The guide introduces all the basic tactics of Naxxramas 10 man version. A step to step guide on how to beat the bosses in the instance.
For a normally naxxramas run you will need:
1 Maintank
1 Offtank
2-3 Healers
1 Mage/Hunter
1 ranged DPS
3 random DPS's
And a maximum of 2-3 melee DPS. When the group will reach Kel'thuzad , it will start to be close.
All should have at least full rares (blues) and a few epics is recommended.
COLOR CODE

The guide is splitted up in 5-6 parts.
Naxxramas boss or trash epic drops
Basic list over what that drops for the specific class.
Table of Contents
Sapphiron
Boss HP: 4,100,000
Difficulty: Medium/Hard
Start Position

Phase 1

The most important in this phase is to avoid the blizzard. Things will go a lot easier if no one get hit by it. Sapphiron will spawn a blizzard that is following random players through the whole fight. You should also be in range of the healers all the time. The maintank healing itself isn't that hard in this fight, but all in the raid will take around 1,000 damage every second untill the boss i dead, additional damage will be taken by blizzard. The trick to avoid the blizzard is to spread out instead of grouping up. So in phase 1 it's just a tank n' spank fight. Melee DPS's and the offtank (which is not tanking in this fight) should stand on the side of the boss, to not get hit by cleave and tail swipe.
Assign the healers, e.g. if you got a paladin he should take the tank, a shaman should take the raid, druid and priest could be both (of cause paladin healers can take the raid too, and shaman healer the tank, it's just how you should organize it if you got those two) .
Phase 2

Through the fight Sapphiron will take a deep breath which you instantly die from if you get hit. The boss will fly to the air, and two random players in the raid will be frozen in ice. You will have to run behind these iceblocks to avoid the deep breath. Try to split your raid so you have same amount of players behind each iceblock. When Sapphiron lands on the ground again, it's back to Phase 1.
Kel'thuzad
Boss HP: 5,660,600
Abominations's HP: 75,000
Bashee's HP: 55,000
Skeleton's HP: 2,500
Icecrown Scarabs HP: 2,520,000
Difficulty: Hard
Start Position

Remember to get inside before the raid starts, a gate will block all ways to the boss room when the fight starts.
Phase 1

When you're buffed, run to the center of the room. When you're are in the ring, don't ever go more for more than a few steps outside. If you go to long, you will pull from one of the five spots. In this phase there will be spawning three diferent types of mobs from five different places of the room (the boss is currently frozen in ice). There will be spawning:
The ranged will have to kill the Banshee's as first priority, second priority is the skeletons. Same goes for Melee/tanks just Abominations instead of Banshees. It lasts for 3 minutes and 48 seconds. Maintank must be quick to pick up Kel'thuzad before he get unlocked.
Phase 2

The maintank must be quick and pick up the boss before another one pulls aggro. Finsih off the rest of the Banshees/Abomintaitons/skeletons before attacking the boss. When all the mobs from Phase 1 are killed, split up so you aren't in 10 yards range of each other. The reason: *frost blast*! Kel'thuzad will cast *Frost Blast* throughout the fight, which will deal 104% of the players HP over 4 seconds. That means healers must be quick and heal them up with iehter instant heals or very short cast time heals like Holy Shock, Riptide, Renew, etc. The *Frost Blast* will hit the player and all allies within 10 yards, that means, if four players is in a group together, two of them will probably die. So split out (like on the picture).
Kel'thuzad will also cast *Frostbolt* very often, and hits the tank for 10,000 damage. This needs to be interupted by warriors, rogues, death knight, etc. Through the fight Kel'thuzad will also cast *Frostbolt Volley* that hits everyone in the raid for 6,000 - 7,000 damage. Can't be interupted.
Kel'thuzad will randomly cast a *Shadow Fissure* on the ground under a player. If you've not moved away from it within three seconds you will die instantly.
Last ability is *Detonate Mana*. It burns 2,000 of your mana and you will explode after 5 seconds, dealing 10,000 damage to all players within 10 yards (not the player that gets it get damage).
Phase 3

