This fight consists of 3 phases and 2 intermissions. There is also a final phase, but this one cannot be failed.
You fight the boss on a circular platform with an inner and outer circle. Depending on the phase, the outer circle is destroyed or present, while the inner one is always present
After 15 minutes, the boss enters in Berserk, increasing his damage and attack speed.
Thanks to Kats & Layria for her careful work as copy editor for the English texts.
The phase ends when the boss reaches 70% HP.
The main mechanic of the phase is a plague you should transfer to the adds while DPS'ing the boss.
EVERYONE
GO TO AN ADD WHEN
YOU HAVE THE PLAGUE
AND WAIT FOR DISPEL
Casts a dispellable disease on a random player, causing significant damage every 5 seconds for 15 seconds.
If the target dies from this damage or the effect expires, it adds an additional stack and transfers to nearby (10yds max) targets, including mobs.
If the effect is dispelled, it reduces one stack and immediately transfers to a nearby (10yds max) unit (including mobs). Each time this effect transfers, the Lich King gains a stack of Plague Siphon.
You'll want to give the plague to the Shambling Horror to kill them without losing DPS on the boss. Have the affected players run near the Horrors before dispelling them.
Deals shadow damage to all players, with damage increasing every second. This effect dissipates when a player's health exceeds 90%.
The boss becomes more powerful through the transfer of Necrotic Plague, increasing physical damage by 2% for 30 seconds, stackable.
Each time Plague transfers, it adds one stack.
Deals shadow damage to all players, with damage increasing every second. This effect dissipates when a player's health exceeds 90%.
The boss becomes more powerful through the transfer of Necrotic Plague, increasing physical damage by 2% for 30 seconds, stackable.
Each time Plague transfers, it adds one stack.
Summons Drudge Ghouls minons. They don't have special abilities and only melee the raid.
The intermission lasts for 60 seconds.
You play it on the outer circle of the room to outrange the boss' aura.
When the intermission ends, quickly get back to the inner circle before the destruction of the outer circle
EVERYONE
MOVE AWAY FROM THE
CENTER OF THE PLATFORM
WHEN THE TRANSITION STARTS
RANGED
QUICKLY KILL THE SPHERES
BEFORE THEY CAN REACH
AND KILL ANY PLAYER.
The boss summons an ice sphere near itself, which fixates a random player and moves slowly towards them.
If it touches a player, it casts Ice Burst, which inflicts massive AoE damage and knocks players away, often off the platform.
Ranged players should kill this ASAP.
EVERYONE
QUICKLY RUN TO THE
INNER PLATFORM WHEN
THE INTERMISSION ENDS.
The boss faces a random player and casts a cone inflicting a stacking DoT to all players hit.
Make sure your raid is slightly spread to avoid stacking this DoT too much.
Deals damage to linked players every three seconds.
Inflicts some frost damage on all players within 5 yards of the sphere.
The boss summons a Raging Spirit next to a random player that must be killed.
The boss faces a random player and casts a cone inflicting a stacking DoT to all players hit.
Make sure your raid is slightly spread to avoid stacking this DoT too much.
The boss summons a Raging Spirit next to a random player that must be killed.
Deals damage to linked players every three seconds.
Inflicts some frost damage on all players within 5 yards of the sphere.
The phase ends when the boss reaches 40% HP.
In this phase, you DPS down the boss and switch onto adds to rescue a player from being thrown away.
You raid should play in the center of the room to counter the Val'kyr and Defile mechanics.
EVERYONE
WHEN AFFECTED BY DEFILE
DROP THE AOE AWAY. NEVER
EVER WALK INTO A DEFILE.
Casts Defile at a random player. After 2 seconds, they drop an AoE on the ground. Each time a player takes a damage tick from standing in the AoE, it expends very quickly, leading to a wipe. The AoE lasts for 45 seconds.
Players targeted should very quickly move away from the raid and drop the AoE as far as possible.
EVERYONE
KILL THE VAL'KYR
The boss summons a Val'kyr (3 in 25m) from above. They charge towards and pick up a random player, then seeks the shortest path to the platform's edge and flies slowly in that direction.
Once it flies off the platform, it throws the picked-up player off the platform.
Players can rescue the captured player by killing the Val'kyr before it reaches the edge.
Warlocks and Hunters should be able to come back on the platform by themselves, and thus play on the outer part of the platform.
Deals shadow damage to all players, with damage increasing every second. This effect dissipates when a player's health exceeds 90%.
Deals shadow damage to all players, with damage increasing every second. This effect dissipates when a player's health exceeds 90%.
Tank uses defensive CD. A boss heavy hitting attack debuffing the tank after 5 seconds.
During the following 5 seconds, the boss increases melee haste by 100%.
The intermission lasts for 60 seconds and is exactly the same as the Intermission 1.
The phase ends when the boss reaches 10% HP.
The boss uses all the abilities from P2 except the Val'kyrs and Infest.
Players are frequently sent to an extra room and must quickly kill or heal an add to exit. On Heroic, the whole raid is sent and the mechanic changes.
EVERYONE
WHEN AFFECTED BY DEFILE
DROP THE AOE AWAY. NEVER
EVER WALK INTO A DEFILE.
Same as P2.
Casts Defile at a random player. After 2 seconds, they drop an AoE on the ground. Each time a player takes a damage tick from standing in the AoE, it expends very quickly, leading to a wipe. The AoE lasts for 45 seconds.
Players targeted should very quickly move away from the raid and drop the AoE as far as possible.
ASSIGNED PLAYER
SOAK THE EXPLOSION
WITH DEFENSIVE OR IMMUNITY
The boss summons 10 Vile Spirits above him. They remain in the air for 30 seconds, and if they are still alive when the time expires, they will fixate random players and explode in melee.
The off tank or a player with defensive or immunity should soak most of them to avoid damage on the whole raid.
When the spirits spawn, the boss and the raid should be moved away to enable later kiting.
EVERYONE
SUPPORT MENETHIL WHEN
YOU'RE SENT TO THE ROOM.
HEALER KEEP THE PLAYER ALIVE.
The boss channels for 6s on a random player, stunning and inflicting heavy damage. If the player survives it, they are sent in the Frostmourne room.
Healers should heal Menethil there while he kills the add while DPS should focus the add before it kills Menethil. After 60 seconds, they die anyway.
Once the add is killed, the player is safely sent back to the Throne's room.
When a harvested player dies in the Frostmourne room, the boss's size increases, and it deals 200% increased damage for 15 seconds.
Allows the caster to regenerate 5000 health points per second and increases the damage dealt by the caster based on their remaining health.
Same as P2.
Tank uses defensive CD. A boss heavy hitting attack debuffing the tank after 5 seconds.
During the following 5 seconds, the boss increases melee haste by 100%.
Deals increasing shadow damage to the target over 8 seconds. Can be interrupted and dispelled.
When a harvested player dies in the Frostmourne room, the boss's size increases, and it deals 200% increased damage for 15 seconds.
Same as P2.
Tank uses defensive CD. A boss heavy hitting attack debuffing the tank after 5 seconds.
During the following 5 seconds, the boss increases melee haste by 100%.
Deals increasing shadow damage to the target over 8 seconds. Can be interrupted and dispelled.
Allows the caster to regenerate 5000 health points per second and increases the damage dealt by the caster based on their remaining health.
When the boss reaches 10% HP, a role-play phase starts, where you'll eventually get to defeat the Lich King.