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!”
Attack timeline
7 recorded actions for this boss, in data order. Values are stored base client parameters.
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 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 game3 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- 1Circle around the boss Boss-centered circle
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.
- 2Ring Ring (donut)
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 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 game5 Circle at the target
Targeted circleA 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 game6 Bomb on the player
Player bombIn-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 Summon
Add waveIn-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
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
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.
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.
- 1Shortest 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.
- 2Most 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.
- 3At 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.
- 1Circle around the boss
- Warning time
- 1.3 s
- 2Ring
- 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
Warrior
- Sulfuras, Hand of Ragnaros main hand · Legendary · 20%
Paladin
- Ashbringer main hand · Legendary · 20%
Hunter
- Rhok'delar, Longbow of the Ancient Keepers main hand · Legendary · 20%
Rogue
- Kingsfall off hand · Legendary · 20%
- Thunderfury, Blessed Blade of the Windseeker main hand · Legendary · 20%
Priest
- Anathema main hand · Legendary · 20%
Shaman
- Doomhammer main hand · Legendary · 20%
- Shield of the Earthshatter off hand · Legendary · 20%
Mage
- Atiesh, Greatstaff of the Guardian main hand · Legendary · 20%
Warlock
- Atiesh, Greatstaff of the Guardian main hand · Legendary · 20%
Druid
- Atiesh, Greatstaff of the Guardian main hand · Legendary · 20%