When Kel'thuzad reaches 45% HP he will summon two Guardians of Icecrown (two big scarabs). These need to picked up by the offtank very fast. They aren't hitting hard but they use *Blood Tap* which is increasing their damage dealt by 15%, stacks up to 100 times. Now it's just a DPS race, all DPS's should activate all cooldowns/heroism and max focus on killing Kel'thuzad, the two adds got to much HP to kill.
Beside that it's the same as Phase 2 you will still have to avoid Shadow Fissures, Frost Blasts, Interupt Frostballs etc.
Great thanks to all these people that have read my guide! I really hope it was helpful. You can comment, vote and share it with your friends and guildmates. Good luck with your runs in Naxxramas
!
- Eric
Anub'rekhan
HP: 2,230,000
Difficulty: Easy/Medium
Start Positions

Phase 1 Part 1

Let the maintank tank him towards the group at the end of the room. Only the maintank may face the boss so everyone; stand behind (casters and healers in center, melee dps and offtank just behind. Sometimes the boss will cast *Impale* which will throw you up in the air and take around 4k damage.
Phase 1 part 2

After a while, the boss will spawn a Crypt guardian (a yellow warning will appear on your screen). Offtank need to pick the add up and melee dps and caster dps need to kill it. When the add is dead, then back toPhase 1 Part 1.
NOTE: Sometimes also scarabs spawns, offtank need to get control and should be nuked down by AoE spells.
Phase 2

The boss will cast a spell called *Locust Swarm*, you must be quick as melee dps and offtank to move to the center (also casters and healers should if they are outside). If you aren't in the middle, you won't be able to cast any abilites or spells! The maintank now need to kite him around along the edge like shown on the map, until *Locust Swarm* disappears. (Make sure that the maintank is so close to the wall that he touches it). When the *Locust Swarm* is over go back to phase 1 part 1.
Grand Widow Faerlina
Boss HP : 2,230,000
Adds HP : 80,000
Difficulty: Medium
Start Position

Mark the worshippers:
Add1: Skull - 1st kill when enrage first time.
Add2: Cross - 2nd kill when enrage second time.
Add3: Square - 3rd kill when enrage third time.
Add4: Moon - 4th kill when enrage fourth time.
Phase 1

Start off by letting the offtank get aggro from all the 4 adds and DO NOT attack them (it's very important that the offtank doesn't kill the adds).
All DPS's just tank and spank on boss, if the healers are well geared, dont worry about the firerain, if they aren't geared and can't keep high healing power up all should try to move out of the firerain. The boss will random cast a *Posion bolt Volley*. This spell can either be dispelled or the healer can just heal the person that gets the *Posion bolt Volley* (dispelling is prefered). Remember to tank the boss close to the adds.
Phase 2

When she enrages, all dps must be quick and kill ONE add, not more. When the add is killed, the enrage will dispell. Note that the boss must be close to the platform (on the stairs) when she enrages. If not, the dispell may not work! After enrage is dispelled, back to phase 1.
Maexxna
Spiderlings HP: 7,000
Boss HP: 2,230,000
Difficulty: Medium
Start Position

Part 1

Start up with full nuke on the boss until the boss casts a web over a random target. Now, the ranged dps must kill the web before the player inside the web dies (it's prefered to have AT LEAST 2 ranged dps). The melee DPS shouldn't focus on killing the webbed - just continue attacikng boss. Note that the webbed can be healed, so one of the healers - keep an eye for the webbed. The boss also got a annoying debuff which need to be cleansed.
Part 2

The boss will also cast a stun to all in 3 seconds, make sure that the healers got all HoT heals on the maintank.
Sometimes, the boss will spawn lots of small spiderlings. The spiderlings need to be tanked and killed by the offtank. When the boss hits around 700k HP, the boss will go into a frenzy which will increase its damage alot. Healers should focus extra much on the maintank, 'specially on the stun waves. Another strategy can be to wait taking the boss down to enrage before web stun close to. The pop all all cooldowns to the last 700k HP.
Patchwerk
Boss HP: 4,320,000
Difficulty: Medium
Start Position

