Kel'Thuzad (boss)


 * ''For the minion card of the same name, see Kel'Thuzad. For other appearances, see Kel'Thuzad (disambiguation).

Kel'Thuzad is a boss found in the Curse of Naxxramas adventure. He is the second boss of the adventure's fifth wing, the Frostwyrm Lair, and the final boss of the adventure.

Kel'Thuzad also serves as narrator for Curse of Naxxramas, providing introductory and concluding remarks for each boss battle, as well as additional mid-fight comments in some encounters. For transcriptions, see individual boss pages, e.g., Maexxna.

Decks
The below classes are listed purely for reference, and have no effect on the boss' use of the cards during the battle.

Phases
Kel'Thuzad has two "phases", each with its own hero power. He starts in Phase 1 and will enter Phase 2 immediately as soon as all of his Armor is gone, even if this happens in the middle of the player's turn, without allowing the player to take any further actions, as he will strike the End Turn button with a bolt of lightning. This makes it a good idea to take all desired actions before removing his last point of Armor. Kel'Thuzad is also capable of switching to Phase 2 preemptively ("Fool! You have spread your power too thin!") at turn 11.

When Kel'Thuzad enters Phase 2, his hero power will change to Chains (Normal/Heroic), and he will summon 2 Guardian of Icecrown (Normal/Heroic).

Special card interactions
If a player uses Animal Companion during the encounter, Mr. Bigglesworth will be summoned in place of the usual uncollectible Beasts. It is possible to have multiple Mr. Bigglesworths on the board at one time.
 * Animal Companion

If Mr. Bigglesworth is given Taunt, Kel'Thuzad is able to ignore it and will be able to attack your other minions or hero instead. This is "very much intended".

If you manage to transform Kel'Thuzad into a different hero, such as Lord Jaraxxus or Ragnaros the Firelord, Animal Companion will spawn a regular Beast companion.

If you use Call of the Wild during the encounter, all 3 Animal Companions will be summoned alongside Mr. Bigglesworth

Heroic strategy
Whatever deck you use will have to accelerate threats quickly.

Don't give up if you've still not won after a day of trying. The card back reward is a true achievement.

Priest
A pretty easy way to win is to load up on Taunt, Deathrattle, and healing. For example, this basic deck works very well: 2x Power Word: Shield 2x Northshire Cleric 2x Undertaker 2x Zombie Chow 2x Divine Spirit 2x Shadow Word: Pain 2x Haunted Creeper 2x Unstable Ghoul 2x Dancing Swords 2x Deathlord 2x Sen'jin Shieldmasta 2x Holy Nova 1x Feugen 2x Sludge Belcher 1x Stalagg 2x Lord of the Arena

Paladin
An Aggro/Midrange Paladin build also works pretty well. In Phase 2, the Equality + Consecration combo or Aldor Peacekeeper are good choices to deal with the Guardians of Icecrown and preserve your board, while using Reinforce as often as possible will help neutralize the power of Chains by increasing the probability that it only gives Kel'Thuzad a 1/1 Silver Hand Recruit.

Mage
A mage build is recommended, but it is likely that the boss Health total exceeds what the Freeze Mage build is capable of. To compensate, bring minions that get double value against Kel'Thuzad's dizzying array of removal.

Include the maximum quantity of the following cards in the deck: Mirror Image, Mana Wyrm, Frostbolt, Mad Scientist, Sorcerer's Apprentice, Counterspell, Duplicate, Mirror Entity, Vaporize, Kirin Tor Mage, Fireball, Polymorph, Ethereal Arcanist, Blizzard, Flamestrike.

It is absolutely critical to be placing minions within the first two turns. Aim to get the Wyrm or Apprentice with Mirror Image in the starting hand, and hope that Secret synergy is to follow. Kel'Thuzad will coin a Shade of Naxxramas or Skeletal Smith if he has the option; in the best case scenario, you'll Frostbolt the Smith.

