enemy) to 5% of their maximum health. Affects both players and zombies. Used approximately every 2 minutes. Also may hit the tank for 75% of his life if not evaded.
  • Devour Zombie – Gluth will emote, “Gluth spots a nearby Zombie to devour!” and move towards any zombies that get near him. This will heal him by 5% of maximum HP.
  • Berserk – Gluth will berserk roughly 8 minutes after being engaged. Increases damage done by 500% and melee haste by 150%. This will be a bit after the fourth use of Decimate.

Zombie Chows

Zombie Chows have approximately 500,000 hit points each. One will spawn every ~10 seconds from the grates near where you jump out of the pipe into Gluth’s lair. These move at run speed. Vulnerable to all snares and roots.

  • Infected Wound – Applied on a melee hit, increases physical damage taken by the target by 100. Stacks up to 99 times. Forces zombies to be kited rather than tanked.

When Zombie Chows are hit by Decimate they will immediately stop attacking and run towards Gluth. Should be rooted and AoE’d down. They will have approximately 25,000 hit points at this stage.

25-man strategy

Gluth is one of the more difficult encounters in the instance from an execution standpoint. You will want two tanks and a kiting class. Paladins often work best with holy wrath for bad situations, plate armour and consecrate/taunt (any spec though protection is best). Most classes CAN kite the chow however. All that is required is maintaining aggro on the chow and running them around whatever slow effects are used.

The main tank should run up the pipe first, pick up Gluth and drag him all the way to the far door so as to avoid the Zombie Chow. Warriors are ideal as they can berserker rage to avoid Gluth’s terrifying roar. The two tanks should taunt Gluth off each other every 15 seconds to mitigate the effects of mortal wound.

Zombie Chows will spawn constantly in the back of the room near the pipe from the grates. The ranged DPS and healers should stack up on each other ~30 yards from Gluth to aid the Paladin in kiting the zombies. The paladin should drop consecration on the stacked raid as often as possible while kiting the zombies around the back of the room in order to gain aggro on the Zombie Chow who should make straight for the healers. The Paladin cannot kite the zombies alone however, you will need assistance in slowing the adds:

  • Hunters can slow by using frost traps as often as possible.
  • Mages can root using Frost Nova, or slow with Cone of Cold, or Improved Blizzard.
  • Warlocks can stun with Shadowfury (if destruction spec and spent point to acquire spell).
  • Warriors can slow with Piercing Howl and can stun with Shockwave (if prot).
  • Paladins can stun with Holy Wrath.
  • Rogues can slow with Fan of Knives (with Crippling Poison applied).
  • Shamans can drop Earthbind Totem.
  • Frostweave Nets can be used in a pinch.
  • Tauren can stun with War Stomp.
  • Warlocks can slow with Curse of Exhaustion (Talented) – This instant cast, no-cooldown curse can make this encounter significantly easier.
  • It is not advised to use any sort of Fear on Zombie Chows. Not only could they come too close and get eaten, if Gluth eats a feared Zombie Chow, he also becomes Feared! (Current as of 4/28/2009, patch 3.1.1.9806)

Given that most of the above abilities have a coolown, it will probably be necessary to use a combination of methods. The paladin will need a dedicated healer.

As soon as Gluth casts Decimate, you will have a few seconds to heal the current tank before Gluth kills him. All of the zombies in the room will stop attacking and make straight for Gluth, the entire raid MUST slow, root, snare, stun and above all kill all of them before they reach Gluth. Use whatever AoE abilities you have.

Keep this up for a few decimates and Gluth should be dead.

10-man strategy

Contrary to the tactics for 25-man, you do NOT need a paladin to help with the adds. Our guild discovered after our 2nd wipe (using a hunter for the 1st 2 tries) that our mage would be better.

Drop into the room, in order, main tank, off tank, healer’s, DPS then kiter. Have your main tank pull the boss to the door at the far end of the room. Gluth will likely aggro before the Main Tank leaves the pipe, if you are the Main Tank wait to use any abilities on him until after you hit the floor as he may evade until he is able to attack you.