Patchwerk is walking along the green slime. The offtank will need to keep his threat at about 60-80%. The maintank will have to tank him in the slime and the melee DPS's should not stay in the slime, if they do, they well get hit by a DoT and hp will be reduced by 50%, so for the tanks, it's even more important to not stand in slime.
The fight

When the boss shows up from the north (on the picture), wait untill he stops. Then pull him, and melee DPS's should run behind him and DPS from there. This is far the best example of a tank'n'spank boss in the game imo. The boss will hit the one that got aggro, and the one with the highest threat. Make sure this is should be the other tank! The boss will also do *Hateful strike* which hits for around 6,000 damage on tanks, so not only DPS and tanks need to focus, also healers will get work to do.
The boss will break into an enrage after 6 minutes fighting. With a basic setup (2-3range DPS's, 2-3 melee DPS's) it never happened to me that we reached the enrage timer. He will also go into a frenzy when he reaches 5% HP. Tanks and healers should try to save cooldowns for this.
Grobbulus
Boss HP: 2,928,000
Adds HP: 102,300
Difficulty: Medium/Hard
Start Position

The Fight

This Fight is easy if you follow three simple rules:
So what is basically going on in this fight is:
Gluth
Boss HP: 3,230,000
Adds HP: 500,000 (25,000 when Decimate)
Difficulty: Medium/hard
When you're done with Grobbulus, you will have to run upside the ramp, and inside the entrance. Be careful when on the tube, it's easy to fall and you have to run again. When all are buffed and ready, run through the sewer with the maintank in front and wait with DPSing untill the tanks are in position.
Start Position

Phase 1

The maintank and the offtank are facing the boss at the end of the room. The boss will cast *Mortal Wound* every 10-15 seconds, which reduce all healing taken by 10% and stacks up to 10 times. When the maintank got three of these marks, the offtank taunts him. When the offtank got three marks, the maitank taunt him back. Follow this process until the boss is dead. The DPS's will just have to max focus on their DPS in this phase, except the kiter. The kiter (marked as a K on picture) need to pick up the adds which is spawning from 2-3 rifts on the ground every 10 seconds in the back of the room. These zombies/adds doesn't hit for much damage but are stacking *Infected Wound* on you which are increasing damage taken by 100. The kiter will have to take care of these zombies. Every time a zombie spawns, the kiter get the aggro of it, and run around with it. Note that the adds should NOT be close to the boss. If they hit the boss it will increase his Hp by 5%. So 2-3 adds will probably mean a wipe for the raid group (if they hit Gluth). The zombies can be slowed, chilled, stunned etc. Mage is the best choice to be kiter. They got Cone of Cold, Blizzard, Blink etc. In particular if the mage is frost specced. Next choice will be a hunter with the slowing shot, Multi-shot, Volley, Traps etc. But also a warrior specced into Piercing howl works, and I've also seen a paladin doing the kiting however I don't how, and a elemental shaman with Earthbind totem and Thunderstorm will probably also be able to do it.
Last ability to worry about is the Enrage. Sometimes, the boss will enrage, increasing his attack speed by 25% for 8 seconds. Hunters can use Tranquilizing Shot and Rogues can apply Anesthetic Poison II to their weapons to remove the Enrage.
Phase 2

