Ready Check: Guide to Naxxramas (Thaddius)
Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. This week we're on our way to the last two bosses of Naxxramas -- but not without a stop at the ultimate boss of the Construct Quarter.
If you didn't get to see Naxxramas at 60 but did the first boss of the Mechanar in Burning Crusade, you're already familiar with the major "trick" to the Thaddius fight. Actually, you can make a pretty compelling case that Thaddius is easier than Mechano-Lord Capacitus, mostly because the platform on which Thaddius is situated is ideally configured for the encounter. Mechano-Lord was usually a mess of planning beforehand about where you'd go if you were melee and your charge was different from the tank's, etc. That's not a problem here. But before you get to Thaddius -- who, by the way, is the source of most of the eerie cries you'll hear in this quarter -- you have to deal with a few mobs along the way.
THADDIUS
Unlike Grobbulus-to-Gluth, there is some trash between Gluth and Thaddius in the form of two flesh giants (who can be pulled one at a time) and (usually) a Shade. The Flesh Giants have a fairly nasty Thunder Clap-like ability that's also an AoE knockback, so you're best off pulling them back to Gluth's room and keeping them tanked well out of range of the potential Shade.
When you enter Thaddius' room, you'll note that it's impossible to get to Thaddius himself without jumping down from two platforms, one on either side of the entrance. On each platform is mob: Stalagg to the right, and Feugen to the left. They have to be tanked where they're standing; if they drift too far from the Tesla coils to which they're tethered, the coils will overload and wipe the raid with Chain Lightning.

You'll need to send a tank to each side and split your DPS and healers into roughly equal parties. The DPS split is particularly important because Stalagg and Feugen have to die within 5 seconds of each other. An interesting twist is that they'll periodically do an ability called Magnetic Pull which yanks each other's tank across the room (i.e. if Tank A is tanking Stalagg and Tank B is tanking Feugen, Magnetic Pull will leave Tank A tanking Feugen and Tank B tanking Stalagg). Each tank inherits the previous tank's threat on them, so it has no real bearing on how you do the fight, but it's fun to watch. Tank damage isn't particularly bad. Stalagg does more melee damage than Feugen, but Feugen augments his with some magic.
Your raid leader will need to /focus whichever mob he/she's not on in order to call out whether DPS needs to be increased or decreased on a particular side. Ideally you want Stalagg and Feugen down as quickly as possible because Feugen has a mana drain that could leave your casters and healers in bad shape, but ultimately it's more important that the mobs die together than that they die quickly.
After they're dead, there's an interval of about 15 seconds before Thaddius himself actually becomes active, so the next step is defeating The Ledge Boss. If you have problems with the jump (some people do, especially if they're lagging), a run speed enchant on your boots, or a run speed potion or ability is usually enough to ensure you'll jump correctly. After the Construct Quarter's been cleared, you can always come back and practice!
Boss abilities
There is a very small 2 or 3 second grace period after each Polarity Shift where you can run from one side to the other (with the fastest way being to run straight through Thaddius himself) without "shocking" fellow players, but that's all you'll get. You have to move quickly.
On both normal and heroic modes, Thaddius will berserk after 6 minutes.

Tanks: Only one tank is needed on Thaddius, and he's not tough. Because you'll be getting positive or negative charges along with everyone else, you'll need to rotate him until he's facing the "correct" side. Especially if you're doing the achievement (see below), try to stand at maximum melee range to avoid accidentally shocking any melee players on the other side.
DPS: You'll see some crazy numbers on this fight due to the damage buffs you'll get from being grouped with similar charges, but more than anything else you have to watch that debuff. While Polarity Shift is charging, be ready to move instantly if your charge changes. As with the tank, melee players should stand at maximum melee range to reduce the likelihood of accidentally shocking players on the other side. As a note for raid leaders watching damage meters, ranged DPS is likely to do better damage on this fight because melee will often have no choice but to attack Thaddius from the front.
Healers: Tank damage is fairly steady on this fight but not generally difficult to heal. Chain Lightning also isn't too difficult to deal with, but it does come at 15-second intervals and is a little tougher to deal with on normal as it can hit up to half the raid at a time. As with DPS players, watching your debuffs is paramount. Make sure the tank is topped off (preferably with HoT's rolling) going into Polarity Shifts in case you get some bad luck and most or all of the heal team has to move.
