Boss guide
How to beat Lord Kazzak
Warsong Gulch · Final encounter · 16:00 · 52,500 base HP
When it arrives
Arrives at 16:00 as the final encounter in Warsong Gulch.
Boss yell“All mortals will perish!”
Attack timeline
5 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“Lord Kazzak 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 Frontal cone
A cone attack in front of the boss, telegraphed for 0.9-2 s and repeated every 5-10 s where an interval is listed. The data does not give the cone's angle or range.
- Interval
- 10 s
- Warning
- 2 s
How to handle: Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game3 Scattered circles
In-game text“Lord Kazzak 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
- 11 s
- Warning
- 2 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.
4 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
- 18 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.
5 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
- 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
Below 30% health · one trigger
- Scattered circles
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.
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.
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 (2 s) Frontal cone
Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game - 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.
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.
- Melee builds should circle toward the flank during the warning; ranged builds can strafe out of the wedge. Inferred from game data — not yet verified in game
- Wider area coverage helps, but the main need is a clear exit lane and a movement speed boost.
- A movement cooldown lets you clear the blast without dropping damage uptime.
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
- 7
Keep room to move and avoid the visible projectile paths.
Frontal cone
frontal cone- Base interval
- 10 s
- Warning time
- 2 s
Leave the cone before the warning finishes.
Scattered circles
scattered circles- Base interval
- 11 s
- Warning time
- 2 s
- Count
- 5
Find the safe gap between the marked zones.
Bomb on the player
player bomb- Base interval
- 18 s
Create distance from other players before the bomb 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 30% health · one trigger
Scattered circles
scattered circles- Warning time
- 2.2 s
- Count
- 8
Find the safe gap between the marked zones.
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
- Bastard Sword of Valor main hand · Uncommon · 50%
Paladin
- Hammer of the Squire main hand · Uncommon · 50%
Hunter
- Hunting Bow of the Wilds main hand · Uncommon · 50%
Rogue
- Assassin's Blade main hand · Uncommon · 50%
- Thief's Blade off hand · Uncommon · 50%
Priest
- Staff of the Devout main hand · Uncommon · 50%
Shaman
- Crested Shield off hand · Uncommon · 50%
- Mace of the Elements main hand · Uncommon · 50%
Mage
- Magister's Staff main hand · Uncommon · 50%
Warlock
- Dreadmist Staff main hand · Uncommon · 50%
Druid
- Wildheart Staff main hand · Uncommon · 50%