Every 105 seconds the boss will use *Decimate* it reduces everybody except the boss HP to 5%, including the zombies. It's very recomended to have Deadly Boss Mod or BigWings so the healer will be ready to cast a heavy heal before *Decimate* to replace the HP lost by *Decimate* on the tanks. When the boss uses *Decimate* ALL DPS's including the kiter will have to kill all the zombies before they hit the boss. The zombies will not attack, but they will go directly to the boss with no threat. It's very important that the kiter got the zombies close to the sewers (entrance) so the DPS's will get more time to kill them because the zombies will have to walk longer. The tanks will still have their three marks shift during Phase 2 . When all the adds are dead, it's back to Phase 1.
The boss also got an berserk timer on 8 minutes increasing Gluth's attack speed by 150% and damage done by 500%, wiping the raid quickly. The berserk will happen shortly after the fourth *Decimate*. If no zombies hits Gluth you will probably not hit the berserk timer.
Thaddius
Boss HP: 3,850,000
Adds HP: 838,300
Difficulty: Hard
Start Position

The raid group will be split up in two parts. To the left you will have the two strongest DPS's, two healers and the offtank. To the right, the rest of the group (3 DPS.One Healer. Maintank). When all is ready the tanks are to pull the two adds at the platform: Stalagg and Feugen.
Before pulling, you should be sure that all that don't know this fight should practice the 'jump'. The 'jump' is when you have killed Stalagg and Feugan and have to jump down to Thaddius. It's prefered to switch into movement speed bonus auras (Unholy Presence, Aspect of the Pack etc.) before jumping. To practice the jump you can jump to the platforms next to the entrance.
Phase 1

When you feel that all are ready to jump; pull the adds (maybe make a count down so the other tank is ready). Pull the adds to the north edge and keep them there. Now, it's just tank and spank the adds down. The group killing Feugen will pretty sure kill him faster than the group that is killing Stalagg. The bosses have to die within five seconds of each other, so make sure they are dying at almost same time. If not, they will both respawn with full HP. Also note that the adds most NEVER leave their platforms or you will receive massive damage. Sometimes, the adds will do a *tank throw*, the tanks will switch side.
Phase 2

When the adds are dead, then make the jump. The trick is to be very close to the edge, but don't fall. If you miss and fall into the slime, all the thing you have to do is to run back and try again. When you've jumped go to the front of the boss (if you missed and the boss already started once you arrive at the second try, go in front of him until he will cast *Polarity Shift* See below;))

Keep DPSing him in front of him until he will cast *Polarity Shift* and you'll have to run to one of the sides of him. If you got a minus debuff go clockwise to the left of the boss. If you got plus debuff go to the right of the boss. Apart from the first *Polarity Shift* where you may you have to go to the right, you should always run clockwise around the boss when he casts *Polarity Shift*. Remember to fight at max range (melee, offtank, maintank) or you will die. Ofcause also counts for ranged DPS's and healers. Thaddius also got an enrage timer on 6 minutes.
Else keep the healings up, Thaddius got some AoE attacks that need to be healed, keep it up! 
Instructor Razuvious
Adds HP: 450,000
Boss HP: 3,100,000
Difficulty: Medium
Start Position

the fight

The main object in this fight is how well the tanks can control the adds. Nornally the tank tanks, but here it's different; the tanks need to control the adds, and the adds will tank. The adds (controlled by the tanks) need to switch aggro whenever their taunts run out. Before taunting, use bone shield which will decrease damage taken alot (can be found on the adds actionbar). So it will go like this:
First Pull (the tank that control the crystal to the left):
Bone shield (6)-> Taunt (5)-> Auto Attack (1)-> Damage Dealing ability (4)
When the taunt of the tank controlling the add to the left runs out; the crystal tanker to the right should pop bone shield 1 sec before the first taunt runs out, THEN taunt the boss (same rotation like first pull).
The boss will also cast a heavy DoT on a random target which will deal around 15k damage at all. Every 15 second the boss will cast a AoE which will deal 4-5k damage.
Gothik the Harvester
Boss HP: 830,000
Difficulty: Easy/Medium
Start Position

Split your party up in 2 groups (see picture). When someone hits the boss the fight will begin.
Phase 1

