Kel'Thuzad Raid Guide – Normal/Heroic Kel'Thuzad Sanctum of Domination Boss Guide



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Kel’Thuzad Normal and Kel’Thuzad Heroic guide! Kel’Thuzad is a raid boss in the Sanctum of Domination raid of Shadowlands. This is a late-raid fight, and may prove more challenging than many of the earlier raid encounters in Sanctum of Domination.

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This Kel’Thuzad boss guide will show you the Kel’Thuzad abilities that you’ll see in the Normal, Heroic and LFR versions of the Kel’Thuzad fight. Mythic Kel’Thuzad has additional mechanics not shown in this Normal and Heroic Kel’Thuzad guide. Footage of Kel’Thuzad for this boss guide is from PTR raid testing and some mechanics may look different or change when the Sanctum of Domination raid releases on live servers starting July 6th.

In Phase One, players will manage a variety of mechanics while fighting Kel’thuzad directly. Adds will spawn from the tank, they need to be taken out ASAP so the tank can go collect their soul remnants and clear their debuffs. Players with Oblivion Echo rings should move them over adds to stop their Piercing Wail, but keep them away from other players. Glacial Spikes should be DPSed down unevenly- they explode for raid damage when they die and lose health passively, so you want to stagger out the explosions by getting the first Glacial Spike down ASAP and working slowly on the second one. Skeleton adds need to be kited, CCed and killed and then killed again when they resurrect from Dark Evocation. When KT runs out of mana, find the safe gaps between shards and wait out the frost patches. Stack in the Frost Blast shared hits.

When Kel’thuzad runs out of health, the Phylactery opens. Most players will stay up top and manage some pretty straightforward adds- watch out for the frontal attack of the Abominations and interrupt the Soul Reaver banshees. Five or so players should go down (no tank needed but at least one healer is probably a good idea) to take a third of the health off the Remnant of Kel’thuzad. Down in the Phylactery, players need to dodge swirls and frontals and take the health down quickly. Once the Remnant starts casting Undying Wrath, it’s time to use the portal to get back up top and help finish off any remaining adds.

Repeat the two phases until the Remnant of Kel’thuzad is dead, and you’re in Phase 3. The floor will be eroded by continual frost patches for the rest of the fight, and Frost Blast will continue needing soaking. It’s a race to the finish, and deaths will get turned against you as fallen players are Mind Controlled to serve Kel’thuzad.

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30 thoughts on “Kel'Thuzad Raid Guide – Normal/Heroic Kel'Thuzad Sanctum of Domination Boss Guide”

  1. Is this a raid guide for the Archlich of Naxxramas? Lich Lord of the Plaguelands, Commander of the Dread Necropolis? Master and founder of the Cult of the Damned? Formerly of the Council of Six… Summoner of Archimonde the Defiler? The Betrayer of Humanity? Hearthstone Enthusiast, and Majordomo to the Lich King himself, Kel''Thu-freaking-zad?!

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  2. How is everyone thinking this is going to be difficult? It's like the one boss I understand the mechanics of. If it's overtuned then of course, but as far as I'm aware it's all pretty simple stuff. Nuke adds, don't stand in shit and try not to die.

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  3. What was the Arbiter thinking sending this fool to serve in the armies of Maldraxxus in the first place? If not the Maw he should have at least been sent to Revendreth to be tortured cough i mean to "seek redemption". Of Crouse KT is AGAIN involved in some shady mess that we have to clean up…. *sigh*,

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  4. As expected of a second-last boss, KT seems like a much bigger challenge (at least on paper) than all the previous bosses. Can't wait to see the wipe count for the world first kill

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  5. Never understood why the liches in WoW almost always keep their phylactery on them… like you could put it anywhere to keep it safe, and you just leave it in your back pocket. Wouldn't work out for the plot for them to actually make smart decisions, I guess.

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  6. I don't think Soul Marked works as you described.
    I believe it's intended to prevent people from leaving and rejoining to reset Sinister Miasma debuffs.
    So like it was on PTR I don't expect the buff to be permanent or significantly longer than the phase length.

    This would mean you can send the same group every time.

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