Frost Deathknight raid bosses guide

Patch 9.2.5 Last Updated: 13th Sep, 2022
Kwepp Frost Deathknight Author
Kwepp

Raid Bosses

Sepulcher of the First Ones

Vigilant Guardian

Cleave
15
25
30
35
40
45
50

Legendary: Biting Cold

Covenant Recommendation: Night Fae

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Theotar the Mad Duke

Kyrian - Pelagos

Night Fae - Korayn

Notes:

At the start of this fight, it is worth holding your cooldowns until about 10-15 seconds into the encounter. You want to do this so that it gives you some time for the boss to finish its spawn animation and allow all of the adds to spawn and make their way toward you. By holding your cooldowns, you will not waste any uptime on them, and get the maximum amount of damage, which (if you are playing Necrolord) also helps your raid by timing your Abomination Limb just in time to grip all of the adds into the boss.

You always want to hold your Wraith Walk and Death’s Advance for Matter Dissolution and Deresolution. The reason why you want to hold them for these specific mechanics is because Death Knight’s main weakness is mobility and both of these mechanics require you to move away from your raid team. You also do not want to use both of them on the same mechanic, because if Deresolution targets you, and you use Wraith Walk & Death’s Advance for it, then you will not have anything ready for Matter Dissolution, which will cause some issues/make it a lot harder for you and your raid team.

If you are able to, you should try and use Anti-Magic Shell when you are detonating Spike of Creation bombs. You will immune the dot application and not take any damage. This is quite hard to do if it is not being called by a raid member (usually, we have hunters detonate them and call when they do so.)

Skolex

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord

Soulbinds:

Necrolord - Plague Diviser Marileth

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Korayn

Notes: 

You generally want to use all of your cooldowns whenever they are available for the boss. However, if you are about to stack for Ravening Burrow, you should hold them until the boss emerges, so you don’t lose uptime on your cooldowns. When the boss does emerge, you can also use Death’s Advance to immune the knockback, but be wary of the Devouring Blood pools that will spawn shortly after he emerges; sometimes, there is a delay, and sometimes it’s immediately after or during the animation.

If there are Devouring Blood pools on the floor (due to some unfortunate events for other melee players in your raid team), you can use Anti-Magic Shell and then walk over them, and this will make you immune to the damage they do.

Another niche use of Anti-Magic Shell is to use it before the boss applies Dust Flail to avoid applications of Ephemera Dust. However, this is generally not worth it as you will be clearing your stacks with Ravening Burrow before they become a problem for your healers anyway.

Artificer Xy'mox

Single Target / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Korayn

Notes:

As a Frost Death Knight, you want to be assigned to deal with the adds on the platforms (Mythic), as these adds require a high amount of AOE burst damage in a short amount of time, which Breath of Sindragosa and Frostwyrm’s Fury is perfect for.

With the current fight timings, you will want to go on the 1st platform at the begining of the fight, and then the 3rd platform later on. This means that you will have Breath of Sindragosa up for both of these platforms, ready to deal with the adds.

Death Knights can also get around a lot of mechanics in this fight, which can be very useful to your raid team. The Continuum Stasis Traps are usually a pain point in the fight if baited incorrectly (next to Wormholes). However, using Anti-Magic Shell or Icebound Fortitude will make you immune to them, which allows you to trigger the trap and deactivate it for 6 seconds while your raid team takes the Wormholes.

If you are caught out of position, you are also able to use Anti-Magic Shell to immune the DoT the Genesis Rings apply to you. This can be useful but be careful, as later on in the fight, the rings will often cross each other, and your Anti-Magic Shell will not last to cover all of the rings, which leads to death, so it is best to play the mechanic properly and use Anti-Magic Shell as a backup just in case you have a tight squeeze to get to the Wormhole in time.

Another thing to note is that Death’s Advance makes you immune to the grip from the tank mechanic Glyph of Relocation. So keep that in mind when using it, as you can make yourself immune to the grip on the platforms, so you will not be able to get back to the boss, which would be very unfortunate.

Dausegne

Single Target / Cleave
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Night Fae

Soulbinds:

Necrolord - Plague Deviser Marileth

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Dreamweaver

Notes:

This is a pretty straightforward fight, but you may want to delay your cooldowns for a few seconds if you know that a Domination Core will spawn. So don’t waste any potential cleave during your Pillar of Frost window during Breath of Sindragosa, and then 2 target cleave from Death’s Due.

