Lesson plates for Classic Naxxramas encounters — Grobbulus, Gothik the Harvester, and the Four Horsemen — reverse-engineered from shipped mechanics. Not new boss creation.
Field guide
Source: mechanic-derived
Pack: wow-boss-design-breakdowns
Print-friendly · warm paper
Honesty Wyatt Cheng claims design credit for six Naxx bosses. Public first-person shorts exist for Patchwerk, Loatheb, and Razuvious — not for the three plates below. Every claim here is labeled mechanic-derived.
This guide reverse-engineers design considerations (intent inferred from kits, forced verbs, failure modes the fight punishes, role strain, clocks, takeaways). It does not invent bosses, remix encounters, or convert new fights to tabletop.
Cheng’s Naxx six — source map
#
Boss
Wing
Source
Pointer
1
Patchwerk
Construct
Transcript
cheng-raid-school/lessons.md §5
2
Grobbulus
Construct
Mechanic
This guide · grobbulus.md
3
Loatheb
Plague
Transcript
cheng-raid-school/lessons.md §4
4
Instructor Razuvious
Military
Transcript
cheng-raid-school/lessons.md §2
5
Gothik the Harvester
Military
Mechanic
This guide · gothik.md
6
The Four Horsemen
Military final
Mechanic
This guide · four-horsemen.md
Transcript summaries (do not reinvent): Patchwerk — strain tank/heal/DPS, Hateful Strike, enrage, +30% pad. Loatheb — one heal/min hard cap, spores as second-order fix. Razuvious — force priest Mind Control via Unbalancing Strike. AQ mentions in the same file: Skeram, Twin Emps, Anubisath Sentinels.
Grobbulus
Mechanic-derived
Construct wing · Classic Naxx primary
Turn the floor into a depleting shared resource and invert the healer’s habitual cleanse so the raid must place poison carefully instead of standing still and dispelling.
What the fight is trying to do
From the shipped kit (Poison Cloud, Slime Spray → Fallout Slimes, Mutating Injection exploding on early cleanse or expire, inject ramp, enrage): make space a first-class economy; force do not cleanse Injection; tax facing; escalate via inject frequency; close infinite patience with berserk. Intent is inferred — no Cheng interview.
Systems map
Tank path: Cloud under boss ~15s; kite or lose the room.
Healer: Injection — run out / expire in lane; cleanse early = Mutagen Explosion + new cloud.
DPS: Uptime under shrinking floor; kill Fallout Slimes; beat enrage.
Space: Floor is a shared depleting resource; merge inject clouds into lanes = conservation.
Adds: Cone hits spawn Fallout Slimes → OT pickup.
Forced verbs
MUST: kite · run inject out · face away · OT slimes · conserve floor NOT THE STRAT: cleanse Injection · park the boss · face the stack
Failure modes punished
“Just cleanse” → explosion on the stack.
Static boss → floor ceases to be an economy.
Face the raid → Fallout tax spirals.
No berserk (hypothetical) → slow-forever kite exploit.
Role strain · clocks
Hardest conceptual test: healers unlearning cleanse-on-sight. Tanks own kite pathing; callers own inject lanes. Escalation: inject frequency ramps with HP; berserk is the hard clock.
Takeaways
Floor as depleting raid resource.
Invert habitual cleanse by making it lethal.
Facing taxes should spawn real work.
Reward cloud-merge conservation.
Rate ramp = soft late pressure without identity puzzles.
Hard enrage closes infinite patience.
Open unknowns
Whether cleanse-explosion was first answer or end of a prototype ladder; whether merge-as-conservation was explicit goal or emergent; exact Classic ramp/enrage as designed vs live-tuned.
Gothik the Harvester
Mechanic-derived
Military wing · Classic Naxx 40 primary
Split the raid across a gate and couple kill rate on the living side to spawn rate on the undead side so pacing — not raw race — is the skill.
What the fight is trying to do
From the kit (living | undead, P1 invulnerable Gothik, soul-cross conversions, Rider 1→2, Classic undead magic immunity, P2 Harvest Soul, empty-side dump): one coupled game across two rooms; CC as throttle; asymmetric kits via geometry; invoice dirty P1 in P2; punish abandoned halves.