ACHIEVEMENTS
Thaddius is the subject of Shocking!, which is the same on both 10-man and 25-man; complete the fight without anyone causing damage by crossing charges. This isn't a very difficult achievement, although I can tell you from personal and painful experience that any amount of lag in the raid or a disconnect is usually enough to eighty-six the attempt. Otherwise, it's most easily accomplished by people just being smart about their debuffs, moving immediately if your charge has shifted, and by moving back a little if your charge hasn't shifted. The latter will allow a little extra breathing room for people whose charge has shifted to get out of range quickly.
Killing Thaddius will also finish off the requirements for The Construct Quarter.
10-MAN vs 25-MAN
Stalagg, Feugen, and Thaddius are the same on both normal and heroic minus the usual differences to HP and damage.
If you didn't get to see Naxxramas at 60 but did the first boss of the Mechanar in Burning Crusade, you're already familiar with the major "trick" to the Thaddius fight. Actually, you can make a pretty compelling case that Thaddius is easier than Mechano-Lord Capacitus, mostly because the platform on which Thaddius is situated is ideally configured for the encounter. Mechano-Lord was usually a mess of planning beforehand about where you'd go if you were melee and your charge was different from the tank's, etc. That's not a problem here. But before you get to Thaddius -- who, by the way, is the source of most of the eerie cries you'll hear in this quarter -- you have to deal with a few mobs along the way.
THADDIUS
Unlike Grobbulus-to-Gluth, there is some trash between Gluth and Thaddius in the form of two flesh giants (who can be pulled one at a time) and (usually) a Shade. The Flesh Giants have a fairly nasty Thunder Clap-like ability that's also an AoE knockback, so you're best off pulling them back to Gluth's room and keeping them tanked well out of range of the potential Shade.
When you enter Thaddius' room, you'll note that it's impossible to get to Thaddius himself without jumping down from two platforms, one on either side of the entrance. On each platform is mob: Stalagg to the right, and Feugen to the left. They have to be tanked where they're standing; if they drift too far from the Tesla coils to which they're tethered, the coils will overload and wipe the raid with Chain Lightning.

You'll need to send a tank to each side and split your DPS and healers into roughly equal parties. The DPS split is particularly important because Stalagg and Feugen have to die within 5 seconds of each other. An interesting twist is that they'll periodically do an ability called Magnetic Pull which yanks each other's tank across the room (i.e. if Tank A is tanking Stalagg and Tank B is tanking Feugen, Magnetic Pull will leave Tank A tanking Feugen and Tank B tanking Stalagg). Each tank inherits the previous tank's threat on them, so it has no real bearing on how you do the fight, but it's fun to watch. Tank damage isn't particularly bad. Stalagg does more melee damage than Feugen, but Feugen augments his with some magic.
Your raid leader will need to /focus whichever mob he/she's not on in order to call out whether DPS needs to be increased or decreased on a particular side. Ideally you want Stalagg and Feugen down as quickly as possible because Feugen has a mana drain that could leave your casters and healers in bad shape, but ultimately it's more important that the mobs die together than that they die quickly.
After they're dead, there's an interval of about 15 seconds before Thaddius himself actually becomes active, so the next step is defeating The Ledge Boss. If you have problems with the jump (some people do, especially if they're lagging), a run speed enchant on your boots, or a run speed potion or ability is usually enough to ensure you'll jump correctly. After the Construct Quarter's been cleared, you can always come back and practice!
Boss abilities
- Melee: Damage is respectable but not particularly difficult to keep healed.
- Chain Lightning: Every 15 seconds he'll hit up to 5 targets (8 on heroic) with this, doing about 3-4K damage on normal and 6-8K damage on heroic.
- Ball Lightning: This only happens if Thaddius has no players within melee range after being engaged.
- Polarity Shift: The only real "trick" to Thaddius but one that's deadly when raid members aren't watching their debuffs -- and everyone should have enemy cast bars enabled through the default UI or a mod. Every 30 seconds Thaddius will stop attacking and cast Polarity Shift, which is a very obvious 3-second cast. When the cast time is finished, each raid member will find themselves with a positive or negative charge. If you're close to players with the same charge, you'll gain a damage buff; if you're close to players with the opposite charge, you'll take damage, and rather a lot of it. Guilds typically designate the right and left sides of Thaddius for where to go for each charge; mine has everyone with a positive charge go to Thaddius' right, with negative charges on the left:
- - - (negative) - - - (Thaddius) + + + (positive) + + +
There is a very small 2 or 3 second grace period after each Polarity Shift where you can run from one side to the other (with the fastest way being to run straight through Thaddius himself) without "shocking" fellow players, but that's all you'll get. You have to move quickly.