The main mechanic you want to play around with in this fight is the Disintegration Halo, which spawns throughout the encounter. You are able to use Anti-Magic Shell to immune 1 of these Halos; however, later on in the encounter (when 3 rings are spawning), you want to use Soulshape to blink over the first ring, and then use Anti-Magic Shell to immune the second ring. Then you will be safe to take the third ring as normal. Depending on where the boss is positioned, you are sometimes able to immune both of the last two rings with Anti-Magic Shell, as they are usually very close to each other.

Death’s Advance is a useful ability to use when soaking Staggering Barrage, as it makes you immune to the pushback that can be problematic or cause some downtime. Make sure to use Lichborne during these barrages to mitigate some of the damage (10% damage reduction when using the Hardened Bones Conduit)

Prototype Pantheon

Cleave / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Night Fae

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Theotar the Mad Duke

Kyrian - Pelagos

Night Fae - Dreamweaver

Notes:

In this fight, you will always want to use your Breath of Sindragosa when all of the bosses are stacked together. For the first 2 phases, it will just be 2 bosses at a time, and then for the third phase, you will have all 4 active at once. Ideally, you also want to slightly delay your Breath of Sindragosa window so your Pillar of Frost will be at high stacks by the time you use Frostwyrm’s Fury on the Necromancer adds.

You will be able to keep a very high uptime on Breath of Sindragosa in this fight due to the additional ticks of Frost Fever from multiple targets and additional Runic Power generation from Death’s Due and Anti-Magic Shell during Winds. Another way to get some effortless Runic Power is to use the conduit Spirit Drain. You will be using Mind Freeze a lot throughout the entire encounter to interrupt the Archetype of Renewal and Archetype of War.

If you need to cross a Stampede, you can use Death’s Advance and ignore the knockback part of the mechanic, which is very helpful when you’re in a bad position during Hand of Destruction. After the Hand of Destruction, you can also use Anti-Magic Shell to immune the application of additional Burden of Sin stacks when getting hit by Sinful Projection’s.

Lihuvim

Single Target / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Korayn

Notes:

In this fight, you will want to use all of your cooldowns on the pull and then use Pillar of Frost for a maximum of 2 times afterward, making sure it’s off cooldown within 30 seconds at the start of the Synthesize phase (intermission). After using your cooldowns on the pull, you always want to hold your Breath of Sindragosa after the Synthesize phases.

This should set you up for the rest of the fight. Ideally, you always want to align your Breath of Sindragosa for after the Synthesize phases to maximize your AOE throughput on the adds that spawn (such as the Degeneration Automa). You should also make sure you have Frostwyrm’s Fury ready for when all of the adds are gathered up as well, alongside your Breath of Sindragosa, and ideally when you have Pillar of Frost and the Heirmirs Arsenal: Marrowed Gemstone crit buff active.

You will also gain a debuff that will change every time the boss uses Alignment Shift, and you want to make sure you have Death’s Advance ready for Cosmic Shift while you are debuffed with Harmonic Alignment (the knock). This will immune the knockback effect, which helps you get to your assigned position for the Mythic mechanic. One final note, if you are ever in the unfortunate position of having to run over Motes that have been popped, you can pre-use Anti-Magic Shell and then walk over the ground effect, completely immuning the damage it deals until Anti-Magic Shell expires.

Halondrus

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord

Soulbinds:

Necrolord - Plague Deviser Marileth

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Dreamweaver

Notes:

While this fight is relatively straightforward in terms of cooldown usage, it is essential to keep some things in mind when playing this fight, particularly with Anti-Magic Shell and Death’s Advance usage.

You can use Anti-Magic Shell for a few things in this fight, but its primary use would be to either mitigate damage from Earthbreaker Missiles or immune the Planetcracker Beam. If you use Anti-Magic Shell before entering the Planetcracker Beam, you will be completely immune to the damage and slow effect for the remainder of Anti-Magic Shell.

Death’s Advance should always be used during the intermission where you can immune the knockback from Shatter. This is particularly important for the Shatter before Earthbreaker Missiles, so you are not caught out of position for when the Earthbreaker Missiles land. You can also immune the Shatter by using Fleshcraft (when using Plague Deviser Marileth) if Death’s Advance is on cooldown.

