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Naxxramas · Encounter 4 · 16:00

Sapphiron

Encounter 4 of 5 in Naxxramas. Base health 26,000.

Azeroth Survivors v0.141.0 · Checked 2026-11-05

Boss guide

How to beat Sapphiron

Naxxramas · Encounter 4 · 16:00 · 26,000 base HP

When it arrives

Arrives at 16:00 as encounter 4 of 5 in Naxxramas.

Boss yell“Sapphiron rises from the frozen lair, its wings filling the hall with frost!”

Attack timeline

5 recorded actions for this boss, in data order. Values are stored base client parameters.

  1. 1 Scattered circles

    In-game text“Sapphiron calls down meteors!”

    Several ground circles land at once; the game warns "the boss calls down meteors!". The data records 3-8 circles, a 1.4-2.8 s warning and a 7-13 s cycle.

    Interval
    8 s
    Warning
    1.4 s

    How to handle: Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.

  2. 2 Projectile volley

    In-game text“Sapphiron hurls axes across the field!”

    The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.

    Interval
    5 s

    How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.

  3. 3 Tether

    In-game text“Sapphiron's tether drains you! Get away to break it!”

    A tether links the boss to you and drains you; the game says "the boss's tether drains you! Get away to break it!". The data records a 1.5-1.8 s warning and a 13-18 s cycle.

    Interval
    16 s
    Warning
    1.6 s

    How to handle: Run away from the boss as soon as the tether appears and keep the link stretched until it breaks. Do not cross through the boss to break it.

  4. 4 Marked circle

    Soak circle

    Three marked circles appear with a 4-5 s warning, and the action repeats every 24 s where an interval is listed. The soak label means the circles are meant to be stood in, not dodged.

    Interval
    24 s
    Warning
    5 s

    How to handle: Pick the nearest circle and step into it before the 4 s warning ends; do not try to cover all three. The soak only works if you are inside the mark when it resolves.

    Inferred from game data — not yet verified in game
  5. 5 Summon

    Add wave

    In-game text“Minions, to me!”

    The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.

    Interval
    12 s

    How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.

Phase changes

  1. Below 50% health · one trigger

    • Marked circle Soak circle

      Three marked circles appear with a 4-5 s warning, and the action repeats every 24 s where an interval is listed. The soak label means the circles are meant to be stood in, not dodged.

      How to handle: Pick the nearest circle and step into it before the 4 s warning ends; do not try to cover all three. The soak only works if you are inside the mark when it resolves.

      Inferred from game data — not yet verified in game

How to fight it

Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.

  1. 1
    Shortest warning (1.4 s) Scattered circles

    Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.

  2. 2
    Most frequent (every 5 s) Projectile volley

    Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.

Suggested build focus

Build tips recorded for this boss's attack types.

  • Wider area coverage helps, but the main need is a clear exit lane and a movement speed boost.
  • A movement-speed item or dash makes the gap between volleys much safer.
  • A dash is useful for opening distance, but sustained speed matters if the tether lasts.
  • Solo play: take the closest circle; movement speed helps you reach it before the 4 s warning ends. Inferred from game data — not yet verified in game

Based on the site's first-clear class ranking, not zone-specific testing.

Attacks and hazards

Scattered circles

scattered circles
Base interval
8 s
Warning time
1.4 s
Count
5

Find the safe gap between the marked zones.

Projectile volley

projectile volley
Base interval
5 s
Count
7

Keep room to move and avoid the visible projectile paths.

Tether

tether
Base interval
16 s
Warning time
1.6 s

Break line and create distance from the tether.

Marked circle

soak circle
Base interval
24 s
Warning time
5 s
Count
3

Enter the marked circle before it resolves.

Summon

summon adds
Base interval
12 s
Summons
12

Clear the adds without letting them close the exit.

Health phases

Thresholds are base client values; difficulty and run scaling can change the encounter.

Below 50% health · one trigger

Marked circle

soak circle
Warning time
5 s
Count
3

Enter the marked circle before it resolves.

Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.

Class loot

Other encounters in Naxxramas