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Kel'Thuzad
Tankspot video to the Kel'Thuzad boss fight
The fight will begin when one person in raid enters the circle in the center of Kel'Thuzad's room. For 3 minutes and 48 seconds, adds will start heading from one of the 6 pockets in the outskirts of the room, to the center. Attacking an add still in the pocket will cause all adds of the same type (skeletons, abominations, banshees) to also head to the center.
During Phase 2, the biggest trouble a raid may experience are the Frost Blasts. Melee-heavy groups may find the fight almost impossible. Healers will need to be able to adjust and heal Frozen targets immediately, and all mana users will need to pay attention to the Mana Detonation debuff, and move accordingly. Deaths to Shadow Fissures should not happen. Melee DPS and tank may find it easier to interrupt some of Kel'Thuzad's Frost Bolts, to minimize the damage done to the Main Tank.
During Phase 3, one or two off-tanks will need to assigned to the Guardians
of Icecrown. All DPS should focus on the boss, as this last Phase is a DPS
race.
Hit Points
Normal: 5,660,600
Heroic: 14,660,000
Abilities
Phase 1: Add Phase
During this Phase, Kel'thuzad will not be targetable. Soldiers of the Frozen
Wastes (skeletons), Unstoppable Abominations (abominations) and Soul Weavers
(banshees) will spawn instead. This Phase will last 3 minutes and 48 seconds.
Soldiers of the Frozen Wastes - 71 of those will spawn during Phase 1. They
have a 2,500 (Heroic: 4,000) hit points, slow movement speed, but will cast
Dark Blast on any target in melee range. Dark Blast will instantly kill the
skeleton and inflict 3,063 to 3,937 (Heroic: 4,375 to 5,625) Shadow damage
to nearby players .
Unstoppable Abominations - 8 of those will spawn during Phase 1. They have
~75,000 (Heroic: ~190,000) hit points, don't hit too hard, but may apply a
stacking Mortal Wound debuff, which decreases healing received by 10% per
application.
Soul Weavers - 8 of those will spawn during Phase 1. They have ~55,000 (Heroic:
130,000) hit points, and move very slowly, but will cast Wail of Souls if
their primary aggro holder is in melee range. The spell knocks up to three
players 30 yards back and inflicts 4,250 to 5,750 (Heroic: 6,375 to 8,625)
Shadow damage.
Phase 2
Frostbolt (Single) - A 2-second cast Frost Bolt, that hits Kel'Thuzad's target
for 10,063 to 12,937 (Heroic: 29,250 to 30,750) partially resistible Frost
damage.
Frostbolt (Volley) - An instant Frost Bolt Volley, that hits everybody in
the raid for 4,500 to 5,500 (Heroic: 7,200 to 8,800) fully resistable Frost
damage.
Shadow Fissure - Summons a Shadow Fissure underneath a random player. The
fissure will stay inactive for about 3 seconds, after which it will become
a beam of purple energy, instantly killing the player if they remain in it.
Detonate Mana - A debuff placed randomly on mana users. After 5 seconds, it
will deal AoE damage based on maximum mana, to nearby players.
Frost Blast - Throughout the fight, Kel'Thuzad will freeze a player (and their
nearby allies, if within 10 yards) in an Ice Block. The spell will damage
the players for 26% of their maximum health every 1 second, for 4 seconds,
adding up to 104% of the players' maximum hit points. Affected players will
need to receive very quick heals, or they will die.
(Heroic only) Chains of Kel'Thuzad - Kel'Thuzad will randomly Mind Control
up to 3 players, increasing their size and damage by 200%. Enslaved players
will also turn red, making them easy to spot. They will try to buff and heal
(at +500% efficiency) Kel'Thuzad, and should be CC'd as quickly as possible.
This effect lasts 20 seconds, and wipes all threat.
Phase 3
At 45% health, Kel'Thuzad will call for help, summoning 2 (Heroic: 4) Guardians
of Icecrown. The fight becomes a DPS race during this Phase.
Guardians of Icecrown - The high amount of hit points those adds will have
requires Off-tanks to hold them, while the raid finishes Kel'Thuzad. The Guardians
cast stackable Blood Tap, which increases their damage by 15% per application.
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