Boss Guide

Kil´jaeden

World of Moudi Boss Guides
Background
Since striking the bargain that chased the draenei into the stars, Kil´jaeden believed the Legion could
not be stopped. Yet, none of his deceptions have prevented you from reaching his critical moment.
Infuriated that Sargeras promise of victory has never come to pass, the demo lord prepares to face you
himself, for a final battle that will shape Azeroth´s destiny forever.

Overview
The fight takes place at a spaceship.
This fight is divided in 3 phases and 2 intermissions. You will fight boss on all three phases and during
the intermission 1, you need to handle mechanics and in intermission 2, you need handle mechanics
and kill adds asap.
Phase 1 – The Betrayer
During this phase you will fight boss and at the same time soak meteors that will otherwise do loads of
damage or kill the raid.
A big orb will land in the middle of the platform that does tons of damage and a huge knockback.
Players must stand close to the orb (you die if you stand under it) so they don´t get knocked back out
of the platform.
On heroic mode, adds will spawn (copies from players) that do raid damage.
Intermission: Eternal Flame
Intermission 1 starts at 80% boss health
During this intermission, the boss will fly up in the air and you need to handle mechanics and survive
since boss will put a buff on him that makes him take 99% less damage.
The boss will still use 1 ability (2 in heroic) from phase 1: Armageddon and Rupturing Singularity
(Heroic).
Phase 2 – Reflected Souls
Everything that happens in phase 1 and Intermission phase will happen on phase 2. In normal mode,
boss will also do Shadow Reflection (adds).
Intermission: Deceiver´s Veil
Intermission 2 starts when boss has 40% health.
During this intermission, the boss makes the entire platform dark which makes you not able to target
any player or enemy further than 8 yards.
Boss will summon waves of Shadowsoul adds. Killing these adds will remove the darkness.
Illidan will enter the fight and give you his ability to see in darkness, standing close to him will let you
target players and enemies within 40 yards instead of 8. But standing close to him will also out a
damage debuff on you.
Phase 3 - Darkness of a Thousand Souls
Phase 3 starts after you have killed all adds and darkness is gone from the platform.
During this phase you will attack boss while a rift will spawn from time to time. This rift will try to
pull you in. The rift is good and bad for you. The good news is that also sucks in shadow bolts and fire
pools, but the bad news is that it does damage on you when you stand close to it.
You will also dodge Fel energies from obelisks that spawns around the platform and explode after a
while.
On heroic mode, a fire ball spawns that will chase closest player, and that player needs to kite the orb
around before getting hit by it because, the longer time you kite, the less is the fire pool that falls on
the ground after impact. The shorter time you kite, the bigger pool, and probably it will be as big as
the platform.

Platform
To understand the fight and this guide the best way. I have divided the platform in 3 circles.
Circle 1 – The small inner circle in the center.
Circle 2 – The bigger circle surrounding the small one.
Circle 3 – The outer circle
Positioning
Phase 1
Tanks
One tank in front of boss
Off tank behind boss
Tank boss above the circle 2.
Raid
Entire raid inside circle 2.
Run out when soaking meteors from Armageddon only.
No players in front of boss except for tank.

Intermission Phase: Eternal Flame
Raid
Spread out around circle 3 and spread at least 15 yards from each other.
Phase 2
Tanks
One tank in front of boss
Off tank behind boss
Tank boss above the circle 2.
Raid
Spread out around circle 3 and spread at least 15 yards from each other.
No players in front of boss except for tank.

Intermission phase – Deceiver´s Veil
Raid
Stack in the middle, then stand close to Illidan to get Sightless Gaze
Phase 3
Same as phase 2.
Abilities and Tactics

PHASE 1 – The Betrayer
During this phase you will fight boss and at the same time soak meteors that will otherwise do loads of
damage or kill the raid.
A big orb will land in the middle of the platform that does tons of damage and a huge knockback.
Players must stand close to the orb (you die if you stand under it) so they don´t get knocked back out
of the platform.
On heroic mode, adds will spawn (copies from players) that do raid damage.
Boss has 3 Abilities (4 in Heroic mode)
Felclaws
Boss is empowered for 9 seconds.
Each melee hit on Tank puts a stacking debuff.
Debuff: takes 40% more physical damage for 25 sec and stacks.
Heroic mode: The Felclaw hits every player stadning in a cone in front of the boss.
Tactic: Felclaws
Tank swap after the boss is done doing Felclaw (takes 9 seconds).
Tank swap after every Felclaw.
Heroic: Off tank behind boss (no one in front of boss except main tank).

