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Heigan the Unclean 10-Man Boss Strategy Guide
December 9, 2008 by Zuggy · Leave a Comment
Make sure to check out the complete Naxxramas 10-Man Instance and Boss Strategy Guide.
Heigan the Unclean is the 2nd boss of the plague wing in Naxxramas. This encounter was made famous for its “dance” mechanic. This truly unique encounter is fairly easy to master…if you can dance!
Heigan the Unclean Abilities
Phase 1
- Spell Disruption – 20 yard aura around Heigan, increases casting times by 300%.
- Decrepit Fever - Disease applied to a random player, deals 3000 damage every 3 seconds and reduces maximum HP by 50% of all players within a 20 yard radius.
- Eruption – 3 of the 4 quarters of the dancing area will erupt with green slim, dealing 6,000-7,000 damage to players caught around the edges, and dealing 12,000-14,000 damage to players in the middle.
Phase 2
- Plague Cloud – Deals 7,500 damage per second to anyone still standing on the platform after Heigan teleports back up there.
- Eruption – 3 of the 4 quarters of the dancing area will erupt with green slim, dealing 6,000-7,000 damage to players caught around the edges, and dealing 12,000-14,000 damage to players in the middle.
Heigan the Unclean Boss Strategy
Starting the Fight
Healers and ranged DPS will begin the fight by running to the platform that Heigan starts on, melee will simply follow the boss around. Positioning at this point is pretty straight forward. Players on the platform should try to stay at maximum casting range as to avoid the spell disruption aura. Likewise melee players will want to stay right on top of heigan’s model as the phase 1 dance starts.
Phase 1 Dance
The phase 1 “dance” isn’t nearly as difficult as the phase 2. Essentially you’ll have melee following your tank around the room while your ranged DPS and healers stand on top of the platform. As a melee DPS you need to make sure you aren’t hanging over the edge of an eruption wall. You don’t want to eat an eruption and cause your healers further healing.
As a tank you have the most important job on the fight. It’s your responsibility to make sure you move Heigan quickly enough and position him correctly before the next eruption goes off. Check out the phase 2 dance rotation map below, this is the same rotation used in phase 1 eruptions.
Note: Read / View the phase 2 dance strategy below, the same applies for tanking positions in phase 1.
Healing and Cleansing for Phase 1
As a healer this fight really isn’t too bad. The most important thing you want to be watching for is the decrepit fever. You need to dispel this immediately. Obviously a MT with 50% HP doesn’t make much of an MT. He / she could easily be dropped by Heigan.
Phase 2 Beginning
Phase 2 starts when Heigan teleports back to the platform. After a few seconds he will start casting plague cloud on the platform, which is why the entire raid must get to position 1 on the map below. The eruption dance will begin in a few seconds.
Dancing Your Way Through Eruptions
Now, Heigan will engage his eruption rotation. 3 of the 4 pieces of the room will eruption at the same time. The first safe location in the room will be 1, IE 2, 3, and 4 will erupt. After the first eruption the entire raid will move location 2, IE 1, 3, 4 will erupt. Then to 3, 4, 3, 2, 1, 2, 3, 4, etc…The eruption will continue going left to right, then right to left continually for 2 complete rotations.
Note: It’s better to run closer to the platform as it reduces the total distance you must travel between positions due to the room’s curved perimeter.

At this point Heigan will run down from the platfor and go back to your main tank. Ranged and healers should return to the platform and melee DPS will resume Heigan as well. Now you simply resume phase 1 and continue the phase 1 / 2 dance rotation until you’ve killed Heigan.
Thaddius 10-man Boss Strategy
November 26, 2008 by Zuggy · 3 Comments
Make sure to check out the complete Naxxramas 10-Man Instance and Boss Strategy Guide.
Thaddius is the 4th and final boss of the abomination wing in Naxxramas. This encounter is without a doubt one of my favorites. It’s a very unique encounter which provides a formidable challenge for any aspiring guild.
Thaddius Boss Strategy
Feugen’s Abilities
- Static Field – Inflicts 2.5k nature damage every 3 seconds to everyone within a 60 yard range.
- Magnetic Pull - Pulls the Stalagg tank over to Feugen’s platform and swaps aggro between tanks.
Stalagg’s Abilities
- Power Surge – Increases haste by 200% for 10 seconds.
