Walkthrough Hearthstone: “Curse of Naxxramas. Walkthrough of the lair of the ice wyrm in the normal mode Let's start over, the starting hand

Most recently, Blizzard, in another announcement, announced the development of a fresh update for its card game. It will be called "Goblins and Gnomes", contain as many as 120 new cards and will be released in December of this year, that is, very soon. I read this announcement and remembered that I had not even fully told you about the update. And this is generally a shame and a shame on my gray head. After all, only the last quarter remained unconsidered, which, moreover, I had been open for a long time and all that remained to be done was to go through it and write a review. Therefore, please do not throw slippers much, I will now correct the situation. So, my review of the last quarter called "The Lair of the Ice Wyrm."

(The lair of the ice serpent in which the villain Kel'Thuzad lives)


This time we will be confronted by only two heroes, from whom it blows cold.

Sapphiron


(Paladin Uther VS Sapphiron)


Sapphiron has the Ice Breath hero power, which costs zero mana to use and destroys all non-frozen enemy creatures (that is, our creatures). How to fight with him, so nasty, you ask. Don't worry. On your first turn, you will receive a frozen hero card on your side of the field, which grants frost breath immunity to creatures on either side of you. Therefore, it is logical that we play against Sapphiron with only two creatures and it is desirable that they be fatter. And if one of them is killed, just post a new one. Alas, this tactic does not work for the heroic mode. In it, Sapphiron has 45 hit points and there is no frozen hero on the field. I suspect it will show up there if you lower Sapphiron's hit points to 30. Unfortunately, I haven't been able to verify this. The maximum that I managed was to reduce his life to 31. Therefore, be sure to write in the comments if you can defeat him under such conditions.


(behind the frozen hero as behind a stone wall)


For defeating Sapphiron, you will receive two Fission Ooze cards.


(The Fissile Ooze card is revealed)


Kel'Thuzad


(Mage Jaina VS Kel'Thuzad)


Kel "Thuzad initially has 30 units of energy and 10 units of armor. It has the power of the Ice Blast hero, which costs zero mana, deals two damage to the enemy hero (that is, us), and even freezes him. At first glance, it seems that you should not take heroes with weapons against Kel "Thuzad, as they still won't be able to use them. This is not entirely true. The most important thing is to quickly remove all the armor from the adversary. As soon as this happens, Kel "Thuzad will change "Ice Blast" to "Chains", which cost eight mana and allow you to take control of a random creature of yours until the end of the turn. Well, he will summon two provocateurs, which, however, will not help him much.


(Kel "Thuzad loves to do various meanness)


For defeating Kel'Thuzad, you will receive two Shadow of Naxxramas cards.


(Map "Shadow of Naxxramos" revealed)


And, of course, the legendary card "Kel" Thuzad.


(Legendary card "Kel" Thuzad revealed)


Now let's move on to testing. More precisely, to the test, because this time there is only one, and in it we will play Paladin Uther.

Paladin Uther vs Kel'Thuzad

Since Uther’s deck is full of Dividing Ooze cards, as well as cards with a buff, it will not be difficult to defeat Kel’Thuzad. .


(most importantly - do not overdo it;))


For completing the challenge, you will receive two Vengeance cards.


(Vengeance card revealed)


And, as a bonus, here is such a nice picture.


(defeated Kel "Thuzad with the same cat that we sometimes "stroke when loading")


Well, that's all. Now you can sit quietly, save coins and wait for the next update - the one about goblins and gnomes.

Gameplay video in which I defeat Kel'Thuzad with the Rogue Valira. For those who don't understand why I don't clear the table and lay out all my creatures, let me remind you that Kel'Thuzad has a couple of Twisting Nether cards. And he always uses them when only my cards remain on the table.