Tanking this encounter requires switching, and if vent is not available, make a macro with a Raid Warning “Tank Switch” when the stacks get too high. Depending on your tanks, either have the main tank holding Gluth as much as possible, or your two tanks switching at regular intervals. In the first cast, once the MT has Mortal Wound stacked to 3 debuffs, the OT should taunt and hold Gluth for up to 15 seconds while the debuff stack expires on the main tank. In the second case, just have your two tanks taunt every time the debuff stack expires. As long as the debuffs are not stacked too high, Gluth’s melee is easy to heal through.

If one of the tanks in your group is a tankadin, it may be best to allow them to kite the Zombie Chow. If you do this, a DPS-specced death knight, druid, paladin, or warrior, or as a last resort a healing-specced druid or paladin, can off-tank Gluth without too much problem. Have them wear as much tanking gear as possible — although paladins and warriors can probably just sword & board while druids should stack as much health as they can and be in Dire Bear form and all three will be fine — and make sure that your main tank taunts as soon as their Mortal Wound debuff stack expires. Depending on your healers, you will want the Main Tank to allow Mortal Wound to stack 2 or 3 times, then have the DPS/healing-spec character taunt before the next Mortal Wound is applied to the stack. With a boss warning mod such as BigWigs or DBM it should be fairly easy to make sure that the MT is holding aggro on Gluth whenever a Decimate is about to land.

Tank positioning doesn’t matter particularly, but if your healers are not used to this fight it can be a good idea to position the OT behind or to the side of Gluth. After the off-tank taunts, Gluth will turn around, so the healers have a visual aid for the tank switch. The off-tank should then run through Gluth and stand next to the MT. Experienced groups can just stack the tanks next to each other at the door for the entire encounter. Healers must be very careful immediately after the Decimate. They must heal Gluth’s target to over 10k health as quickly as possible after it occurs. If Gluth’s current tank has any Mortal Wounds stacked on them at this point, it may be more efficient to heal the other tank to full and have them taunt, otherwise continue healing the current tank to full and proceed as normal. Healers should not bother healing the rest of the raid until both tanks are topped off, as all Zombie Chow drop aggro and move toward Gluth as soon as Decimate hits.

The trickiest part of this encounter is the Zombie Chow. As stated above, they spawn from the grates periodically. In the 10man you only need one kiter, and the most effective is a frost mage — if they are willing, have a fire or arcane mage re-spec for this encounter. Keep the chow as far away from the boss as possible, to avoid devouring, and use all slow/stun moves to aid the kiter. Do not allow Chow to reach Gluth, as he will be healed for 5% of his total health for each Zombie Chow he consumes.

Don’t try to kill the Zombie Chow until after a Decimate. Even on normal, they have 500k health and there is usually 5-10 up at a time, and if a raid can do that much aoe damage they shouldn’t be focusing on the chow.

After Decimate have your mage use whatever shield he/she has access to and use frost nova, the rest of the dps should then run in and Aoe the chow. In the case of starter raids (slightly undergeared) divert all DPS onto the Chow, leaving just the tank and Off tank on the boss. We found using 2Death knights and a hunter was sufficient to kill the chows before the frost nova broke.

Tips for kiting :

  • If an add goes stray from the pack the mage is kiting, do not just let it run, have a hunter/paladin/lock pick it up (use what ever slowing abilities you have)
  • If the paladin is OT, do not have him help with the adds (we made a similar mistake and he was out of range to taunt the boss from our warrior when he had reached two stacks)
  • If the raid’s dps is lower than average, use everyone to take down the adds after decimate.
  • If you have 3 healers, pick the one with the lowest healing done and have them dedicated to keeping the mage up. This works well, if you have the boss on farm and are gearing up your “2nd team”. 2 healers are more than enough to keep the tank alive.
  • If you have a druid be sure to watch the mage’s mana and innervate (there is likely to be no time for the mage to evocate during this fight as he/ she will be occupied for the duration.
  • Do NOT Attempt to tank the adds! – they stack a de-buff increasing damage done by 100 per stack. if you have 5 chow on your tank, after 5 hits your tank will be taking 500 more damage and after 10 seconds, roughly 500 more, though this is at least mitigated by armor.

One of the hardest things for new groups is actually beating Gluth’s enrage timer, once the mage has got the kiting perfected, you need to focus on maxing dps. Soft cooldowns (anything which resets in 3mins or less) should be used on entry, with heavy cools like bloodlust, being saved.