When the boss is attacked, adds spawn on both sides of the room (living side and undead side). There are 3 different adds. A Unrelenting trainee with 10k hp. Shouldn't be any problem. Unrelenting Death knight - 34k hp, they will randomly intertupt party members. Unrelenting Rider - they have 55k hp and cast *Unholy Aura* which does 350 damage every 2 second.
Phase 2

After 4:30 seconds phase 1 will end, and the boss will attack the living side (south on the map). The boss will teleport from side to side and when the boss is at 30%, the gate will open. The boss casts a de-buff every 15 seconds which will decrease all atributes by 10%. Stacks up to 10 times. So actually, you got 2:30 minutes to kill the boss.
The Four Horsemen
Boss HP: 870,000
Difficulty: Medium/Hard
There are several ways to down this boss. I choose this one because I think its the easist way with a basic group setup.
Start Position

The main object in this fight is how to cordinate the debuffs right. Every boss got a debuff which will cause you damage. The debuffs stack. The first stack won't give you damage but then the next 500, and the third 3,500 damage. Now, lets take a look at the group setup.
1 tank, 1 DPS (2 in the right corner) , and 1 healer in each of the 'front side corners'. Then you must have your 2 ranged on each side of the debuff range (45 yards) in the 'back side corners'. The strongest healer in the raid must be at the backside with the ranged. The backside healer must be in range of both ranged, but NOT in range of both bosses debuff (make sure the ranged DPS's and healer not pulls aggro from the bosses).
Part 1

When you are in range of the bosses, the four bosses will run to a corner each. Let's take a look on the frontside:
Thane Korth'azz
The maintank must tank Thane Korth'azz at the his corner and the Baron Rivendare must be tanked by the offtank in his corner. As mentioned, the bosses will cast a mark which will cause you damage. When the groups get 3 marks (it will happen at same time at the frontside), the groups must run to the middle and switch aggro of the bosses so the offtank gets Thane Korth'azz and the maintank get Baron Rivendare. Then the maintanks group must run with the boss back to the offtanks group original tankspot (and the offtank run to the maintanks group original tankspot). Follow this process untill both bosses at frontside are dead. It's very sure that one of the bosses will be dead before the other one, because the group to right got one more DPS's. That means the two strongest DPS's must be to the left. When one of the bosses dies: The group to the right which is pretty sure the group which will be done first, runs to the other boss at the left and should bring the last add down fast. When the group to the left (which will get 3 marks before the group to right) get three marks, they will run to the right side and the rest of original group from the right keep DPSing until three marks; swap groups once more, keep this up until the last boss is dead on frontside.
Now, let's have a look on the backside:
The two ranged DPS's will have to tank a horseman each, the healer need to heal them up. The ranged DPS's will stand close to max range of the debuff, but NOT in range of both debuffs. The healer (note that the healer still need to heal the ranged DPS on the right side) starts by standing on the left side. When the ranged DPS on left side and the healer got 3 marks, the ranged DPS's will do like the tanks; switch target and aggro (now they just don't need to run that long). The healer will keep moving with the ranged DPS that originally was on the left side.
Sir Zeliek
Lady Blaumeux
Part 2

When both bosses at fronside are dead, the players at fronside must assist backside. The tank and his/her group that tanked to the left will assist on the north-west and the tank and his/her group that tanked to the right will assist on the north-east. While the DPS's and the healer at backside got their own game running (I'm talking about the marks they got, e.g. maybe they got two marks already and the groups from frontside got 0 when they arrive at the backside). The tanks will now take over the two last bosses, but now the whole groups have to move instead of only the tank and healer.
Alternative Strategy
If you got healing class which is DPS, or a person who wanna duelspec, they can take over on the backside insread of the three-man team in the original strategy. The only thing they have to do is heal them self up; survive. Then you will get more DPS on the frontside.
Example: Our balance druid and our elemental shaman took the backside by healing them self up.
= 2 tanks, 4 healers (two of them were specced DPS, but healed backside with no problems).
Noth the Plaguebringer
Skeleton HP: 102,000
Boss HP: 2,500,000
Difficulty: Easy
Start Position