Play Kirin Tor Mage or Mad Scientist next. When these trigger, Duplicate and Vaporize are the best early-game results. If Mirror Entity appears instead, use the minion that it copies to apply more pressure to boss armor. The exceptions to this rule are Zombie Chow, which should be traded favorably before Kel'Thuzad begins to lose life, and Dark Cultist, who is on 'shade duty'. Leaving either of these minions, or a Scientist, at 1 Health is desirable, since you will want to bait out Frost Shock before the end game.

At the transition point -- just before the last armor point is lost -- attempt to have at least four minions on your side with Counterspell in play. This is an attempt to negate Blizzard and in so doing, enter the end game with a heavy-hitter, one disposable Scientist or Apprentice, and some Mirror Entities. Use your own Blizzard or Flamestrike the next turn if all has occurred as described, and throw your weakest guy at a Guardian of Icecrown. If an Abomination or Sludge Belcher appeared instead, Polymorph it while bringing out another 1-3 cost minion. Finish off the remaining Guardian with your Hero Power the turn after that.

Make hard decisions to adapt to the following situation. You might have to hold back some 'face damage' if a Taunt is at one health, and you might have to let trash run loose in the party if board-clear will mop them up next turn. Do what you can to save those Fireballs for the killing round.

Warlock
A pre-Naxx Zoolock is also a cheap viable way of defeating Kel'Thuzad.

Try aiming for as many 1-2 cost creatures as you can, especially creatures that buff the damage of other minions. Having a Soulfire in the starting hand is a big advantage and will help you secure the board.

To win easily you need to rely on the boss not drawing Twisting Nether or Blizzard. Don't be afraid to flood the board, if he draws AoE removal it is likely that you will lose regardless.

The strategy runs around killing him as fast as possible, and you should be able to win around turn 10-14. Make sure you have a clear board and a way to do 5x2 damage when you clear his armor or at turn 10, after that make sure that everything you play you can kill on the next turn, or his hero power can end your run.

Majordomo Executus
The release of Blackrock Mountain added rather simple way to deal with this boss. Kel'Thuzad will eagerly try to take control of Majordomo Executus, disregarding his Deathrattle. This strategy involves "feeding" Kel'Thuzad with Executus and killing both of them on the next turn. One example would be a Priest deck involving a Shadow Word: Death and 2x Mind Blast played the turn after Executus switches teams.

Decklists

 * Hearthpwn.com - The Frostwyrm Lair Heroic Boss Deck Guides
 * Hearthhead.com - Decks to Defeat Heroic Kel'Thuzad

Defeating all bosses
As the final boss in the adventure, defeating Kel'Thuzad also unlocks the following reward:

Dialogue
Before match
 * Kel'Thuzad
 * ''This next fight will not be easy. I hear the boss is ALL POWERFUL... and very handsome.

Introduction
 * General
 * ''We finally meet.
 * Anduin - "The Light shall bring victory!"
 * ''How naive! Don't you remember what happened to Uther?
 * Garrosh - "Victory or Death!"
 * ''Really? Death it is, then.
 * ''Is this a trick question? Looks like death for you!
 * Gul'dan - "Your soul shall be mine!"
 * ''Well, someone's soul shall be someone's.
 * Jaina - "You asked for it!"
 * ''I most certainly did NOT. You barged into MY floating necropolis!
 * Malfurion - "I must protect the wild!"
 * ''The wild? Then what are you doing in Naxxramas?
 * Rexxar - "Let the hunt begin!"
 * ''Be my guest.
 * Thrall - "For Doomhammer!"
 * ''You're fighting for a hammer? Ok then.
 * Uther - "I will fight with honor!"
 * ''...and I will fight with huge minions and devastating spells. Good luck!
 * Valeera - "Watch your back."
 * ''Ok. I. Will.

