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Warsong Gulch · Final boss · 16:00

Lord Kazzak

Final encounter in Warsong Gulch. Base health 52,500.

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

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!”

Previous encounter · 12:00 ← Lord Hel'nurath Next encounter None · final in the zone

Attack timeline

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

  1. 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. 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 game
  3. 3 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. 4 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
    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. 5 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
    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

  1. 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.

  1. 1
    Shortest 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
  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.

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

Other encounters in Warsong Gulch