There seems to be a fault with the Deadly Boss Mods enrage timer, where enrage does not happen until 32 seconds after the mod declares it.

With your mage busy with the adds and your hunter/ ranged dps switching back and forth, you are heavily reliant on good melee dps to bring down gluth. Shaman totems to enhance melee damage, warrior shouts/ paladin blessings and death knights “horn of winter” should be kept up at all times, Gulth has approximately 3 million health (assuming that your kiter lets a few chow through) so your dps needs to max out damage as often as possible.

After the 3rd decimate, roughly 4-5 mins in, you need to use all your cool downs, soft cool downs will have refreshed, and big cool downs like bloodlust should be used. Gluth should be at approximately 25-35% health. If he isn’t, chances are you will not beat the enrage timer.

This is the point where you burn your mana, healers should be running low, so top off the tank and use whatever you’ve got to do some extra boss damage, before using your “shadowfiend”-type move. If Gluth does not die before the next decimate, you will inevitably wipe at the decimate, because the chow will be piling up and your mages will be oom. Have your dedicated healer leave the mage and apply some last min DPS on the boss. If he is below 5% at the next decimate, leave the adds alone, focus your fire and kill the boss, slowing not slaying the adds.

Alternate strategy: Actually, you can tank the adds. We did it with a feral druid with about 32k health&armor, 35% dodge (unbuffed). The tanking requires a lot less skill but more gear, and is demanding to the healers. 3 healers, with one concentrating on the add tank and one of the others switching to add tank when decimate is coming close. It is a bit demanding on the healers, but doable. A little bonus effect is that there will not be any stray adds, they are trivial to pick up when tanking, so DPS can concentrate better on Gluth. If kiting just keeps failing try tanking.

Alternate strategy 2: When your raid is overgeared or your dps are just doing a good job (~2,7k each) you can simply tank him where he stands at the beginning and ignore all the adds. You will deal more damage than he can heal and he won’t ever use decimate. So it will be just tank and spank with taunting. With this strategy you need only one healer so one can change specc to dps.

Thaddius
Thaddius is the fourth and final boss of the Construct Quarter in Naxxramas.

25-man abilities

Feugen and Stalagg

The encounter begins with splitting the raid in two to engage Feugen and Stalagg. If they leave their platforms (or are even just pulled too close to the ramp up to their platforms) the entire raid will be hit by unhealable massive nature damage from the Tesla coils in the room. They have 2,100,000 HP each. If they are not killed within 5 seconds of each other they will resurrect each other with full health.

Feugen

Hits for about 4,500 on plate.

Does 3,500 Nature damage every 3 seconds to everyone within 60 yards.
Pulls Stalagg’s tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 6,000 on plate.

Increases Stalagg’s melee haste by 200% for 10 seconds.
Pulls Feugen’s tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius’ platform before Thaddius becomes active. Thaddius has approximately 30,400,000 hit points.

Hits 5 random players for 6938 to 8062 Nature damage. Cast every ~15 seconds.
Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 4,500 damage after 5 seconds to each other. (If you are standing near a group of the opposite charge you will receive 4,500 damage multiplied by the amount of people.)

This damage buff is needed to have any hope of killing Thaddius before his berserk. Cast every 30 seconds. THERE IS NO PATTERN TO WHICH RAID MEMBERS GET WHICH POLARITY!

If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage – After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%. 30 m / (6×60) = 83,333 (83.3k) Raid DPS needed = ~ 3,333 (3.3k) per player to beat this timer. Assuming 3-4 tanks and 6-7 healers leaves 15 dps means dps needs to do 5.5k dps each. Due to the damage buff can assume +100% to +120% dmg ie: equivalent to average of 2.5k to 2.8k per player on other fights.

10-man abilities

Feugen and Stalagg

The encounter begins with splitting the raid in two to engage Feugen and Stalagg. If they leave their platforms the entire raid will be hit by unhealable massive nature damage from the Tesla coils in the room. They have 838,300 HP each. If they are not killed within 5 seconds of each other they will resurrect each other with full health.

Feugen

Hits for about 3,000 on plate.