On both normal and heroic modes, Thaddius will berserk after 6 minutes.

Tanks: Only one tank is needed on Thaddius, and he's not tough. Because you'll be getting positive or negative charges along with everyone else, you'll need to rotate him until he's facing the "correct" side. Especially if you're doing the achievement (see below), try to stand at maximum melee range to avoid accidentally shocking any melee players on the other side.
DPS: You'll see some crazy numbers on this fight due to the damage buffs you'll get from being grouped with similar charges, but more than anything else you have to watch that debuff. While Polarity Shift is charging, be ready to move instantly if your charge changes. As with the tank, melee players should stand at maximum melee range to reduce the likelihood of accidentally shocking players on the other side. As a note for raid leaders watching damage meters, ranged DPS is likely to do better damage on this fight because melee will often have no choice but to attack Thaddius from the front.
Healers: Tank damage is fairly steady on this fight but not generally difficult to heal. Chain Lightning also isn't too difficult to deal with, but it does come at 15-second intervals and is a little tougher to deal with on normal as it can hit up to half the raid at a time. As with DPS players, watching your debuffs is paramount. Make sure the tank is topped off (preferably with HoT's rolling) going into Polarity Shifts in case you get some bad luck and most or all of the heal team has to move.
ACHIEVEMENTS
Thaddius is the subject of Shocking!, which is the same on both 10-man and 25-man; complete the fight without anyone causing damage by crossing charges. This isn't a very difficult achievement, although I can tell you from personal and painful experience that any amount of lag in the raid or a disconnect is usually enough to eighty-six the attempt. Otherwise, it's most easily accomplished by people just being smart about their debuffs, moving immediately if your charge has shifted, and by moving back a little if your charge hasn't shifted. The latter will allow a little extra breathing room for people whose charge has shifted to get out of range quickly.
Killing Thaddius will also finish off the requirements for The Construct Quarter.
10-MAN vs 25-MAN
Stalagg, Feugen, and Thaddius are the same on both normal and heroic minus the usual differences to HP and damage.
Filed under: Analysis / Opinion, How-tos, Features, Raiding, Bosses, Guides, Wrath of the Lich King, Ready Check (Raiding), Achievements







Reader Comments (Page 1 of 2)
draeth Jan 22nd 2009 9:10PM
I'll never get the shrill cries of "NEGATIVE LEFT - POSITIVE RIGHT" over vent out of my head....my raid leader is a little intense when mistakes are made.
Chesticles Jan 23rd 2009 12:01PM
and rightfully so, how hard is it for people to figure out right and left? But somehow, someway someone always does, for those people there are a couple of things that can be helpful, first of which is DBM (Deadly Boss Mods) pops up in Giant Blue Letters when your polarity changes, the second addon was written specifically for the thaddius fight, and is called Thadius Helper, if you still fail at Thaddius... I hate to say it but you should probabaly just uninstall wow
Brian Jan 22nd 2009 9:12PM
Actually, only the heroic version of the Mechano-Lord Capacitus fight has the positive and negative charges. The normal version has shields that reflect melee attacks or spells.
Jacob Jan 22nd 2009 9:13PM
I'm not sure why but my guild has had trouble with this fight for the past 2 days on 25-man and he's all we lack before the last two bosses, hopefully we'll down him tonight though....
Jacob Jan 23rd 2009 12:16AM
We just downed him and the rest of Naxx 25-man...woot!
Greg Jan 23rd 2009 11:42AM
Compared to 10 man, 25 man Thaddius has so much HP and such a short enrage timer that if you have people screwing up, either by missing the jump or dying from having the wrong charge, it's easy to hit his enrage timer.
aethena Jan 22nd 2009 9:40PM
Priests' Levitate and Mages' Slow Fall let you walk down to Thaddius's platform as opposed to making the jump. With 3.0.8 they can cast it on others in addition to theselves – last night before we started the encounter we asked who wasn't confident in making the jump and made sure to give them levitate/slow fall to help.