Friends! Here is the long-awaited hour of the release of the last quarter of the Adventure Mode
Naxxramas. Not a little, but a month has passed since the first quarter started
new mode in Hearthstone. Someone liked it, someone didn’t - it doesn’t matter, everyone has the right to their own opinion. Only one thing is clear - this game needs such modes, it delivers
a certain pleasure, as well as new sensations from the game)

normal mode

The normal mode of the final quarter, as well as all the normal modes of the previous quarters, is played by any more or less playing deck, even consisting of base cards. The basic principle of winning bosses, however
like the basic principle of any victory in Hearthstone is to capture the board and control it, gradually lowering the enemy’s health.
In my video, I used the giant magician deck.

NORMAL MODE:

Sapphiron: Heroic Mode!


Sapphiron, the first boss of the final quarter. When I went through the normal mode, it seemed to me that this boss in the heroic version would be simply fatal and it would be extremely difficult to pass it,
it will take a lot of time and nerves. In practice, everything turned out to be completely different, the boss was defeated in just two attempts. Maybe I was lucky, maybe not, but the boss died and that's the main thing.
To kill Sapphiron, you need to know the following: the boss's ability has not changed from normal in any way, there is one BUT! Unlike normal, the boss no longer summons a frozen hero to your side that is permanently frozen and near
it can put creatures that the boss's ability will not kill (at the beginning of the turn it kills all non-frozen creatures). So how do you defeat Sapphiron?
In my video, I used a frost mage deck modified for this boss. Build your deck, clear the board with AOE spells, use Freeze, Mage Secrets and new Naxxramas (Nerubian Egg) cards to kill this boss.
There is one piece of advice, all target spells play the boss, not the creatures. Boss minions, only kill with your AOE spells.

Kel "thuzad: heroic mode!


And finally, the final boss of Naxxramas adventure mode - Kel "thousand! To tell the truth, I thought that the final boss of the adon would be very, very difficult, at least it has always been in all Blizzard games.
Unfortunately, I hope only mine, this boss was killed by me on the first try with a new control deck, which I, and probably not only I, call Miracle Shaman. The boss, as well as in the normal mode, has two phases, in the first phase he beats your hero, causing him 3 damage every turn. damage and freezing it. In the second phase, the boss can take control of your random creature with his hero ability. Do you think how then to defeat him? - The answer is simple
watch the video, copy the deck and close the block!

Hi all! Today the long-awaited day has come when we can visit the Lair of the Ice Wyrm - the final quarter of the Naxxramas adventure, and in this article we will figure out how to defeat Sapphiron and Kel "Thuzad - it is with them that we need to fight in order to get the coveted cards.

So let's get started!

__________________________________________________________________________________________________

Sapphiron

Sapphiron with his Ice Breath destroys all non-frozen creatures and does it for free

Not a very nice ability, right? But nothing, we can handle it, I suggest trying out the shaman deck.

At the start of the game, a 2/10 frozen minion will spawn on your side of the table, granting invulnerability to Sapphiron's ability to creatures flanked by it.

Accordingly, the maximum of your creatures on the table is 2. Which is not bad.

Let's start over, starting hand

The more of these cards you have in your hand, the easier it will be to get past the boss, if it comes across, leave it too, you can successfully breed Nerubian eggs.

Tactics

Actually, our goal is to copy the Frozen Hero with the Faceless Manipulator so that we can put two more creatures. We put Nerubian eggs outside the "invulnerability field" in order to get Nerub 4/4 on the next turn. Use the evil eye on especially unpleasant creatures, the main thing is to defend yourself at the beginning of the game. After you get two Frozen, expose the creatures. help clean the table, and protect against the encroachment of enemy creatures. help you pick up the cards. Use a bunch of + on fat creatures. The second Faceless Manipulator can copy .

By the way, let's talk a little more about the role in this deck. It is clear that it is needed to deal damage, but Sapphiron will constantly freeze this or that creature with spells, and this freeze will not interfere with Ragnaros, while another fat creature will stand still, so if you have it, be sure to take it. The same goes for and, she will give you one of the sleep cards, which will definitely come in handy, even if it's just a Dream. will prevent Sapphiron from casting freezing spells, but will heal the Freezing hero, or one of the creatures. Also put totems if mana remains, because if a healer falls out, then he will have time to do his job before the end of the turn, and in our case it decides.