Phase 1

All the DPS's should focus on killing the boss only. When the adds (skeletons) spawn, the offtank have to pick them up. The boss will also cast a Curse which will deal 5-6k damage and a heavy DoT if not de-cursed within 10 seconds. I advise you to have a mage or druid decursing the players who gets it, or it will become hard to heal as healer.
Phase 2

After a while, the boss will teleport away. Now it's time to kill the skeletons, they will spawn from the corners (like shown on the picture). The adds will come in a few waves and then the boss will teleport back. Then go back to Phase 1 .
Heigan the Unclean
Boss HP: 3,100,000
Difficulty: Medium/hard
Start Position

Phase 1

When the fight begins, the maintank need to pull him to *Savepot 1*. All ranged and healers go to the platform. Melee DPS and offtank just need to follow the maintank.
Every 10 seconds the boss will pop green slime up from the floor. If you aren't in *Savespot 1* you will get hit by 7k x2 damage. When he pops the green slime, move the boss to *Savespot 2*. Next time he pops the green slime, you will be save at *Savespot 2*. After 10 seconds he pops the slimes once more and you have to run to *Savespot 3*.......
The runs will go like: 1,2,3,4,3,2,1,2,3.. etc.
The boss casts *Decretpit Fever on a random target, which will deal 3k damage per 2 seconds on the target and reduces their HP by 50%. This need to be cleansed (By a paladin for example).
Phase 2

After a while, the boss will teleport to the platform. Make sure that the ranged DPS's and the healers move away from the platform 2 seconds before he gets on it (watch Deadly Boss Mod or BigWings). Now, the whole group has to do the process in phase 1, but this time just much faster! If a player is standing on the platform he/she will get hit by a heavy DoT - don't do that. After he pops the green slime - Move to savespot 2, you will only be able to wait 1 second, then the slime will pop up again, and you have to move once more. It's prefered to have no dps or only instant casts on the boss during this phase.
If this is unclear, take a look at one of these pictures/movies
http://www.raidstrats.com/images/naxxramas/heigan2.jpg - picture
http://www.bosskillers.com/pix/bbguild/feature/Heigan-phase-1-3.jpg - picture
http://www.youtube.com/watch?v=VUlliMso570 - movie
http://www.youtube.com/watch?v=q9dHjZSdhTw&feature=fvst - movie
(Thanks to original websites for these pictures and movies)
Loatheb
Boss HP: 6,700,000
Difficulty: Medium/hard
The trash mobs between Heigan the Unclean and Loatheb can be very annoying. The tank have to pull the slimes inside the room all the way to the other entrance in one pull. Healers need to keep everyone alive through the room. If a player dies, you'll all have to do it again because the trash respawn just when you have killed it. The DPS's shouldn't dps the slimes ONLY dps the eye stalks and NO AoE damage. It is critical if the tank loses aggro during this trash.
HINT: If you got a warlock in the group, at least make sure he/she survives. Then you can just summon the dead players.
Start Position

The Fight

The main object in this fight is how focused the healers are. The boss will cast *Necrotic Aura* which will decrease all healing effects by 100% for 15 seconds. When the aura fades away, all healers must be quick and get the raid and tank up. The healing will only be allowed for 3 seconds, then the boss will cast *Necrotic Aura* again. The boss will also leave a DoT to the whole raid, which will deal 200 damage every second.
Every 30 second Loatheb will summon a spore. The spore will drop an aura that increases critical strike change by 50%. You don't have to run to it and just kill it. It's a better idea to wait until the spore is at a range of 10 yards or something, then gather up (Melee Dps and Offtank) and kill it. The spore may also spawn from another side than shown on the picture. When this happens, the spore will probably spawn near the gate, and then the ranged dps and healer will deal with it. Gather up just like the Melee DPS's main tank and offtank and kill it. The ranged DPS's and healers
should kill it together as fast as possible.
Note that the spore must NOT reach the maintank, it will reduce his/her threat to zero.