Anduin Wrynn

Single Target / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord (mandatory for Kingsmourne phase grips)

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Korayn

Notes: 

This fight is very scripted when it comes to cooldown usage for a Frost DK. You will want to make sure you use your cooldowns at specific timings to get the most value out of your cooldowns - 

  1. On the pull, you want to use Pillar of Frost, Empower Rune Weapon and Frostwyrm's Fury (this is because you want to save Frostwyrm's Fury for the intermission. Using them on the pull will ensure they are off cooldown for the intermission while also making sure that you don't miss a usage).
  2. Use Breath of Sindragosa and your other cooldowns (Including Pillar of Frost when it's off CD) in the first Kingsmourne.
  3. Use Pillar of Frost on cooldown (it should be just after the second Kingsmourne group goes down)
  4. All of your cooldowns should line up and be off cooldown as the intermission phase starts. Use all of your cooldowns, and use Frostwyrm's Fury when the Monstrous Soul spawns (try and hit as many Fiendish Soul's as possible as well, the sooner they die, the fewer stacks of Necrotic Claws your healers will need to deal with).
  5. Use Pillar of Frost on cooldown
  6. Use Breath of Sindragosa and your other cooldowns (Including Pillar of Frost when it's off CD) in the first Kingsmourne of phase 2.
  7. Continue and do the same thing as before (point 3 onwards) 
  8. In the final phase, use your cooldowns when they are ready and ideally after you have cleansed your Hopelessness debuff, so you don't lose any uptime during Breath of Sindragosa

As a Death Knight in this encounter, you have a significant role: grip adds using Death Grip and Abomination Limb into the correct position during Kingsmourne phases. This is important because the first group has a DPS check to make and to meet it, you need to get all of the adds stacked together as soon as possible. For this, you should watch the video below, which is an example of how you should do the Kingsmourne phase as a DPS Death Knight.

You ideally want to hold Death’s Advance for key moments where you will need that extra burst of movement speed. It is best used inside the Kingsmourne phases for moving out of the group with a Wicked Star, dodging the March of the Damned to keep uptime on the Monstrous Soul, or getting into position to collect a Fragment of Hope during the last phase.

You should always try to use Anti-Magic Shell during the intermission, ideally when there are no adds alive, and you are waiting for the next wave to spawn. It will give you Runic Power to keep your Breath of Sindragosa going, and once the adds start spawning, you can use your Rime procs to apply Frost Fever to the Fiendish Soul’s that spawn, which will then start supplying you with more Runic Power. If executed correctly, you should be able to keep Breath of Sindragosa up for the entire intermission.

This fight is very heavy on your healers, and you will often run into some trouble during Befouled Barrier and Hopebreaker combos. You should hold your Icebound Fortitude and Lichborne for moments like this. It would be best to use your Anti-Magic Shell on the Hopebreaker during the Kingsmourne phase to mitigate the damage and extend your Breath of Sindragosa.

Lords of Dread

Cleave
15
25
30
35
40
45
50

Legendary: Biting Cold / Rage of the Frozen Champion

Covenant Recommendation: Night Fae

Soulbinds:

Necrolord - Bonesmith Heirmir

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Dreamweaver

Notes:

As a Frost Death Knight, most of your damage will come from your Breath of Sindragosa and Remorseless Winter during Unto Darkness. With that in mind, you want to use Pillar of Frost on the pull with Remorseless Winter. It would be best to use Breath of Sindragosa once you have gripped in the Inchoate Shadow and when the boss is casting Swarm of Decay / Swarm of Darkness. Your Pillar of Frost will come off cooldown midway through the Swarms, so you will still get maximum uptime on all of your cooldowns during the Swarm. After that, use Pillar of Frost on cooldown and save your Breath of Sindragosa for the next Unto Darkness.

Remorseless Winter is also a significant portion of your damage in this fight, so you want to maintain 10 stacks of Gathering Storm as much as possible. Usually, you will be able to use Remorseless Winter around 3-4 seconds before Unto Darkness, so you want to use it early and stack it up to be at high stacks when the boss casts Unto Darkness. You should do your best to keep extending Remorseless Winter until it is off cooldown again. Doing this will result in a substantial amount of boss damage. I also hate to say this, but external cooldowns like Power Infusion help extend Remorseless Winter and maintain Gathering Storm stacks, so consider asking for one if you don’t mind sounding like a Warlock player.

