Kel'Thuzad - Naxxramas boss guide

Tactics for Kel'Thuzad in Naxxramas 10/25 for WoW 3.3.5a: waves of adds, Ice Blast, Cleft of Darkness, Mana Burst, Icecrown Guardians and T7 tokens on the head.

Naxxramas
10N25N
⏱ Berserk: Berserk after 15 minutes (confirmed by script): damage +500%

Review

Kel'Thuzad is an archlich, the master of Naxxramas and the final boss of the raid. The battle is in three phases: first, for almost four minutes, a raid from the center of the hall fights off waves of undead, while the invulnerable lich is channeled on the throne; then CT enters the battle himself - kicking Ice Bolts, void zones Dark Rifts, Mana Bursts and deadly Ice Blasts; at 45% the Lich King sends him the Guardians of the Icecrown. Drop of T7 tokens on the head and top weapons of the shooting range.

10 Normal5 229 375
General tips
  • Phase 1 lasts exactly 228 seconds (according to the script) - the raid stands in the center of the circle, no one approaches the alcoves and does not touch the adds ahead of time.
  • Soldiers of the frozen wastelands explode with a dark flash on contact - they are met by range and frostball traps, not a step forward.
  • After the first Ice explosion, everyone gets used to standing at least 10 meters from each other - a splash on neighbors turns one victim into three.
  • A manaizer with a Mana Burst runs away from everyone: after 5 seconds, 10% of the maximum mana will be burned out of him and hit around with damage 10 times the amount burned.
  • Healers keep instants under Ice Blast: 26% max. HP per second 4 seconds - the target dies faster than a large heal cast.

Combat phases

Phase 1 Phase 1 - Servants of Cold Darkness Entrance to the central circle of the hall; lasts 228 seconds

KT is invulnerable and canalizes on the throne, the exit from the hall is sealed by adds. From six alcoves climb: Soldiers of the Frozen Wastes (slow, explode on contact - kill with range; new one every ~3 sec), Unstoppable Abominations (tankable; Mortal Wound -10% heal with stacks + Frenzy below 35% HP; every ~18 sec) and Soul Weavers (Cry of Souls - heavy darkness damage with knockback; every 30 sec). The adds are fixed on the first target - do not pull them into the raid.

  • Soldiers - Range DPS only
  • Abominations - on tank (Fatal Wound, Frenzy)
  • Soul Weavers - Quick Focus
  • Stand in the center of the circle
Phase 2 Phase 2 - Kel'Thuzad Enters Battle 3:48 from pool

CT is activated: the tank takes it in the center, the raid scatters in groups 10+ meters from each other. A single Ice Arrow is kicked (otherwise 10–13k ice per tank), runs out from under the feetCleft of Darkness, carrierMana Burst runs away from everyone, victimsIce Blast instantly healed. In 25, every 90 seconds three players are taken control ofChains of Kel'Thuzad.

  • Ice Arrow Kick
  • Cleft of Darkness — run out
  • Mana Burst — run back
  • Ice Blast- instant heal
  • Chains (25 only)
Phase 3 Phase 3 - Icecrown Guardians 45% boss HP

CT calls the Lich King - 2 (10) / 4 (25) Icecrown Guardians emerge from the portals. They are picked up by the off-tank and taken to the side: every 15 sec, the Blood Tap hits for 125% weapon damage and stacks +15% damage to the guard. The guards are not killed - the boss is burned out before the stacks become lethal. All phase 2 mechanics continue.

  • Offtank collects Guardians
  • Blood Tap Stacks = Soft Timer
  • Burst boss with all CDs