Systems map
Geometry: Living | undead split by gate; comm across the split is the mechanic.
MUST: staff both sides · pace living kills · CC as meter · call across gate · respect Rider cost NOT THE STRAT: AoE race living · hard-CC forever · tunnel P1 Gothik (invuln)
Hardest test: callers pacing both rooms. DPS must know when not to kill. Wave schedule + P2 stack clock; clean P1 is the pad for P2.
Takeaways
Couple A’s success metric to B’s spawn rate explicitly.
Expensive conversion cases (1→2).
CC as throttle valve between race and freeze.
Cross-split silence is a wipe path.
Geometry spotlights asymmetric kits.
P2 should invoice P1.
Keep boss invulnerable while the coupled game is the lesson.
Open unknowns
Harvest Soul as deliberate P1 invoice vs pure P2 race knob; Rider 1→2 as teaching tool vs kit reuse; intended Classic wave timing on paper.
The Four Horsemen
Mechanic-derived
Military wing final · Classic: Blaumeux, Korth’azz, Mograine, Zeliek. Wrath: Rivendare replaces Mograine; mark-count berserk emphasized.
Split one roster across four corners under escalating proximity marks so coverage, rotation, and shared budget — not a single pile — decide the wipe.
What the fight is trying to do
From the kit (four corners, unique stacking Marks, escalating damage, −50% threat on mark, empty-range wipe AoE, distinct secondaries, all four must die): shared multi-boss budget; force rotate; make presence hard; differentiate corner jobs; bake tank craft and kill-order meta into the fight.
Kits (examples): Meteor split, Void Zone, Holy Wrath chain, Unholy Shadow / DoT — corners are not reskins.
Win: All four dead (+ Wrath mark-count berserk clock).
Forced verbs
MUST: staff every corner · rotate before lethal stacks · re-threat after mark · pick kill order NOT THE STRAT: pile all four · abandon a corner to race one · heal-through forever
Failure modes punished
Pile strat → mark + kit chaos.
Abandon corner → empty-seat wipe.
No threat tax (hypothetical) → swaps become optional.
Identical corners → split is only administrative.
Heal-through infinite stacks → fight collapses to throughput check.
Role strain · clocks
Hardest meta test: callers (mark counts, swaps, coverage alarms, kill order). Tanks: multi-corner craft. Mark ramp is the primary curve; Wrath adds mark-count berserk.
Takeaways
Multi-boss shared raid budget.
Empty-seat wipe — presence as hard resource.
Stacking proximity tax forces rotation.
Threat tax on mark = tank craft.
Asymmetric corner jobs.
Kill order as meta-puzzle on top of coverage.
Version-note Classic Mograine vs Wrath Rivendare honestly.
Open unknowns
When empty-seat wipe appeared in prototyping; whether −50% threat targeted pet/OT cheese; intended Classic kill order vs guild meta; Wrath Rivendare/berserk brief differences.
Cross-fight patterns
Distilled only from these real bosses (+ brief transcript cross-refs). Full write-up: design-patterns.md.
Grobbulus · Loatheb cousin
Invert habitual cleanse
Punish the default healer stress tool; teach the rare correct verb.
Grobbulus · Void Zone echo
Floor as depleting resource
Persistent ground spends shared space; conservation is skill.
Gothik
Coupled A↔B feed
Kill rate on A is spawn rate on B; expensive 1→2 conversions.
Gothik
CC as throttle valve
Race and freeze both fail; pace is the band.
Horsemen · Gothik dump
Coverage / empty-seat wipe
Presence is hard; soft suggestions fail under panic.
Horsemen
Mark rotation
Escalating proximity stacks + threat tax force swaps.
Grobbulus · Patchwerk · Wrath
Hard enrage / anti-stall
Close heal-stack forever and infinite-patience kite.
All three · Razuvious
Force the verb
Punishment over tooltip plea; heroics ≠ the strat.
Gothik · Horsemen
Geometry → asymmetric kits
Layout assigns jobs without only single-class gates.
Gothik · Grobbulus floor
P1 invoices P2
Later phase charges interest on early mistakes.