This is quite a straightforward fight mechanics-wise. When running out to bait Slumber Cloud casts, you ideally want to have Death’s Advance ready, which makes it easier for you to deal with the mechanic and give you more uptime.

Make sure to keep track of the health of the Inchoate Shadow add; when it reaches max health, it will gain the buff Fully Formed, and you will want to grip this add into the boss right after, so then your raid can cleave the add down with the bosses. Death’s Reach is a very strong talent for this scenario and should always be taken due to the increased Death Grip range.

If you need to, you can use Lichborne and Anti-Magic Shell to walk over Slumber Cloud’s without getting put to sleep. This is helpful if you get a Fearful Trepidation debuff and don’t have enough room to move behind melee without walking into Slumber Cloud’s.

Rygelon

Single Target / Cleave
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Night Fae

Soulbinds:

Necrolord - Don’t play Necrolord 

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Korayn

Notes:

This is a pretty straightforward fight. You will want to use your cooldowns as soon as they are available. During the cooldowns, you should angle yourself, so you are hitting the boss from behind (avoiding parry) and cleaving the Collapsing Quasars with Breath of Sindragosa. Holding Death’s Due a few seconds can be worthwhile if you know the boss will be moving soon to a spot where there will be 2 target cleave. A couple of examples would be during intermission when you move to soak the Unstable Cores or just after the intermission when you move the boss to the next Unstable Matter (where shortly after, Collapsing Quasars will spawn).

A general rule on this fight is to make sure to proc First Strike as much as possible, especially during Breath of Sindragosa. If the further Collapsing Quasars look healthy, you can use a Rime proc on them to proc First Strike. If not, then when consuming a Killing Machine proc, you can turn your character around as soon as the Obliterate animations starts, and shoot the Glacial Advance proc from your 4 set bonus Arctic Assault into the Collapsing Quasars that are not in range of your Breath of Sindragosa. There is a 0.5-second delay between the start of your Obliterate animation and then the 4-set bonus Arctic Assault proccing its effect (shooting out a Glacial Advance), so use this to your advantage when possible.

Death’s Due does a lot of work in this fight because it will give you the 2 target Obliterate cleave on the boss & the Collapsing Quasars, which is a significant boost to your throughput, as well as making you a strong class for dealing with nearby Collapsing Quasars.

Before the Massive Bang cast, you can use Death’s Advance to become immune to the pull-in effect, making it a lot easier to get to your assigned Unstable Matter Field. Once you go into The Singularity phase, each Unstable Matter Field will create a harmful ground effect called Cosmic Radiation which expands over time. You do not want to move out of these immediately, though, as additional bombardments land just ahead of these zones, so you will want to take a couple of ticks from Cosmic Radiation before going to the middle of the room to soak the Unstable Cores. You should use Anti-Magic Shell before the Cosmic Radiation ground effect goes beneath your character. Doing so will make you immune to all effects and the damage it deals while Anti-Magic Shell is active.

*Also, the reason why you do NOT play Necrolord on this fight is because Abomination Limb will grip the Collapsing Quasars, which will then grip them into the boss, which will then trigger Quasar Radiation (which wipes the raid)* 

The Jailer

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Covenant Recommendation: Necrolord

Soulbinds:

Necrolord - Plague Deviser Marileth

Venthyr - Nadjia The Mistblade

Kyrian - Pelagos

Night Fae - Dreamweaver

Notes:

Throughout this encounter, you will need to deal with the mechanic Torment, which you can immune by pre-using Anti-Magic Shell before the debuffs go out, giving your raid more room to spread and allowing you to stay underneath the boss, safe from other Torments. You will not be able to immune every Torment, so be prepared to still play this mechanic when you don’t have Anti-Magic Shell.

Another mechanic you will be dealing with throughout this encounter is the knockback effect from Decimator, which can cause many issues if you are in a bad spot (next to a hole). However, Death Knights can immune most of these knockbacks with either Death’s Advance or by using Fleshcraft during the end of the cast (when using Plague Deviser Marileth).