Rupturing Singularity
Boss drops an orb in the center of the platform.
Players struck by the orb dies directly (>100 million damage).
All players suffers 1 million damage, no matter distance from the orb.
This also does a knockback.
Tactic: Rupturing Singularity
The orb travels slowly before it hits the ground on circle 1, the small
Stand between circle 1 and circle 2, in this way, you will not get hit by the orb, and you will not get
knocked out of the platform.
Singularity on phase 2: It seems that this orb lands on positions as well. Stand next to the orb and
position yourself so your knockback will still let you land on the platform. Do NOT stand under the
orb.
Armageddon
Boss will cast 2 different meteors on a random location, one is called Armagedon Rain, and the other
one is called Armageddon Hail.
Armageddon Rain
The meteor lands on the ground 7 seconds after the boss casts it.
The impact does high fire damage and also a stacking debuff that does fire damage every 2 seconds for
1 min on players being hit.
If no one is hit by the meteor, it does Armageddon Blast: All players take double the damage from
impact and debuff.
Armageddon Hall
The meteor lands on the ground 7 seconds after the boss casts it.
The impact does very high physical damage (>14 million) and also a stacking debuff that does
physical damage every 2 seconds for 10 seconds.
If no one is hit by the meteor, it does Armageddon Blast: All players take double the damage from
impact and debuff.
Tactic Armageddon
Argageddon Rain
These are small and several on the platform.
Have selected players handling the Armageddon Rain.
Several player runs to the each impact location and takes the hit every time it comes.
Select players with fast movement and good defensive abilites to minimieze the extra healing.
Armageddon Hall
This is the big one on the platform.
Off tank runs to the impact of the big meteor.
Use defensive cooldown before you get hit.
The tank swap is syncronized with the Felclaws, meaning, tank swap after each Felclaw debuff.
If any players got Immunity abilities such as paladin bubble, they can be back up to soak as well.
Heroic mode: Shadow Reflection
Boss targets random players.
Targeted players gets a circle around them.
After 8 sec, the targeted players gets a copie of themselfes that is hostile.
The copie casts Erupting Deadflame all them time.
Erupting Dreadflame does fire damage to all players.
Each time its casts it gets a stacking buff called Eruption, that increase damage done by 60%.
Each time it casts it will give other compies within 20 yards a the Eruption buff as well.
Tactic: Shadow Reflection
Targeted players must stack up on middle (Raid will be in the inner middle circle, so no much
movement is needed).
All dps must focus on copies only and AoE kill them.
Each cast the copie does takes about 9-10 seconds, meaning, they must die before they cast it a second
time. So you have 18 sec to AoE them down, which is plenty of time.
Intermission phase: Eternal Flame
Intermission 1 starts at 80% boss health
During this intermission, the boss will fly up in the air and you need to handle mechanics and survive
since boss will put a buff on him that makes him take 99% less damage.
The boss will still use 1 ability (2 in heroic) from phase 1: Armageddon and Rupturing Singularity
(Heroic).
Bursting Deadflame
Boss targets several random players.
After 5 seconds he does High fire damage to the targeted players.
Any other player within 15 yards will take same damage as well.
Tactic: Bursting Deadflame
At the start of this phase, all players are spread around the outer circle.
All players stand spread from each other at least 15 yards.
There is a circle around targeted players that other players shouldn’t be inside.