Kel'Thuzad

Here he is, cute

Kel "Thuzad with an Ice Blast deals 2 damage and freezes the enemy hero, also for free, in addition, at the beginning of the game he has 10 armor, in addition to 30 health.

Since Kel "Thuzad deals 2 damage every turn, it makes sense to take the Priest in order to be able to heal. With this deck, he can even be defeated in heroics.

Starting hand

Let's leave it, it's fine too. Save the Nerubian Eggs towards the middle of the game.

Tactics

The fight with Kel "Thuzad (I can't help but laugh from this name)))) consists of two stages: first you demolish his armor, and then his ability changes. Now this is a Chain that takes control of your random creature until the end of the turn, costs it's 8 mana in heroics - forever. In addition, two 3/3 provocateurs appear on his side.

Actually, at the beginning of the game there is nothing supernatural. Expose creatures, use to almost certainly steal . will help clean the table, and "hatch" Nerubov. Also, KelThuzad will field , so don't put too many creatures on the board. Place Nerubian Eggs as soon as they appear in your hand, anyway

Lair of the Frostwyrm is the fifth and final part of the Curse of Naxxramas adventure. Only 2 bosses are waiting for you behind the closed doors of this dungeon, but do not relax: these 2 types can give you a lot of trouble!

Sapphiron

The first one who will be waiting for you in the last part of the adventure of Naxxramas is Sapphiron. His hero power, Frost Breath, allows the boss to destroy all enemy creatures at the start of his turn, as long as they weren't frozen. Crazy ability, right? Adds fuel to the fire and the fact that this ability costs him absolutely nothing. Unique cards - Frozen Hero and Pure Cold.

Safiron deck

  • Ice Lance x2
  • Manasmey x2
  • Ice Arrow x2
  • Treasure Collector x2
  • Unstable Ghoul x2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dancing Blades x2
  • Cone of Cold x2
  • Necroknight x2
  • Wailing Soul x2
  • Pure cold x2
  • Slime Belcher x2
  • Blizzard x2
  • Ice Elemental x2

Game strategy against Safiron

Despite Safiron's imbecile ability, it's not that difficult to defeat him in normal mode. First, you will start the game with a Frozen Hero on the table. The ability of this creature lies in the fact that it is always under the effect of freezing, and also gives invulnerability to Ice breath to creatures located to the left and right of it. Thus, one of the winning tactics will be to play no more than two creatures. After the death of one of them, play a new, stronger one. Safiron's deck is not that strong, so you can easily defeat him. You can also use creatures such as Nerubian Egg, Harvesting Golem and Possessed Creeper, the death of which will be disadvantageous for Saphiron.

Another style of play against Saphiron is to use a large number of spells with a minimal set of creatures in a given deck. Since the deck of this boss has a large amount of freeze, the use of characters with weapons here is undesirable. Therefore, the Mage will be the class with which you can defeat Safiron without much effort.

Deck against Safiron

Reward

After defeating Saphiron, you will receive two copies of the Fissile Ooze as a reward.

Kel'Thuzad

Kel'Thuzad is the final boss of the Curse of Naxxramas adventure. He is the most feared and powerful boss in this dungeon set - the boss of bosses, so to speak. However, he also has his weaknesses.

Kel'Thuzad's Hero Power can be divided into 2 phases. He starts the game with the ability Ice Blast - allows you to deal 2 damage to the enemy hero and apply the effect of freezing. Due to the fact that this ability is free, Kel'Thuzad will make sure to use it at the beginning of each of his turns. The second ability of the last boss of the Chain is similar to the Priest Mind Control card, only it costs 2 mana less. Kel'Thuzad will gain access to this ability as soon as you remove all armor from him, even if it happens in the middle of a turn.