  • Static Field – Does 2,500 Nature damage every 3 seconds to everyone within 60 yards.
  • Magnetic Pull – Pulls Stalagg’s tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 4,500 on plate.

  • Power Surge – Increases Stalagg’s melee haste by 200% for 10 seconds.
  • Magnetic Pull – Pulls Feugen’s tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius’ platform before Thaddius becomes active. Thaddius has approximately 3,850,000 hit points.

  • Chain Lightning – Hits 3 random players for 3600 to 4400 Nature damage. Cast every ~15 seconds.
  • Polarity Shift – Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 3,500 damage a second to each other each (7,000 total). Cast every 30 seconds.
  • Ball Lightning – If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage – After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%.

25-man strategy

You will want two tanks. Thaddius and his adds are tauntable. This encounter is significantly harder on 25-man mode, as the enrage timer becomes a very restricting factor should you lose raid members early. Even losing non-DPS classes is harmful, due to the loss of a stacking +10% damage buff. The Thaddius portion of the fight is typically very easy to heal, usually requiring no more than 3-4 healers for a 25-man raid. Any remaining healers should help DPS to beat the enrage timer.

Phase 1: Feugen and Stalagg

Phase 1 is very simple. Split the raid into two groups that will deal approximately equal damage, with half the tanks/healers on either side. Keep the tanks alive and heal Feugen’s/Stalagg’s damage, keep the adds on their platforms, and kill them simultaneously. Tanks should be certain to keep Feugen and Stalagg in the middle/back of their platforms and within range of the Tesla coils – shifting too far towards the base of the ramp can pull them out of range, causing unhealable nature damage to the room and wiping the raid. Every so often, the tanks will be “thrown” to the opposite platform, and their accumulated threat reassigned to the new mob. Tanks may need to pull back and reposition slightly after being thrown to the opposite platform. At around 5% it is necessary for both groups to check where the other is on damage. If either Stalagg or Feugen are killed while the other still has more than 5% to go, both Feugen and Stalagg will be resurrected and the fight will begin anew.

Phase 1.5: The Platform Jump

As soon as Feugen and Stalagg are down, the raid should jump to Thaddius’ platform. It is important to note that this jump is difficult for some people. If one or more members of the raid fail to make the jump, they can run around to the front of the room, up to Feugen or Stalagg’s platform, and try again. However, any raid members who arrive on Thaddius’ platform after the fight begins must wait for a Polarity Shift before moving near the rest of the raid. Having no charge (because you were out of range for the first Polarity Shift) will still trigger polarity charge damage, because the charge is not the same as the other members of the raid (i.e., “no charge” is viewed as a different charge than + or -). A member arriving late to Thaddius’ platform will thus need to wait, away from the rest of the group, until a Polarity Shift occurs and a charge is received, and the raid member can then join the rest of the raid on the appropriate side. After 3.0.8, priests can cast Levitate and mages can cast Slow Fall on anyone in the raid. Players who have trouble jumping down should ask a priest or mage to buff them after Feugen and Stalagg are dead so that all they have to do is run off the edge and float safely down to Thaddius’s platform.

Phase 2: Thaddius

Thaddius will become active a few seconds after the group reaches his platform, and should be tanked in the center of the platform where he is, but slightly forward so that there is room for the raid to see where to run on either side of him during the Polarity Shifts. Approximately 10 seconds after Thaddius becomes active, he will cast his first Polarity Shift on the raid. The raid will need to immediately stack up in two separate groups depending on their charge. Raid leaders, make sure you clearly state what side the Negative group is on and what side Positive is on! Each group should clump up at maximum melee range. This allows members with the same charge to buff one another and allows melee DPS to engage Thaddius, all while avoiding shocking members of the opposite group. Stacking the charges is critical, as each charge provides a +10% damage buff (up to 12 stacks) that will be necessary to defeat Thaddius before the enrage timer. The tank should rotate around Thaddius to match the group that shares his charge.

When Thaddius switches polarities again, everyone that has to move should move to the appropriate side as fast as possible. One strategy is to ask everyone to run around him either clockwise or counter-clockwise to avoid shocking players running the opposite direction. However, there are only about 4 seconds between the polarity shift and the first shock, so some raids opt to have members run straight through Thaddius to their new spots. Note that not every Polarity Shift will change the charge on a raid member, so the raid members will need to monitor their debuffs each time Polarity Shift is cast.