Emote Response
 * '''Hello
 * ''Do you often greet people who are trying to kill you?
 * '''Oops
 * ''Indeed.
 * '''Sorry
 * ''It's ok, interloper, we all make mistakes.
 * '''Thanks
 * ''You're... welcome?
 * '''Threaten
 * ''Oh, I'm so scared!
 * '''Well Played
 * ''Of course I played well. I'm Kel'Thu-freaking-zad!
 * '''Wow
 * ''I am seething with anger. SEETHING.

Hero Power
 * Kel'Thuzad
 * ''I will freeze the blood in your veins!
 * ''Your soul is bound to me now.
 * ''There will be no escape.

Idle
 * Kel'Thuzad
 * ''My patience is limited.

Slaying Mr. Bigglesworth
 * Kel'Thuzad
 * ''No!!! A curse upon you, interloper!

Phase 2
 * Kel'Thuzad
 * ''Fool! You have spread your power too thin!
 * No! Your turn is over. *MY* turn now. (if you bring down his armor)

Summoning Guardians of Icecrown
 * Kel'Thuzad
 * ''Be free, my minions!

Death
 * Kel'Thuzad
 * This is not the end!!! There is still heroic mode! (Normal)
 * NooooOooOOOooo!!! (Heroic)

Defeat
 * Kel'Thuzad
 * ''Victory for Kel'Thuzad! Did you hear that Bigglesworth?!
 * ''Give me a K! Give me a T! What's that spell?
 * ''I just completed a quest to destroy an interloper! 40 gold, yes!
 * ''Victory tastes so sweet... Like a milkshake. No, maybe more like a bar of chocolate.
 * ''My power is overwhelming! And yet, I did not die horribly at the end of the turn.

In Curse of Naxxramas

 * ''The archlich known as sits at the seat of power within, coordinating the normally mindless  into a fighting force for the . In his mortal days, Kel’Thuzad was once a powerful human mage and high-ranking member of the , working under the great Archmage Antonidas, leader of the Kirin Tor at the time. The Kirin Tor had a wealth of secrets and knowledge at their disposal, and Kel’Thuzad spent countless hours devouring every bit of knowledge he could get his hands on—even the darkest and most unthinkable of arcane arts, such as necromancy. He became increasingly more reclusive and shunned by his peers the further he delved into forbidden magic.


 * ''The Lich King sought out most powerful and ambitious individuals to bend to his will, sending out a mental summons to those he thought could easily be swayed by the promise of power. Kel’Thuzad was the first to answer the Lich King’s call. He saw the power the Lich King held over the undead and desired such power for his own, so he offered his services as a mage to the Lich King in whatever manner he desired. After a long, tortured journey to the frozen wastes of Northrend, Kel’Thuzad knelt at the feet of the Lich King and offered him not just his loyalty, but his soul as well.


 * ''"As my lieutenant, you will gain knowledge and magic to surpass your most ambitious dreams. But in return, living or dead, you will serve me for the rest of your days. If you betray me, I shall make you into one of my mindless ones, and you will serve me still.”


 * The Lich King’s words were both a threat and a promise. Kel’Thuzad would become his lieutenant, carrying out the Lich King’s whims, but in return he would gain power beyond his wildest dreams. Kel’Thuzad accepted these terms… as if he had much of a choice in the matter.

In World of Warcraft

 *  was once a human mage of the . He went on to become the founder of the and one of the principal agents of the  responsible for the spreading of the  across . After bringing the plague to Lordaeron, he was slain by the paladin . When Arthas became a, he resurrected Kel'Thuzad as a lich so he could summon  into Azeroth. Following Arthas' departure for , Kel'Thuzad was left to command the  of Lordaeron from his necropolis, . Following his first defeat, he and his necropolis moved to Northrend.

Trivia

 * Kel'Thuzad only has custom replies for the nine classic heroes. He does not reply to alternate heroes, so the match just opens with Kel'Thuzad's "We finally meet" followed by the hero's opening remark.

Patch changes

 * Added.