Thaddius is on a 6 minute enrage timer and is basically a DPS race – kill him before he goes Berserk and splats the tank. The healing required is minimal – even with 6 healers on 25-man we always have a couple of healers who mostly just dps (go go smite!).
To beat the enrage timer it's important that everyone stays alive. Even a dead healer or two means you'll have fewer people stacked up for the damage buff.
Tradyk Jan 22nd 2009 9:43PM
If you're having trouble hitting the timer on 25-man, remember that Thaddius is one of the few fights that you can double-hero now. Pop the first hero after his first polarity shift, then the second as soon as exhaustion wears off, which should be about 45-50 seconds before the enrage timer.
Doma Jan 22nd 2009 9:53PM
My macro, post it before we split up and hit before every other polarity shift or so:
/s Rotation Path:
/s ->>>>>>>>>>>>>v
/s ( - ) [boss] ( + )
/s ^
Doma Jan 22nd 2009 9:54PM
well would you look at that. it got butchered. Never mind then :(
Rihlsul Jan 23rd 2009 10:07AM
Made sense to me =)
Macbook Jan 22nd 2009 10:07PM
Rename Thaddius to Laggius; this guy lags so much on 25 man you want to /wrists.
Macbook, http://Moonkin.info
nbcaffeine Jan 23rd 2009 9:26AM
More like SPAMius
Kaillis Jan 22nd 2009 10:47PM
Nice guide, but kinda pointless to publish this when most of the servers can''t even stay connected to raid.
I am frusterated to no end with not being able to raid. Its not jsut 1 or 2 or 3 people DC'ing, it is more like 6-8 each pull.
God I hope they find the problem and fix it quick
Octale Jan 22nd 2009 11:35PM
"There is a very small 2 or 3 second grace period after each Polarity Shift where you can run from one side to the other (with the fastest way being to run straight through Thaddius himself) without "shocking" fellow players, but that's all you'll get. You have to move quickly"
Nice guide other than the parenthetical in this paragraph. Mages can blink through Thaddius on Polarity Shift to get into position, but advocating everyone running through him is the quickest and surest way for your raid's dead weight to get people killed.
The MT should establish initial position for Thaddius at the mid point between his starting position and the edge of the platform he's standing on. This should give enough room for folks to run in a counter-clockwise (or clockwise, the choice is arbitrary) arc from neg to pos or pos to neg on polarity shift.
Flashalas Jan 23rd 2009 8:40AM
I politely disagree - running straight through him provides the most expedient path to the other stack of charges, and people don't get confused as to whether they're going clockwise, counter-clockwise, up, down....just go straight through when your debuff changes!
The only part that is tricky then is initial positioning into your stack at the overloading of the Tesla Coil, which is of course what a spammable macro is always great for :)
infection Jan 23rd 2009 1:20PM
And i'll disagree with you flash
Counter clock wise circle is not hard to understand. If your raid can't figure that out, then you guys will be ultimately screwed when uldaar comes around. good luck
We have our tank stand in one spot in front of thaddius. Everyone makes the tank the focus target. Whatever the tank's charge is, the others move to the other side in a counter clock wise rotation. To add to the that, we have everyone with tank's same charge stand to the right of him, and everyone with the opposite charge on the other side, stand on the right side as well. This has worked flawlessly due to the fact that everyone moves around thaddius's hitbox in a circle and no one can cross the charges (unless they just stand in the same spot and doesn't move.
This strat is pretty much the best there is when it comes to the achievement. Running straight through and passing people leaves WAY to much room for error for people with lag.
Eugene Jan 23rd 2009 12:25AM
Now that priests can cast levitate on others, they can help out people who regularly fail the Ledge Boss =)
SeanOr101 Jan 23rd 2009 12:53AM
Well written Ali,
Thanks!
Lemons Jan 23rd 2009 1:06AM
My guild is currently having some trouble with this guy, although I feel we're close to beating him. Some1 always has to mess up their charges, always, even though our plan couldn't be more clearly defined some1 is always on the wrong side for some reason. Once everyone gets the charges thing right I think we'll down him easily. I hope we didn't down him tonight even cause I wasn't able to play today : (
And also, seriously? casting levitate so ppl can make the ledge jump? Come on. Don't baby people, they need to L2jump for when there isn't a priest/mage in the raid. Here's a hint, jump in a straight line! If you jump at any sort of angle you'll probably end up falling in.