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Four Horsemen 10-man Boss Strategy Guide
December 28, 2008 by Zuggy
Make sure to check out the complete Naxxramas 10-Man Instance and Boss Strategy Guide.
The four horsemen are the final bosses of the military (aka Deathknight) wing of Naxxramas 10-man instance. The four horsemen are a part of Kel’Thuzad elite guard, representing the most powerful Deathknights in all of Azeroth. This encounter was largely inspired from the four horsemen of the apocalypse, part of the Christian Bible’s book of Revelations.
Four Horsemen Abilities
- Mark of the Four Horsemen – each horsemen will apply his respective mark, these marks stack infinitely and deal more damage with each successive mark.
- 1 Mark – 0 damage
- 2 Marks – 500 damage per tick
- 3 Marks – 1500 damage per tick
- 4 Marks – 4000 damage per tick
- 5 Marks – 12,500 damage per tick
- 6 Marks – 20,000 damage per tick
- 7 Marks or more – adds 1,000 additional damage for each additional mark at this point. Note: you will never get to this point.
Than Kor’Thazz
- Meteor - deals 13,775-15,225 fire damage split amongst as many people as the meteor hits in a 8 yard AoE. Cast every 15 seconds.
- Applies the Mark of Kor’Thazz
Baron Rivendare
- Unholy Shadow – deals 2160-2640 shadow damage to primary aggro target. Additionally, applies a shadow damage DoT which deals 4,800 shadow damage over 8 seconds.
- Applies Mark of Rivendare
Lady Blaumeux
- Shadow Bolt – deals 2350-2650 shadow damage, range of 45 yards. Cast on the closest player to Blaumeux.
- Void Zone – Summons a shadowy area on top of a random player, deals 2750 damage per tick to anyone within the void zone. She casts one every 15 seconds, lasts 75 seconds.
- Applies Mark of Blaumeux
Sir Zeliek
- Holy Bolt – deals 2350-2650 holy damage, range of 45 yards. Cast on the closet player to Zeliek.
- Applies Mark of Zeliek
Four Horsemen 10-man Strategy
The Raid Setup
Ideal Raid Setup:
- 3 Healers
- 2 Tanks
- 5 DPS, with at least 1 ranged DPS
Possible Raid Setups:
- 2 Healers
- 2 Tanks
- 6 DPS, with at least 1 ranged DPS
Note: duo healing this encounter is certainly more difficult than 3 healers, but it is possible. I don’t recommend duo healing it if it’s your first time attempting the encounter, but after a few clears you could give it a try.
Raid Position and Setup
I want to preface this section with a short note, that is that there really is no right or wrong way to setup this fight. The only real encounter requirement is that you don’t want any one mark to stack more than 3 times. That said, I’m going to discuss the strategy my guild uses in addition to another variation you can use to complete this encounter.

Map Diagram Explained
- Pink Circle – Kor’Thazz position
- Green Circle – Rivendare position
- Red Circle – Ziliek position
- Blue Circle – Blaumeux position
- Red Box – zone to stand in to take holy bolts from Ziliek
- Blue Box – zone to stand in to take shadow bolts from Blaumeux
There are going to be 4 individual groups on this fight, one for each horsemen.
Front Groups:
- Kor’Thazz: 1 Tank, 1 Healer, 1 DPS (preferably melee dps)
- Rivendare: 1 Tank, 1 Healer, 1 DPS (preferably melee dps)
Back Groups:
- Blaumeux: 1 Healer, 1 DPS (preferably ranged)
- Zeliek: 2 DPS (preferably ranged)
- Note that the healer in the back will be responsible for healing all of the DPS in the back.
My guild uses this particular raid position setup for the purpose of completing the associated achievement. Said achievement requires you kill all of the horsemen within 15 seconds of each other.
Additionally, my guild often only uses 2 healers on this particular fight. This certainly adds a new level of difficulty, but between HoTs, self-heals, and healing during swaps most healers can handle it. I know I said it once, but if this is your first time on the encounter I strongly recommend you use 3 healers.
Optional Raid Position Setup
There are going to be 4 individual groups on this fight, one for each horsemen.
Front Groups:
- Kor’Thazz: 1 Tank, 1 Healer, 2 DPS
- Rivendare: 1 Tank, 1 Healer, 2 DPS
Back Groups:
- Blaumeux: 1 Healer, 1 DPS (preferably ranged)
- Zeliek: n/a
- Note that the healer and DPS in the back will be responsible for both Deathknights in the back of the room.