Unique cards - Mr. Bigglesworth and Icecrown Guardian.

Kel'Thuzad Deck

  • Ice Shock x2
  • Delicious Zombie x2
  • Ice Arrow x2
  • Shadow Bolt x2
  • Servant of Pain x2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dark Cultist x2
  • Stone Gargoyle x1
  • Cone of Cold x1
  • Dark Madness x1
  • Abomination x2
  • Slime Belcher x2
  • Blizzard x1
  • Ice Elemental x2
  • Twisting Nether x2

Strategy for playing against Kel'Thuzad

Against a boss like Kel'Thuzad, any fast aggro deck will do. So the most suitable classes in the confrontation with him are the Hunter and the Zoo Warlock. There is no specific strategy in the game against Kel'Thuzad - try to play as many cheap creatures as possible and inflict as much damage as possible on him in a short period of time. Don't be discouraged if you spend a lot of time trying to complete it - after all, this is the final boss of the Curse of Naxxramas adventure. Below I will describe the tactics of playing for the Warlock.

Warlock's aggro deck will probably be the most optimal choice in the confrontation with Kel'Thuzad. Include a large number of creatures that cost 1 - 2 mana, as well as those creatures that can strengthen the minions already on the table (Abusive Sergeant, Dark Iron Dwarf, Argus Defender). It is also desirable to have Soulfire in your deck - it will help to cope with an early threat from the opponent.

Even after following all the above tips, we cannot guarantee you victory over the final boss. If he manages to draw cards like Blizzard and Twisting Nether, you will most likely fail - so playing around them is useless.

By the time you take all of Kel'Thuzad's armor off, make sure you can deal a significant amount of damage to him on the next turn. Also, keep in mind that Kel'Thuzad's Hero Power will also change to Chains. Therefore, you must be sure that you can handle any of your creatures on the board.

Deck against Kel'Thuzad

Reward

After you defeat the final boss of the Lair of the Frostwyrm, as well as the entire adventure of Naxxramas in general, you will receive two copies of the Shadow of Naxxramas card. And the reward for completing this dungeon will be the legendary map of Kel'Thuzad for you.

Achievements

  • Kel'Thuzad Defeated (10 player): Defeat Kel'Thuzad in Naxxramas on normal difficulty.
  • Death of Kel'Thuzad (25 player): Defeat Kel'Thuzad in Naxxramas on Heroic Difficulty.
  • And we are not enough! (10 Player): Defeat Kel'Thuzad in Naxxramas on normal difficulty by killing at least 18 abominations in his room.
  • And we are not enough! (25 player): Defeat Kel'Thuzad in Naxxramas on Heroic Difficulty, killing at least 18 Abominations in his room.
  • Sapphiron's Fall (10 player): Defeat Sapphiron in Naxxramas on normal difficulty.
  • Sapphiron's Fall (25 player): Defeat Sapphirion in Naxxramas on Heroic Difficulty.
  • Hundred Club (10 player): Defeat Sapphiron in Naxxramas on normal difficulty. No raid member must have frost protection above 100.
  • Hundred Club (25 player): Defeat Sapphiron in Naxxramas on Heroic Difficulty. No raid member must have frost protection above 100.

SAPPHIRON

Sapphiron is a frost wyrm, the penultimate boss of the Naxxramas instance.

Sapphiron was once a blue dragon who defended Northrend under the command of Malygos. Unfortunately for himself, Sapphiron fell into the hands of Arthas, summoned by Ner'zhul to the icy continent. Arthas killed the dragon and resurrected him in the form of an ice serpent - an anded serving the Lich King.

Later, Sapphiron was sent along with Kel'Thuzad to the Eastern Plaguelands to guard the fortress of Naxxramas.