Abilities

Ice Arrow
Tank F.2
Cast for 2 sec on the current target: 10,063–12,937 ice damage + slow by 50%. It occurs at intervals of 2–10 seconds for the rest of the battle.
Action:Kicks - assign interrupt rotation (rogues/DK/shamans). A missed arrow causes a spike on the tank, the heals keep it in full.
Ice Arrow
Raid damage F.2
Every 15–30 sec: instant volley at all nearby players - ice damage + slow for 4 sec.
Action: Doesn't kick - just heals the raid; slowing down is dangerous for those who are running out of the Cleft at that moment.
Cleft of Darkness
Raid damage F.2
Every 25 seconds, a crevice appears under a random player; after a few seconds - Void Explosion (spell 27812) with “huge damage” to everyone who remained inside. Actually a one-shot.
Action: I saw a green-black zone below me - instantly took a step to the side. Dying in a crevice is always the player's mistake.
Mana Burst
Debuff F.2
Every 30 seconds on a random player with mana: after 5 seconds, burns 10% of his maximum mana and deals darkness damage to others equal to ten times the amount burned.
Action: The bearer of the debuff immediately runs at least 10 meters away from everyone. Clumping heals are a classic reason for wipes here.
Ice Blast
Raid damage F.2
Every 45 sec: a random target and everyone within 10 meters of it are stunned and receive 26% of their maximum health in ice damage per second for 4 seconds - a total of 104% HP. Without instant healing, victims are guaranteed to die.
Action: The raid stands scattered - then one of them hits the ice. Heels react at second zero: shield + instants; There is a boss voice alert for this cast.
Chains of Kel'Thuzad
Raid damage F.2
Only 25, every 90 seconds: three random players fall under control for 20 seconds with +200% damage - and turn against the raid.
Action: The enchanted will be stunned and controlled (glanders, fear, nova), but not killed. Heels under chains are the worst: their treatment of the boss is also increased.
Mortal wound
Tank F.1
Unstoppable abominations inflict a Mortal Wound on the tank every 15 sec (150% weapon damage, -10% of received healing per stack for 15 sec), and below 35% HP they go into Frenzy (+150 physical damage).
Action: Two tanks alternate stacks of abominations; mad ones - finish off first or tranquilize.
Blood drain
Tank
Phase 3: Icecrown Guardians hit for 125% weapon damage every 15 sec and stack +15% of the damage dealt to themselves (the guardian grows in size).
Action: The off-tank takes guards away from the raid and lives under saves and external CDs; the raid ignores them and burns the boss - it's a race with stacks.
Berserk
Berserk
After 15 minutes of battle: damage +500% - wipe. Taking into account 3:48 of the first phase, a little more than 11 minutes remain for the CT scan itself - the timer is soft.
Action: The real limit is stacks of Bloodshed on the off-tank in the 3rd phase, not berserk.

Positioning

Phase 1: the entire raid in the central circle of the hall, with their backs to each other, front to the alcoves - the soldiers are shot as they approach, the abominations are received by tanks, the weavers are concentrated. Phase 2+: the tank keeps the CT in the center, the raid - in a ring around in groups of 1-3 people with gaps of 10+ meters.

🛡 Tank
P1: two tanks take abominations (alternating between Mortal Wound stacks). P2: Main tank keeps CT in place in the center. P3: the off-tank collects Guardians from the portals and takes them away from the raid.
✨ Healer
They stand scattered, like everyone else. Priorities: tank for untargeted Ice Arrows, instant healing of victims of the Ice Explosion, off-tank with stacks of Blood Tap in P3. With Mana Burst on you, first run away, then heal.
⚔DD
P1: the range saws the soldiers on the way, miles help with abominations and weavers. P2: groups of 10+ meters, kick-rotation to Ice Arrow, run from crevices. P3: everything about the boss, don’t touch the Guardians.

Role Tips

🛡 Tips for the tank
  • In P1, do not bring abominations to the raid - Mortal Wound stacks quickly, change at 4-5 stacks.
  • Selecting a CT at the start of P2 is the moment of truth: the boss comes out of the channel aggressive, the yawning tank gives the raid frostbolt one-shots on rags.
  • Offtank in P3 - all saves and external CDs: to 5-6 stacksGuard Bleed they hit harder than the boss.
  • The guards taunt normally - pick them up right at the portals before they eat the healers.
✨ Tips for healer
  • Ice Blast - your main exam: 104% HP in 4 seconds. Shield/Repentance/instant swaps in the first second.
  • Don't stand near other healers - doubleIce Blast orMana Burst a bunch of heals ends the battle.
  • In 25, keep an eye on who the Chains took: an enchanted healer with a +200% boost heals the boss - they control him, they don’t cut him.
  • P1 - time to save mana: further 10+ minutes of intense healing without pauses.
⚔ DD Tips
  • We kill P1 soldiers strictly at a distance - miles do not approach them at all.
  • Kick rotation to a single Ice Arrow is mandatory: each missed one is minus half a tank.
  • FromClefts of Darkness they run out instantly, even in the middle of a burst - dead DPS is worse than lost GCD.
  • In P3, there is no DPS against Guardians - every second not against the boss lengthens the race with Blood Tap stacks.