During phase 1, you should always make sure you have either Death’s Advance or Wraith Walk off cooldown for Rune of Damnation so you can make it to a hole in time (Death’s Advance does NOT make you immune to the knock-up effect from Rune of Damnation). Cooldown usage for Phase 1 can be quite awkward for Frost, so you will generally have weaker Breath of Sindragosa windows during this phase due to either Rune of DamnationChains of Oppression & Relentless Domination.

In phase 2 you can only lose Breath of Sindragosa if Rune of Compulsion targets you, so before using Breath of Sindragosa, wait until this mechanic has gone out so not only do you avoid risking your Breath of Sindragosa, but you will also have solid cleave to burst down the players that do get affected by this mechanic. If you are afflicted with Rune of Compulsion, make sure to remove Death’s Advance (otherwise, you will sprint like Usain Bolt straight to the edge of the platform).

For phase 3, you will want to align your Breath of Sindragosa to be ready for the Torments, holding your cooldowns until the first set of Torments. Each Torment will spawn a Tormenting Echo in this phase, so you want to have as much burst damage on them as possible. Your raid will eventually run out of crowd control/interrupts to deal with them, so Breath of Sindragosa will provide a lot of burst for dealing with these adds. Using your cooldowns at this time will make them available mid-way through the second set of Torments and the final push to 10% before the boss starts walking towards Azeroth (soft enrage for this phase). If you have enough DPS to skip the second set of Torments, this point doesn’t matter, but you should still use your cooldowns like this anyway to deal with the first set of Torments.

In the final phase, you want to hold your Death’s Advance for soaking the tank frontal Meteor Cleave to make you immune to the knockback, and Wraith Walk for Torment when you do not have Anti-Magic Shell (it’s very important to get out of the way of the DefileTorment leaves after. Otherwise it will cause a wipe).

Sanctum of Domination

The Tarragrue

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: The Wraith Walk talent is a good choice if you need to hide quickly from Hungering Mist.

If you get feared by Unshakeable Dread you can use Lichborne.

You can avoid getting stunned by Chains of Eternity with Icebound Fortitude.

Eye of the Jailer

Multi Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: You can use your Anti-Magic Shell + Death's Advance to cross the Annihilating Glare.

(Mythic Difficulty only) You can use Anti-Magic Shell to reset the stacks of Scorn and Ire.

The Nine

Multi Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: Death's Advance can be used to run out from Wings of Rage.

You can grip the Formless Mass.

(Mythic Difficulty only) You can use Anti-Magic Shell while the Fragments of Destiny jump on you to avoid the debuff.

Remnant of Ner'zhul

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: You can use Death's Advance to avoid the knockback once Malevolence is dispelled.

Soulrender Dormazain

Single Target / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: Death Grip and Abomination Limb (Necrolord only) can be used to regroup the Mawsworn Agonizers.

Painsmith Raznal

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: You can use your Anti-Magic Shell during the intermission to avoid a lot of damage.

Guardian of the First Ones

Single Target
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Your Anti-Magic Zone can be really useful to reduce the damage taken from Purging Protocol or Obliterate.

Fatescribe Roh-Kalo

Single Target / AoE
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: You can use Death Grip on the Shade of Destiny.

(Mythic Difficulty Only) You can cross the filaments without taking any damage with Anti-Magic Shell.

Kel'Thuzad

Single Target / Cleave
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

Notes: While inside the Phylactery, you can use Anti-Magic Shell to reset the stacks of Sinister Miasma.

You can grip the Frostbound Devoted.

If you use Anti-Magic Shell while soaking the Frost Blast, you won’t get rooted. You can also use Wraith Walk to remove the root.

Sylvanas Windrunner

Single Target / Cleave
15
25
30
35
40
45
50

Legendary: Rage of the Frozen Champion

You can use Death's Advance to avoid to pull mechanic of Domination Chains.

You can cross the Haunting Waves in phase 2 without taking any damage with Anti-Magic Shell.

Castle Nathria

Shriekwing

Single Target
15
25
30
35
40
45
50

Legendary: Koltira's Favor

The Wraith Walk talent is a good choice if you need to line of sight quickly.

At the start of the intermission, when Shriekwing is casting Blood Shroud, you can continue DPSing the boss until the knockback happens.

Huntsman Altimor

Multi Target
15
25
30
35
40
45
50

Legendary: Koltira's Favor

Your Death Grip can be used to pull the Shades of Bargast into the raid once they have enough stacks.

You can use your Asphyxiate at the end of a Shades of Bargast’s cast to interrupt it.