Raid setup Nux/10

3-4 healers

Raid setup Nux/25

7-8 healers

Sapphiron Nux's Abilities/10

  • 4,250,000 hp
  • Frost Aura: The dragon deals 1200 frost damage every second to all raid members. After 15 minutes of combat, damage increases to 7200 per second (enrage).
  • Phase 1
  • Life Drain: A course that deals 2-3k shadow damage and heals Sapphiron for 4-5k hp every 3 seconds. Hangs on two random people in the raid once every 24 seconds.
  • Stuzha (Chill): Speaking in Russian, blizzard. Slowly drives around the hall with Sapphiron, slowing down by 50% those who hit him, and deals 3.5-4.5k frost damage to them every two seconds.

Sapphiron Nux's Abilities/25

  • 11,870,000 hp
  • Frost Aura: The dragon deals 1600 frost damage every second to all raid members. After 15 minutes of combat, damage increases to 9600 per second (enrage).
  • Phase 1
  • Life Drain: A course that deals 3-4k shadow damage and heals Sapphiron for 6-8k hp every 3 seconds. Hangs on five random people in the raid once every 24 seconds.
  • Stuzha (Chill): Speaking in Russian, blizzard. Slowly drives around the hall with Sapphiron, slowing down by 50% those who hit him, and deals 5-6k frost damage to them every two seconds.

General abilities

  • Phase 2
  • Icebolt: Encases two players in a block of ice similar to an ice block. When cast, deals 2.5-3.5k frost damage to the player and everyone within 10 yards. The block breaks LOS, that is, you can hide behind it.
  • Frost Breath: After casting two Frost Arrows, Sapphiron begins a seven-second cast of Frost Breath. A player who has not managed to hide behind a block during this time (see above) receives more than one hundred thousand frost damage (unconditional death).

Pull

The moment the raid enters Sapphiron's hall for the first time, players are prompted to watch a short animation scene during which the dragon is assembled into a single whole from bones lying on the ground. This first time, the raid can safely enter the room and take their places.

In the second and subsequent pulls, the dragon will already be in place, so the tank will pull on its own. In principle, it doesn’t matter which way to keep it with its muzzle, but traditionally it is turned with its tail towards the door so that the raiding raid does not fall under the cleave.

Tactics

Sapphiron is an ordinary dragon, with the usual abilities - cleave and tail blow. The dimensions of the model are unusual here - the hitbox is simply huge, and the cleave in this regard has a simply gigantic scope. In addition, as we know, the cleave comes from the center of the model, and therefore it is very easy to die in a completely unexpected place. Be careful!

The battle has two phases. During the first, the dragon stands in the center of the hall and hits the tank. Blizzard flies around and the course is hung up. Every 45 seconds of the fight, Sapphiron rises into the air and the second phase begins: several people are forcibly put into ice blocks, and the entire raid hides behind these blocks. A powerful AE surrenders, who did not have time to hide, he died. Phase 1 begins, and so on in a circle.

The entire raid is located on one side of the dragon in order to have time to reach the ice blocks in 7 seconds. Mili neatly approaches from the side (it is impossible from the front - a cleave, from behind an unpleasant blow with a tail with a kickback), aims at the hind leg and gives up there. You can stand quite far due to the huge size of the hitbox.

In general, the fight is purely healer. Heal will take a lot, the raid sags very strongly and all at once. In no case should anyone (except the tank) stand in Blizzard - be sure to run out. Forget about the thought "what is there, they will heal." They won't heal.

After the dragon has taken to the air, the raid is distributed and waits until the required number of people fall into the ice blocks. No need to run as fast as you can to the first one that appears! There is a high probability that the next block will fall directly into the crowd of people who have already hidden behind the first one, and all these people will get very sick. Wait for the second one.

So, the whole raid, including the tank, hides behind a piece of ice and waits for the Frost Breath casts there. After that, the tank comes out, turns the dragon back to its previous position, and after that, the raid to Sapphiron is run by everyone else - this way you will not fall under the cleave.

That's all, the tactic is simple. Pray for your healers.

