Thaddius

From Twilight Wiki

Thaddius is the 4th and final boss of the Construct Wing in Naxxramas.

Contents

Video

(25) Raid Abilities

Feugen

Hits for about 4,500 on plate.

  • Static Field: Does 3,500 Nature damage every 3 seconds to everyone within 60 yards.
  • Magnetic Pull: Pulls Stalagg's tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 6,000 on plate.

  • Power Surge: Increases Stalagg's melee haste by 200% for 10 seconds.
  • Magnetic Pull: Pulls Feugen's tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius' platform before Thaddius becomes active. Thaddius has approximately 30,400,000 hit points.

  • Chain Lightning: Hits 5 random players for 6938 to 8062 Nature damage. Cast every ~15 seconds.
  • Polarity Shift: Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 3,500 damage a second to each other each (7,000 total). This damage buff is needed to have any hope of killing Thaddius before his berserk. Cast every 30 seconds.
  • Ball Lightning: If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage - After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%. 30 m / (6x60) = 83333,33 Raid DPS needed = ~ 3333,33 per player to beat this timer.

(10) Raid Abilities

Feugen

Hits for about 3,000 on plate.

  • Static Field - Does 2,500 Nature damage every 3 seconds to everyone within 60 yards.
  • Magnetic Pull - Pulls Stalagg's tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 4,500 on plate.

  • Power Surge - Increases Stalagg's melee haste by 200% for 10 seconds.
  • Magnetic Pull - Pulls Feugen's tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius' platform before Thaddius becomes active. Thaddius has approximately 3,850,000(?) hit points on 10 man, and 20 Mil on 25 man.

  • Chain Lightning - Hits 3 random players for 3600 to 4400 Nature damage. Cast every ~15 seconds.
  • Polarity Shift - Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 3,500 damage a second to each other each (7,000 total). Cast every 30 seconds.
  • Ball Lightning - If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage - After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%.

General Strategy

Phase 1 - Feugen and Stalagg

Phase 1 involves the killing of the 2 adds, Feugen and Stalagg. Neither of these mini-bosses hits very hard on a properly geared tank. The raid will need to divide up as evenly as possible into 2 groups.

It is optionally suggested to put casters in a group for Stalagg and melee in a group for Fuegen so casters avoid push back from the Static Field ability that Fuegen casts.

You must kill both Fuegen and Stalagg within 5 seconds of each other or they will be resurrect at full life so it is important that your raid DPS is evenly balanced between both groups and that someone in the raid coordinates the DPS of each add so that one group does not move too far ahead of the other.

Tank Swaping - A.K.A Tank Toss

Both Fuegen and Stalagg cast the ability, Magnetic Pull, which will pull the other tank through the air to the opposite platform. This pull also swaps aggro. Tanks dont really need to worry about this too much however each add has the tendency to move slightly farther away from the Tesla Coil near them with each toss. Tanks should make sure they pull them back as close to the coil as possible after each toss.

Healers need to be aware that this takes place and when so they can swap heals to the tank that is close to them at that time. Using focus macros for healing the tank is not suggested since this swap will take place multiple times during the fight and even a well geared tank can drop fairly quickly without proper healing.

Tesla Coils

Each mob has a coil that conducts electricity to the add its closest too. If either add drifts too far away from this coil, the link is broken and the raid will suffer extreme amounts of AOE nature damage, usually wiping out the raid in 2-3 hits. It is very important that the tanks keep each mob as close to the coils as possible during the fight. If one of the adds drifts too far, you will see an emote alert and have roughly 1-2 seconds to pull the add back in range before the raid suffers from the AOE damage.

Jumping onto Thaddius' Platform After Phase 1

Some people have difficulty with this jump, others can get it first try. Its incredibly important that the MT and healers manage this jump the first time each try or you could have trouble. Thaddius will go into an "evade" mode if no one is within range of his melee attacks and start using his Ball Lightning attack.

You can make this jump by jumping right at the edge of either platform down to the lower platform Thaddius is on. There is no ramp, so if you miss, you have to go around and try again. The downside to this also is there is Slime down below and when you touch it, all your attributes will be lowered by 90%. This will make you vulnerable to dying if hit with Thaddius' Chain Lightning once you do make it onto the platform so make sure you heal yourself up or bandage before joining your group.

If you find yourself having difficulty, certain other classes with group Auras can make the jump a little easier. If you have a hunter in group, Aspect of the Pack will help aid your jump, or a Death Knight with Unholy Aura help you also provided you still jump as close to the edge of the upper platform as you can.

If you are really having difficulty, you can have some Swiftness Potion made for yourself and take one right before you jump down, which will make it easy. The only drawback to this is that you use up your 1 pot per combat limitation.

Phase 2 - Thaddius

There are many ways to start this fight off, the best suggested method for positioning is to have your whole raid stand in front of Thaddius and let the tank engage him. Since he does no Cleave or any AOE aside from his Chain Lightning, this is not a huge risk. It will allow your raid to move into positions more easily once he casts the first Polarity Shift.

Movement during the polarity shift can be done in many ways. The safest way which works for everyone, including those with higher latency, is to have the raid move "around" Thaddius. Basically your raid will take up position in front and behind Thaddius diagonal from each oppositely charged group of raiders. Any time someone in each group has a polarity change to the opposite charge, they move in a clockwise direction around the outside of Thaddius. This avoids people with opposing charges crossing paths which if the charged groups have more than 2 stacks will pretty much 1-shot anyone hit with the static opposing charge. The tank should move through Thaddius and stand in front of each polarity group that matches his/her own. Basically "spinning" him around any time the tank needs to move. The diagram below attempts to show visually this tactic:

Thaddius movement 25 highres.jpg

Any time someone in one group gets charged the opposite polarity, they should move clockwise or to their "left" and around the outside of the boss. It should look somewhat like a pinwheel if done correctly.

Druid Rebirth

If you plan to use a combat resurrection like Rebirth, you need to do it so that the person revived is far away from either polarity group. Any time someone is rez'd in this fight, they will rejoin the living with no charge at all until the next Polarity Shift is cast. Anyone with no charge will react to either group as if they had the opposing charge and will basically die instantly if they are near anyone else with a charge. The best method to try a successful rez in combat would be to have the person casting move as far away from the charged groups as possible, cast, move back, then the person being rez'd can accept and back far away till the next Polarity Shift and join the appropriate group.

(25) Raid Notes

Thaddius has a 6 minute enrage timer and about 30 million hitpoints to bring down. The raid MUST use the polarity debuff to defeat the boss within the time limit. There is no other way to do the amount of damage required in the time period necessary without stacking Polarity Shift for your raid DPS.