- Magnetic Pull – Pulls the Feugen tank over to Stalagg’s platform and swaps aggro between tanks.
Phase 1 – Feugen and Stalagg
Phase 1 includes the killing of the 2 adds, Feugen and Stalagg. Neither of the adds hit all the hard, the only quarky mechanic of this portion of the fight is the tank “swap”, for lack of a better word. You’ll want to start by splitting your raid into 2 groups of 5. Generally, you should put casters in a group for Stalagg and melee in a group for Fuegen, this is simply so they avoid pushback via the static field ability that Fuegen casts.
That said, this is optional and casters or melee could kill either boss with ease. Either way, you’ll want your DPS to be fairly balanced. You must kill both Fuegen and Stalagg within 5 seconds of each other or they will be resurrect at full life.
When I mentioned the “swap” earlier, I was referring to the literally swapping of tanks. Both Fuegen and Stalagg cast the ability, magnetic pull, which will pull the other tank through the air to the opposite add platform. This pull also swaps aggro. Tank wise it’s no big deal, just continue building threat on what ever add you’re currently in front of. Just make sure your healers of aware what tank is currently on what platform.
Phase 1 Complete, Jump, and Position
Once you’ve killed Fuegen and Stalagg the entire raid must jump off to the platform below where Thaddius is standing. Note, you cannot just walk off the elevated platforms, you must jump right at the edge in order to make it to the lower platform.
At this point the entire raid should stack up on on the right side of Thaddius (right side as if you were entering from the Gluth’s room). Now we are prepared to enter phase 2 as Thaddius is about to awaken.
Thaddius Abilities
- Chain Lightning – Casts every 15 seconds, hits 3 random players for 3600-4400 damage.
- Polarity Shift – Aprx. half the raid will become negatively charged and half the raid will become positively charge. When the same charged players are near each other they provide a 10% damage buff per player, but if an opposite charged player is near the debuff will deal 3,500 damage to the player of the oppositve charge (IE…1 negative in 5 positives, 5 positives will hit negative for 3500 * 5, while the negative will hit each of the 5 positive players once for 3,500 damage). Casts every 30 seconds.
- Ball Lightning – Thaddius will cast a ball lightning for 17,000-22,000 if no one is within melee range.
- Enrage - Thaddius will enrage after 8 minutes, increasing his damage output by 1000%.
Phase 2 – Killing Thaddius and Positive / Negative Debuff Mechanic
A few seconds after you begin Thaddius will cast a positive or negative debuff charge on the entire raid. This debuff is 100% random, but 5 people will have a negative charge and 5 will have a positive. This debuff mechanic works just like the first boss in Mechanar heroic. All the positive charges should stay where they are on the right side of Thaddius, while all negative charges should move to the other side (left).
At this point you should have all 5 positive charged players on one side and all 5 negative charged players on the other. This will award you with a strong damage buff that increases your damage by 10% per player (40% total). If a player has the wrong charge they will “blow up”, causing and receiving lightning damage from the opposite charged players around him. This almost always leads to their death.
For this reason it’s incredibly important you look to see what buff you have immediatly following the polarity shifts. New players might consider having their raid leader or otherwise vocal strategy orriented players calling out the switches immediatly prior to their casting.

Making the Transition
When you’re switching make sure you don’t run to the side of Thaddius or indirectly to the other side in any manner. You must run directly through Thaddius’ model and to the other side. You don’t have much time during these transitions, and even a few moments of hesitation or indrect pathing will cause you to deal / receieve damage.
This really is the only element of this fight that should cause a wipe. Tanking is essentially a tank and spank fight, while healing involves primarily AoE healing. Thaddius himself does not hit all that hard, so if you can make it through these charge rotations then you’re going to be fine.
Side Note: Getting a Battle Rez Off
Due to the nature of the debuff mechanic there is only one way to successfully get a battle rez off. First, the druid must run out the raid (without bumping opposite charged players) to the green “safe battle rez zone” I’ve indicated above.
Here, you’ll be out of range of other players and can cast the battle rez. The player who is getting battle rezzed can go ahead and accept the rez, but should not move from this position until the polarity shift phase is complete and he /she has a new charge. If you don’t have a charge and attempt to go back into the raid you’ll get blown up just like you had the oppositve charge.
Once they have a new charge they can join their correct side.