Sapphiron drops the Key to the Prismatic Focus - an item that starts the quest for the key to Malygos. Those who have the key have the ability to start a fight with the blue dragon Malygos in the Eye of Eternity instance.

Only one person in the raid receives the key.

KEL "TUZAD

Kel'Thuzad(Kel "Thuzad) - archlich, one of the main accomplices of the Lich King, the last boss in the Naxxramas raid instance.

In the period shortly before the Second War, when Kel "Thuzad was still a man, he was a member of the high council of magicians of Dalaran. Even then, he was known for his interest in the forbidden forces of necromancy, and when the Lich King sent his mental call, Kel" Thuzad rejected everything past and traveled to Northrend to face his new master.

Later, during a mission to infect the town of Brill, Kel'Thuzad was exposed and killed by Prince Arthas. When Arthas himself began to serve the Lich King, Kel'Thuzad appeared to the prince in the form of a spirit and convinced him to resurrect himself with the help of the Sunwell in the city of Silvermoon . And so it was done, and Kel'Thuzad was brought back to life in the form of a terrifying lich.

Arthas and Kel'Thuzad have done many things together, among which the summon to the world of people of the commander-in-chief of the Burning Legion, Archimonde, stands apart. Now Kel'Thuzad occupies a strategic position in the depths of the Naxxramas raid instance.

Raid setup Nux/10

2-3 healers

Raid setup Nux/25

6-7 healers

Abilities Kel'Thuzada Nax/10

  • Phase 1
  • Soldier of the Frozen Wastes: Raiding skeletons. If they reach their target, they explode (3-4k shadow damage). Susceptible to shakla (undefined). 1.6k hit points. There are 71 skeletons in total, but more can be spawned by accident.
  • Unstoppable Abomination: Abominations that place a -10% heal debuff on the tank. 75 thousand hit points. In total, eight abominations come, but you can accidentally or specially (to complete the achievement) fire more.
  • Soul Weaver: Banshee, deals 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to a raid. 55 thousand hit points, going slow, eight banshees in total.
  • Phase 23 minutes 48 seconds after the start of the battle, Kel'Thuzad himself takes over.
  • 5,660,000 hp
  • Frostbolt: A two-second cast that hits the tank for 10k-13k frost damage. It casts very often, and if possible it should be knocked down by melee dps. Cannot be reflected by spell reflect.
  • Frostbolt (AoE) (Frostbolt): An instant AoE frostbolt that hits everyone in the boss room for 4-5k frost damage. resists. Gives up every 15 seconds.
  • Chains of Kel'Thuzad: There is no mind control in the 10-person version of the instance.
  • Detonate Mana: A debuff placed by the boss on a random player using mana. 5 seconds after casting, the player explodes, dealing 10k arcane damage to everyone within 10 yards (but not themselves). Burns 2000 mana from the player himself.
  • Phase 3. At 40% of the boss's health, 2 adds appear - nerubian bugs. Each of them has the same HP as Kel'Thuzad. Every 15 seconds, the bugs put a buff on themselves that increases damage by 15%. The buff stacks up to 99 times.

