Naxx Frostwyrm Lair
The Frostwyrm Lair is the final lair in Naxxramas, available once you've completed all four quarters. It is home to the Frost Wyrm Sapphiron and the final boss in Naxxramas: Archlich Kel'Thuzad.
Sapphiron
Sapphiron is a giant Frost Wrym who will use frost spells, a cleave attack and does massive damage to your tank. While frost resist will be very helpful, it is not necessary. After 15 minutes Sapphiron's Frost Aura will quadruple in damage almost definitely wipe the raid. He has about 12 million hp on Heroic mode and 4.25 million on Normal mode. Here are some notes for defeating Sapphiron:
* During the entire encounter Sapphiron will apply Frost Aura to everyone in your raid. It will do 1,200/1,600dps for the first 15 minutes and then 7,200/9,600dps (Normal/Heroic modes) until you kill Sapphiron. It is unavoidable.
* Every 25 seconds Sapphiron will cast Life Drain on 2/5 people in your group. This must be decursed immediately.
* Melee other than your main tank must avoid his Cleave and Tailswipe by standing on his hind legs. Therefore, the tank must keep Sapphiron still the entire encounter.
* Everyone must avoid Chill(s), AoE Blizzards that moves around the room throughout the battle.
* Every 45 seconds Sapphiron will fly into the air and cast Ice Bolt on 2 people in your raid. They will be trapped in ice (and look like an Ice Blocked Mage.) Sapphiron will then begin casting Frost Breath, a 7 second cast, which will kill everyone in Line of Sight. Before his Frost Breath goes off, everyone must hide behind a frozen raid member or they will be killed, and laughed at or reamed by the rest of the raid.
10-Man Loot
- Circle of Life
- Leggings of Sapphiron
- Massive Skeletal Ribcage
- Helm of the Vast Legions
- Helm of the Unsubmissive
- Cowl of Winged Fear
- Key to the Focusing Iris (required by one person to access Normal Eye of Eternity)
25-Man Loot
- Soul of the Dead
- Bandit's Insignia
- Legwraps of the Defeated Dragon
- Platehelm of the Great Wyrm
- Heroic Key to the Focusing Iris (required by one person to access Heroic Eye of Eternity)
Kel'Thuzad
Kel'Thuzad is the final boss in Naxxramas. A three phase fight, the first phase takes place in the center of his chamber. Three types of adds will spawn and need to be dealt with as quickly as possible until Kel'Thuzad is triggered 3 minutes and 48 seconds after you begin the encounter.
* Unstoppable Abomination, high hp melee targets. A tank should pick up each Abomination that reaches the group and all melee should assist killing it. They will use Mortal Wounds on their target and do heavy physical damage.
* Soldiers of the Froze Waste will be range's responsibility and should be killed before they reach the raid. They are suicide bombers who will, upon approaching your group, explode and do AoE 3-4k shadow damage.
* Soul Weavers move slowly towards the center of the room and should be killed by range as soon as possible. If they reach their target they will do 6-9k shadow damage and knock back up to 3 players 30 yards.
Phase 2 will last until Kel'Thuzad is taken down to 40% health. Every 15 seconds after phase 2 begins Kel'Thuzad will use an instant cast Frost Bolt which will do about 5,000 frost damage to every member of the raid and slowing their movement. Otherwise, the fight is a battle of positioning and reactive movement, as there are several things to look out for.
* All ranged should spread out in a wide circle, with at least 10 yards between each person.
* Melee will clump into 3 groups around the Kel'Thuzad, to ensure there is at least 10 yards between each group.
* It's important to either be 10 yards away from everyone in the raid or be in small groups to avoid Frost Blast spreading through the raid. Members inflicted with Frost Blast are contagious and will spread the debuff to everyone within 10 yards.
* Healers must watch for players hit with Frost Blast, as they are guaranteed to die if they do not receive a heal within 4 seconds after being hit.
* Melee will need to establish an interrupt rotation to interrupt Frost Bolts (a 2 second cast) throughout the fight.
* Everyone must look out for Shadow Fissures, a red fissure on the ground that you must move away from to avoid instant death. If this land on the tank he will need move Kel'Thuzad and the melee must move accordingly.
* Mana using melee must watch for Mana Detonation, if it is cast on them they must run out of their melee areas. In 5 seconds they will explode doing 10,000 damage and burning 2,000 mana to all players within 10 yards (excluding themselves). Ranged casters will also have to watch out for this, but they should already be more than 10 yards from everyone else.
* Throughout the heroic version of this fight Kel'Thuzad will Mind Control 3 players for 40 seconds. Their strength and ability to heal is significantly increased. They are susceptible to humanoid crowd controls like fear and polymorph, these should be used to control the mind controlled targets.
Once you bring Kel'Thuzad down to 40% he will call forth either 2 (normal) or 4 (heroic) Guardians of Icecrown. In normal mode, 1 of these should be shackled, in heroic 2 of them should be shackled for the rest of the fight. These Guardians are tauntable and will grow in strength (and size) for the remainder of the fight. So it's important to maximize damage on Kel'Thuzad once phase 3 begins. You should have all free Guardians tanked away from the raid and a dedicated healer to keep this tank alive.
10-Man Loot
- Helm of the Lost Conqueror
- Helm of the Lost Protector
- Helm of the Lost Vanquisher
- Kel'Thuzad's Reach
- Death's Bite
- Nerubian Conquerer
- Anarchy
- Gem of Imprisoned Vassals
- Staff of the Plaguehound
- Hammer of the Astral Plane
- The Soulblade
- Cloak of the Dying
- Wand of the Archlich
25-Man Loot
- Crown of the Lost Conqueror
- Crown of the Lost Protector
- Crown of the Lost Vanquisher
- Calamity's Grasp
- Betrayer of Humanity
- Envoy of Mortality
- Sinister Revenge
- Boundless Ambition
- Journey's End
- Torch of Holy Fire
- The Turning Tide
- Signet of Manifested Pain
- Wall of Terror
- Voice of Reason
- Last Laugh
- Drape of the Deadly Foe
- Cape of the Unworthy Wizard



