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Naxxramas · Final boss · 20:00

Kel'Thuzad

Final encounter in Naxxramas. Base health 58,500.

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

Boss guide

How to beat Kel'Thuzad

Naxxramas · Final encounter · 20:00 · 58,500 base HP

When it arrives

Arrives at 20:00 as the final encounter in Naxxramas.

Boss yell“Your petty magics are no challenge to the might of the Scourge!”

Previous encounter · 16:00 ← Sapphiron Next encounter None · final in the zone

Attack timeline

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

  1. 1 Projectile volley

    In-game text“Kel'Thuzad 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
    4.5 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.

  2. 2 Delayed blast

    A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.

    Interval
    7 s
    Warning
    3 s

    How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.

    Inferred from game data — not yet verified in game
  3. 3 Action sequence

    A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.

    Interval
    10 s
    Gap between steps
    1.6 s

    How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.

    Inferred from game data — not yet verified in game
    1. 1
      Circle around the boss Boss-centered circle Warning 1.3 s

      A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.

      How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

    2. 2
      Ring Ring (donut) Warning 1.6 s

      A ring-shaped hit with a 1.4-2.6 s warning, repeated every 9-10 s where an interval is listed. The middle is not part of the ring, so the shape has a hole rather than a filled centre.

      How to handle: Move into the hole or out past the outer edge, whichever is closer, and commit before the warning ends. Do not stand on the ring itself; the data does not give its width.

      Inferred from game data — not yet verified in game
  4. 4 Crossing lines

    Two crossing lines cover the arena, telegraphed for 1.8-2.1 s. The data does not give the lines' width, length, or the angle between them.

    Interval
    13 s
    Warning
    1.8 s

    How to handle: Stand in a gap between the lines and move only after the warning resolves. Do not try to cross both lines at the intersection.

    Inferred from game data — not yet verified in game
  5. 5 Circle at the target

    Targeted circle

    A circle dropped on a player's position, telegraphed for 1.5-2.8 s and repeated every 7-15 s. The data does not say whether the boss aims at the current spot or predicts movement.

    Interval
    15 s
    Warning
    2.8 s

    How to handle: Move off the mark as soon as it appears and do not drag it across your escape lane. Change direction after the circle locks so a predictive aim does not catch you.

    Inferred from game data — not yet verified in game
  6. 6 Bomb on the player

    Player bomb

    In-game text“You are the bomb! Carry it into the horde!”

    A bomb is placed on you; the game says "You are the bomb! Carry it into the horde!". The data records a 14-18 s cycle and no fuse or radius.

    Interval
    16 s

    How to handle: Run into the add pack or the boss's horde as soon as the bomb drops, and keep moving until it detonates. Do not carry it away from the enemies; the point is to detonate it among them.

  7. 7 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
    10 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 70% health · one trigger

    • Circle grid

      A grid of circles covers the ground, telegraphed for 2 s and repeated every 12-15 s where an interval is listed. The data does not give the grid size or how many cells are safe.

      How to handle: Move to an unmarked cell during the 2 s warning and stay there until the grid resolves. Do not cut diagonally through marked cells to reach a better spot.

      Inferred from game data — not yet verified in game
  2. Below 45% health · one trigger

    • Summon Add wave

      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.

      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.

  3. Below 25% 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 (1.3 s) Circle around the boss

    When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.

  2. 2
    Most frequent (every 4.5 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.

  3. 3
    At 70% health Circle grid

    Move to an unmarked cell during the 2 s warning and stay there until the grid resolves. Do not cut diagonally through marked cells to reach a better spot.

    Inferred from game data — not yet verified in game

Suggested build focus

Build tips recorded for this boss's attack types.

  • A movement-speed item or dash makes the gap between volleys much safer.
  • A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
  • Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
  • Melee builds need a movement plan here; ranged builds can keep uptime from outside the circle.

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

Attacks and hazards

Projectile volley

projectile volley
Base interval
4.5 s
Count
9

Keep room to move and avoid the visible projectile paths.

Delayed blast

delayed blast
Base interval
7 s
Warning time
3 s

Leave the marked area and re-enter only after the blast.

Action sequence

sequence
Base interval
10 s
Gap between steps
1.6 s

Treat the listed steps as one combined pattern.

  1. 1
    Circle around the boss
    Warning time
    1.3 s
  2. 2
    Ring
    Warning time
    1.6 s

Crossing lines

cross lines
Base interval
13 s
Warning time
1.8 s

Clear the intersection before the crossing lines resolve.

Circle at the target

targeted circle
Base interval
15 s
Warning time
2.8 s

Move away from the marked point before impact.

Bomb on the player

player bomb
Base interval
16 s

Create distance from other players before the bomb resolves.

Summon

summon adds
Base interval
10 s
Summons
14

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 70% health · one trigger

Circle grid

grid circles
Warning time
2 s

Move into an unmarked square before the grid resolves.

Below 45% health · one trigger

Summon

summon adds
Summons
14

Clear the adds without letting them close the exit.

Below 25% health · one trigger

Marked circle

soak circle
Warning time
4.5 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

Priest

Other encounters in Naxxramas