Once the raid is back in position and stacked with others who have a similar charge, the fight continues as before. This is the entire fight from 100% to 0% – there are no phases. You have six minutes to get through Thaddius’ 30,400,000 HP. This enrage timer is quite strict and it is highly unlikely you will be able to beat it if you lose more than a few people, both because of the lost DPS and because fewer members of the raid alive means there are fewer people to stack to receive the same-charge buff (thus, even a healer death can become somewhat problematic). Once Thaddius is down, the charges immediately dissipate.
Tips

Thaddius has a quite large hitbox, so it is possible for your ranged DPS and melee to group up relatively close to each other. This positioning has three benefits:

  • Everyone receives the maximum possible number of group buffs
  • Hunters do not have to sacrifice DPS to gain the group buff
  • No one is close to the tank if he has an opposing charge

If the need for a battle rez arises, the target of the rez should wait for Thaddius’ polarity change and accept the rez immediately upon Thaddius’ cast, then move to the appropriate group. Prematurely accepting the rez will lead to group damage and the target of the rez dying again, thus wasting a valuable resurrection.

It is no longer possible to use two Bloodlusts/Heroisms during the Thaddius encounter, because the Sated/Exhaustion debuffs now last for 10 minutes, which is longer than the enrage timer.

It may be easier to look at the color of the debuff rather than the symbol, as that can slow reaction times by a fraction of a second. Negative is red, positive is blue.

10-man strategy

The 10-man strategy is exactly the same as the 25-man strategy. The tanks, healers, and DPS are split to kill Feugen and Stalagg simultaneously, and then Thaddius is engaged and the raid begins its rotations after the first Polarity Shift. Thaddius only needs one tank, so have your other(s) DPS.

Phase 1: Feugen & Stalagg

Notably, the pacing of DPS on Feugen and Stalagg may have to be monitored more carefully in this version of the fight. For a 10-man group running 2 tanks, 3 healers, and 5 dps, splitting the raid will mean that one side has more DPS than the other. Consequently, DPS on one side may need to slow down for a brief period of time, to ensure that Feugen and Stalagg are killed within 5 seconds of each other and do not resurrect. Feugen and Stalagg can creep forwards on their platform at times, so it it wise for the tank to reposition their new target at the back of the platform after each tank switch.

Phase 2: Thaddius

The technique for this encounter simply involves assigning a direction to each polarity. As you look in the room before you attack the two mini bosses, you will see Thaddius. The left and right sides as you are facing him are what is referred to by “left” and “right” when sides are called out. When you pull Thaddius and the raid has no charge, stack up on the tank. Then when he casts the first Polarity Shift, run to the assigned side. You only need to get this bit right once!

From then on, the fight becomes simple. Stack on top of each other at max melee range. Thaddius’s huge hitbox assures that everyone in each group gets the buff, is close enough to quickly change sides, and can be well out of range of the raid members with the opposite charge. When Thaddius changes polarity again, you must look carefully – if your Polarity has CHANGED, run around the boss in a counter clockwise direction and stack on the other side. If it didn’t change, STAY WHERE YOU ARE!

Continue this for 4-5 minutes and you will either kill him or kill yourself depending on how well your group has mastered the movement technique. This technique requires fast reactions and good awareness of de-buffs. If you are part of a group that successfully downed Grobbulus, you are likely to be able to do this encounter. In 10 man, if one person messes up, this does not mean a wipe. If you are unsure where to go, move out of melee range and stand as far away from the boss and both groups as possible, until you understand the mechanic.
Things that can go wrong

  • Your ranged DPS stand too far back and cannot run through the boss in time.
  • Someone in the group gets the polarity wrong and stands at the wrong side (usually wiping half the raid). This can be overcome if Thaddius is under 10%, assuming you have at least one tank and healer still alive.
  • People who miss the platform jump on the first try enter into the fight without having an assigned polarity and shock everyone.
  • Someone in the group suggests a “spread out” technique – it won’t work because the DPS needs the stacking buff.
  • Too many people die early, and there is not enough DPS to beat the enrage timer.

Source: MMO-Champion, Wowwiki, Wowhead

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