Abilities Kel'Thuzada Nax/25

  • Phase 1Kel'Thuzad is invulnerable and the raid fights the adds coming out of the seven pens around the perimeter of the room.
  • Soldier of the Frozen Wastes: Raiding skeletons. If they reach their target, they explode (3-4k shadow damage). Susceptible to shakla (undefined). 4.5k hit points. There are 71 skeletons in total, but more can be spawned by accident.
  • Unstoppable Abomination: Abominations that place a -10% heal debuff on the tank. 208 thousand hit points. In total, eight abominations come, but you can accidentally or specially (to complete the achievement) fire more.
  • Soul Weaver: Banshee, deals 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to a raid. 150k hit points, going slow, eight banshees in total.
  • Phase 2. 3 minutes 48 seconds after the start of the battle, Kel'Thuzad himself takes over.
  • 14,660,000 hp
  • Frostbolt: A two-second cast that hits the tank for 19k-21k frost damage. It casts very often, and if possible it should be knocked down by melee dps. Cannot be reflected by spell reflect.
  • Frostbolt (AoE) (Frostbolt): Instant cast AoE frostbolts that hit everyone in the boss room for 5-6k frost damage. resists. Gives up every 15 seconds.
  • Chains of Kel'Thuzad: the boss takes control of three people from the raid, increasing their physical size by 200%, damage by 200% and heal by 500%. In this state, players buff and heal Kel "Thuzad, they need to be controlled by any means that humanoids are susceptible to. Lasts 20 seconds. Does not take control of the tank. Resets the boss's aggro list.
  • Detonate Mana: A debuff placed by the boss on a random player using mana. 5 seconds after casting, the player explodes, dealing 16-18k arcane damage to everyone around them within 10 yards (but not themselves). Burns 2000 mana from the player himself.
  • Shadow Fissure: A red circle that acts as a kind of void zone. Appears around a random player in the raid, and after 5 seconds after the appearance, deals 60-140k shadow damage to everyone standing in a circle. Who did not run out of the circle, he died.
  • Frost Blast: Places a random player in the raid, as well as everyone within 10 yards of them, in a block of ice. In the block, the player cannot do anything, and in 4 seconds they will be dealt damage equal to 104% of their maximum health. If the player is not healed within 4 seconds, they will die.
  • The effect will "bounce" over people within 10 yards of each other, similar to chain lighting.
  • Phase 3At 40% of the boss's health, 4 adds appear - nerubian bugs. Each of them has the same HP as Kel'Thuzad. Every 15 seconds, the bugs put a buff on themselves that increases damage by 15%. The buff stacks up to 99 times.

15 seconds before Kel "Thuzad becomes active, he gives up a special emotion. After that, you need to quickly finish off the remaining adds and spread out so that the boss's potentially deadly abilities hit only single targets, and not players in whole packs.

Phase 2 The MT takes the boss and tanks him where he stands. Melee dps, depending on the amount, costs one by one (10 yards), or is distributed into several groups so as not to get into the ice tombs all together. Ranged and heal are scattered throughout the room.

In this phase, you need to keep your eyes open and watch out for how not to accidentally die. You have to follow everything at once:

  • Frost bolts: Melee knocks down all casts of the boss.
  • Mana Burst: Each mana user keeps an eye out for a debuff similar to the Arcane Explosion icon. If appeared, then you need to run very quickly to a place where the explosion within a radius of 10 yards will not hurt anyone.
  • Void Zone: The very bright, spinning red animation of a Void Zone spells a quick death for anyone who doesn't exit. Especially dangerous in the miles, where people stand in a heap. We run out.
  • Ice Tomba: If a person is not healed within 4 seconds while hit by a block of ice, that person will die. Healers are advised to set up their UI to see the Ice Blast debuff on players' plates - this will help a lot.

In Nax/25, in addition to the above-mentioned abilities, the boss also gives up mind control. At this point, the aggro resets, so you need to stop the dps and let the tank pick up the boss again. Controlled people need to be polymorphed/cycloned/whatever to prevent them from healing the boss or 2-hitting anyone in the raid. A person in control can give Kel'Thuzad a bloodblast, or even throw undefined at him.

Phase 3 At 40% of the boss's health, 4 (Nax/25) or 2 (Nax/10) beetles spawn. The tanks pick them up and the dps race begins - the bugs put on themselves a buff that increases the power of their attack, and after some (not very long) time it will be impossible to heal the tanks under the bugs. By the third phase, all cooldowns should "unstick" for you, and the maximum raid dps on the boss is required.

All boss abilities from the second phase go to the third. It is possible that the tank of bugs will get into mind control, in this case, two tanks should stay close to each other in order to catch other people's adds.

Summary: the key to success in this battle is to carefully monitor what is happening around and have time to react accordingly. The boss doesn't have much health, and you'll probably have enough dps for the third phase if no one dies.