Try to keep your Frost Fever on the boss and the hound, but avoid applying DoTs to the Shades of Bargast when they are crowd controlled.

Sun King's Salvation

AoE / Cleave
15
25
30
35
40
45
50

Legendary: Koltira's Favor

You can use your Abomination Limb (if you are Necrolord) or your Death Grip to grip some Occultists at the start of the fight in melee. You can also grip the phoenixes and slow them with Chains of Ice.

Try to avoid using your Abomination Limb during the Shade of Kael’thas phase because it can grip the phoenixes into the raid.

Keeping your Breath of Sindragosa (if talented), Pillar of Frost, Empower Rune Weapon and Frostwyrm's Fury for the Shade of Kael’thas phase is really important, especially on Mythic difficulty when you need high damage to break the Unleashed Pyroclasm cast.

Artificer Xy'mox

Single Target
15
25
30
35
40
45
50

Legendary: Koltira's Favor

You can clear the traps by using Anti-Magic Shell or Icebound Fortitude.

You can run into your Fleeting Spirits with your Anti-Magic Shell in order to soak it.

Death's Advance can be used to prevent the pull mechanic of Annihilation. 

If someone is getting mind controlled you can use Death Grip on them, making it easier to DPS them in melee range.

You can use your Anti-Magic Zone to reduce the damage of Glyph of Destruction.

Hungering Destroyer

Single Target
15
25
30
35
40
45
50

Legendary: Koltira's Favor

You can stay in melee range and soak your own orb with Anti-Magic Shell.

Your Anti-Magic Zone can be useful during the Consume ability.

Death's Advance can be used to prevent the pull mechanic of Consume.

Lady Inerva Darkvein

Single Target / Cleave
15
25
30
35
40
45
50

Legendary: Koltira's Favor

You can pre-immune the application of the Concentrated Anima debuff. You need to use your Anti-Magic Shell when the Boss casts Concentrated Anima, if the debuff was supposed to be on you, you will not have it and you will have 1 less add to deal with.

Anti-Magic Zone can be placed to cover all people affected by Concentrated Anima.

The Council of Blood

Single Target / Cleave
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Legendary: Koltira's Favor

(Mythic Difficulty only) Anti-Magic Zone can be used to reduce the damage of Dancing Fever.

Try to have your Frost Fever on all the targets since it gives you Runic Power.

You can Death Grip the Begrudging Waiters into melee so they will take more cleave damage.

Sludgefist

Single Target
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Legendary: Koltira's Favor

Death's Advance can be used to prevent the knock-back from Colossal Roar. Sludgefist uses this ability when he enters combat so use it on pull.

Try to save your offensive cooldowns for Destructive Impact. You can also save 20 stacks of Cold Heart for this phase.

Stone Legion Generals

Multi Target
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Legendary: Biting Cold

Both Anti-Magic Shell and Icebound Fortitude can be used to prevent and get out the Crystalize if you are targeted with it.

Icebound Fortitude can be used to remove the stun from the Ravenous Feast of the Stone Legion Goliath and reduces the damage taken.

You can pre-immune the application of the Heart Rend debuff from Kaal. You need to use your Anti-Magic Shell when the Boss casts Heart Rend, if the debuff was supposed to be on you, you will not have it. If you didn't have Anti-Magic Shell available and you got the debuff, you can use it once it’s back when a healer is dispelling you or at the end of the debuff to prevent the application of Heart Hemorrhage.

(Mythic Difficulty only) Death Grip can be used to grip Stone Legion Skirmisher.

(Mythic Difficulty only) Death's Advance can be used to prevent the knockback from Volatile Anima Detonation and the pull mechanic of Stonegale Effigy.

Sire Denathrius

Single Target / Cleave
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Legendary: Koltira's Favor

Try to save a Rime proc when the Echoes of Sin are spawning.

You do not need to soak any Cleansing Pain during Phase 1 since the stacks will not slow you below 70% thanks to the passive of Death's Advance. You can also use Death's Advance just before the Intermission to have 100% movement speed while you need to run through the middle of the room.

Death's Advance can be used to prevent the knock-back from Shattering Pain and Crescendo.

(Mythic Difficulty only) Try to save your Anti-Magic Shell for every Blood Price in P1 and P3 since it deals a lot of damage.