Loot

SlotItemClassesNote
Head Helm of the Lost Conqueror PaladinPriestWarlock 10. T7 token (head).
Head Helm of the Lost Champion WarriorHunterShaman 10. T7 token (head).
Head Helm of the Lost Conqueror RogueDeath KnightMageDruid 10. T7 token (head).
Weapons Grasp of Kel'Thuzad RogueShamanDruid 10. Wrist 2.60 in the right hand: agility, crit, haste.
Weapons Bite of Death WarriorPaladinDeath Knight 10. Two-handed ax 3.40: 101 strength, 90 crit, 62 accuracy - top 2H of the first tier in 10s.
Weapons Conqueror of the Nerubians Hunter 10. Shotgun 2.90: agility, crit, AP.
Weapons Anarchy Rogue 10. Dagger 1.80: agility, accuracy, AP, ArP-use.
Necklace Gem of Captive Vassals RogueHunterShamanDruid 10. Agility, crit, haste, AP - physical dps.
Weapons Plague Hound Staff Druid 10. Feral Staff: 72 agility, 150 stamina, +2086 AP in forms, mastery.
Weapons Hammer of the Astral World PriestPaladinShamanDruid 10. Crushing in the right hand for healers: int, crit, 461 SP.
Weapons Soul Blade PriestMageWarlockDruid 10. Caster dagger: int, spirit, accuracy, 461 SP.
Back Cloak of Dying PriestPaladinShamanDruid 10. Heal/caster: int, crit, SP, mp5.
Weapons Wand of the High Lich PriestMageWarlock 10. Rod (darkness): int, spirit, haste, SP.
Head Crown of the Lost Conqueror PaladinPriestWarlock 25. Token T7.5 (head), chance ~25%.
Head Crown of the Lost Protector WarriorHunterShaman 25. Token T7.5 (head), chance ~25%.
Head Crown of the Lost Conqueror RogueDeath KnightMageDruid 25. T7.5 token (head), chance ~32%.
Weapons Disaster's Grip RogueShaman 25. Wrist 2.60 in the right hand: agility, crit, haste, AP.
Weapons Traitor to humanity WarriorPaladinDeath Knight 25. Two-handed ax 3.40: 66 agility, 121 stamina, crit, haste, +226 AP - BiS 2H of the entire first tier.
Weapons Messenger of Mortals Hunter 25. Shotgun 2.90: agility, crit, AP - BIS Khanta at the start.
Weapons Cruel Retribution Rogue 25. Dagger 1.80: agility, accuracy, haste, AP.
Weapons End of the road Druid 25. Feral Staff: 87 agility, 114 stamina, +2353 AP in forms - contrary to the icon, this is not a caster, but a Feral staff.
Weapons Holy Fire Torch PriestPaladinShamanDruid 25. Khil hammer in the right hand: int, haste, 520 SP - BiS heals.
Weapons The turning point PriestMageWarlockShamanDruid 25. Caster sword in the right hand: int, crit, haste, 520 SP.
Shield Wall of Terror WarriorPaladin 25. Tank shield: strength, stamina, block, defense, evasion.
Shield Voice of Reason PaladinShaman 25. Hilsky shield: int, crit, haste, SP.
Weapons Last laugh WarriorPaladinDeath Knight 25. One-handed tank axe: strength, stamina, defense, parry, accuracy.
Back Drape of the Mortal Enemy RogueHunterShamanDruid 25. Cloak physical dps: agility, crit, haste, AP.
Back Cape of the Unworthy Wizard PriestMageWarlock 25. Healer/caster cloak: int, spirit, crit, SP.
Ring Ring of Showy Suffering PriestMageWarlockShamanDruid 25. Caster Ring: int, crit, haste, SP.
Necklace Boundless Ambition RogueHunterShamanDruid 25. Tank neck: armor, strength, stamina, defense, mastery.
Legs Leggings of Deadly Arrogance PriestMageWarlock 25. Fabric, heal/caster: int, spirit, crit, SP, 2 sockets.