Group Rotations Explained
The most difficult aspect of this encounter to initially learn is going to be the group rotations. Both the frontal and back groups will rotate throughout the fight as the marks stack up. Note that these marks apply at random, for this reason you’ll want to have a different group transition caller for both front and back groups on vent.
When the mark hits 3 you’ll want to call the switch. When the switch is called both the groups on the respective side (front or back) must transition together. This will prevent any double marking and will lead to fewer headaches for your tanks and healers.
The front groups are the more tricky transition as a taunt is required. If you’re the tank on the a front Deathknight you’ll want to pull both mobs to to a central location between the 2 sides (note the map above), both you and the opposing tank will taunt each other’s boss and you will continue to drag that death knight to its original location.
The back groups are a bit easier, as no taunt is required. If you’re using my first raid setup (with 3 ranged DPS and 1 healer) you’ll simply swap the 2 groups. Since you’re probably dealing with ranged DPS in the back here you’ll want to be very cognizant of your position, IE…make sure you are not eating both marks.
As the healer in the back you’ll simply be healing who ever is taking the bolts on each side.
Interlude on Meteor
While none of the deathknights hit particularly hard the meteor still has the potential to drop a tank or dps if the group does not stack. Everyone who is on Kor’Thazz absolutely must stack up on the tank, particularly if you only have a total of 3 players on that side.
Killing the Four Horsemen
If everything goes as planned with the rotations you should have no problem in completing this encounter. That said, there are a few things you’ll want to keep in mind to ensure a successful kill.
- Do not let the marks stack up beyond 3
- Make sure you are not eating double marks
- Stack up on the Kor’Thazz so the meteor is always split
- If duo healing be very aware of your mana efficiency, this fight will test you













Little confused on the recommended makeup, both total 12…
Ideal Raid Setup:
* 3 Healers
* 2 Tanks
* 7 DPS, with at least 1 ranged DPS
Possible Raid Setups:
* 2 Healers
* 2 Tanks
* 8 DPS, with at least 1 ranged DPS
??
ah…sorry, typo on my part. I made the appropriate correction. Thanks for notifying me.
Alright, my guild and I are having some difficulty on this one. We’ve been a guild for less than a week and have cleared every wing but just can’t down Horsemen. This is how I play it, I put all my dps except for a Warlock and a Pally (Healer) on Thane who comes first, I place a tank and healer to the right with Baron and then switch them out when they have 3 marks and the back row does the same thing. My back row always dies!!! Is there a way that I can put my healer in a place where he can heal both back right and back left DPS without getting the marks?
To: Brownie
If you have the back two being “tanked” by 2 dps then yes, the healer can stand on the platform and heal them – they just have to be aware of the pillars, the los the heals.
However, you only need 1 dps for back there, and a healer – a priest or pally works perfect. Then the healer just has to worry about healing themselves and 1 dps rather than 2 dps. A pally can use Beacon to cut the casts in half, and a priest (thats what I play) can binding heal.
If that doesnt help, gimme a shout and we’ll talk about it, I am on the Eldre’Thalas server – Hyllmore, email addy is gordupnorth@gmail.com <- msn messenger too.
good luck !
If your back row is dying with that setup, then the back row is doing something wrong. Make sure that the warlock knows that he’s not back there to do damage; he’s back there to life drain the mob and stay alive. It takes extra effort on the raid leader’s part to make sure whoever is put in the back knows that their job is just to take care of themselves, not to get the mob low.
Other than that, I see no reason why a paladin cannot two heal back there. I’ve done it as a resto druid just fine in the rare times that we have had 3 healers. In fact, we usually two heal naxx, and for that, we just have me and a priest who heal the front and back, which takes a lot of running back and forth, but again, is completely doable. Make sure the people in the back have mics to call for help if they are having troubles, particularly the lock, and make sure they switch before 4 marks.
If its that much of a problem, I would imagine that they could switch at 2 marks; there’s nothing sacred about waiting for 3 marks, especially in the back. What might be happening is that the dots are too much if the paladin gets too far behind early on, and since he cant effectively heal while moving, he winds up letting one of them die.
Noticed there was no mention of the impending doom if no one in is range to receive a mark for all four horsemen……..