Focused Deadflame
Boss targets a random player (arrow above its head).
After 5-6 seconds, the boss casts a fireball on that player that does >6 million fire damage.
Any player between boss and targeted player will share that damage.
Heroic mode: Player taking damage from this will explode and take 1 million fire damage.
Players within 5 yards will also take the same damage.
Tactic: Focused Deadflame
Always check where the boss is since he changes positions when flying in the air.
At least 3-4 players stand between boss and targeted player.
You have 5 seconds to position yourself to help soak the damage.
Closest players to the targeted player should do it.
Heroic mode: Stand at least 5 yards from each other when soaking the damage.
Nether Gale
Boss takes 99% less damage during this phase.
Tactic: Nether Gale
This interphase (intermission) is just about handling the mechanics and survive until phase 2 starts.
Phase 2 – Reflected Souls
Phase 2 starts after boss has done his abilities in intermission phase (no way to speed up intermission
phase)
In this phase, you will have all the abilities from phase 1 and the intermission phase (see above for
tactics and positioning).
Normal mode will also have the boss ability: Shadow Reflection (Heroic mode have this in phase 1
and phase 2).
Intermission Phase – Deceiver´s Veil
Intermission 2 starts when boss has 40% health.
During this intermission, the boss makes the entire platform dark which makes you not able to target
any player or enemy further than 8 yards.
Boss will summon waves of Shadowsoul adds. Killing these adds will remove the darkness.
Illidan will enter the fight and give you his ability to see in darkness, standing close to him will let you
target players and enemies within 40 yards instead of 8. But standing close to him will also out a
damage debuff on you.
Deceiver´s Veil
Boss puts a debuff on every player (Deceiver´s Veil).
The debuff restricts you from targeting friendly players and hostile adds that are further than 8 yards
from you.
The longer time you are in the darkness (longer time you have the debuff), the more healing you will
absorb (less healing you can take).
Adds: Shadowsoul
Boss summons several special adds called Shadowsoul.
These adds do low shadow damage to all players periodically.
Illidan
Illidan flies into the platform during this phase.
Players standing within 8 yards of Illidan will get Illidan´s Sightless Gaze.
The Sightless Gaze allows you to see and hit enemies within 40 yard radius.
The Sightless Gaze allows you to heal other players within 40 yard radius.
Players with Sightless Gaze will also suffer fire damage every 1 second for 20 second.
Tactics: Intermission phase
Raid
Stack on the middle of the platform before Illidan comes.
Have one player that runs fast to find Illidan.
Raid stacks on Illidan when he is found.
Healers
Use healing AoE cooldown.
Dps
Kill the Shadowsoul adds fast.
PHASE 3 – DARKNESS OF A THOUSAND SOULS
Phase 3 starts after you have killed all adds and darkness is gone from the platform.
During this phase you will attack boss while a rift will spawn from time to time. This rift will try to
pull you in. The rift is good and bad for you. The good news is that also sucks in shadow bolts and fire
pools, but the bad news is that it does damage on you when you stand close to it.
You will also dodge fel energies from obelisks that spawns around the platform and explode after a
while.
On heroic mode, a fire ball spawns that will chase closest player, and that player needs to kite the orb
around before getting hit by it because, the longer time you kite, the less is the fire pool that falls on
the ground after impact. The shorter time you kite, the bigger pool, and probably it will be as big as
the platform.
Darkness of a Thousand Souls
During the entire phase 3, the boss will periodically shoot shadow bolts at all players that does 3
million damage instantly, and more than half a million damage every 2 seconds.
Tactic: Darkness of a Thousand Souls
Raid
Run close to the Rift that is created on the side of the platform.
Make sure you are so close that you get the Gravity Squeeze debuff.
In this way, the shadow bolts will pass you and get sucked into the rift instead.
Use defensive cooldowns when you have the Gravity Squeeze debuff since it does damage over time.
Healers
Use healing cooldowns when players run close to the rift.

Demonic Obelisk
Boss summons adds (Obelisks) around the platform.
After a short time they will detonate and splash out fel energy passing the platform?
Affected player will take 2< million fire damage and does a knockback.
Tactic: Demonic Obelisk
Tanks
Tank boss in the middle.
Dodge the fel energy
Raid
Stand around center of the platform behind boss (if boss casts Bursting Deadflame when obelisks are
out, make sure players are spread 15 yards from each other)
Dodge the fel energy when Obelisks blow up.
Tear Rift
Boss creates a rift near the edge of the platform. This rift does 3 things:

1) Pulls players close to the rift.
players close to the rift will take high shadow damage every 1 second, called Gravity squeeze.
2) Sucks in the Shadow bolts from Darkness of Thousand Souls if players are close to the rift.
Close to the rift means that players have Gravity squeeze debuff on them.
3) Pulls the fire pools created from Flaming Orbs. The fire pool also reduces in size while getting
pulled to the rift.

Tactic: Tear Rift
When boss does not cast Shadow bolts
Raid
Run away from the rift so far that you don´t have the debuff Gravity squeeze.
When boss casts shadow bolts
Raid
Make sure you are close to the rift and have the debuff Gravity squeeze before boss casts shadow bolts
(Darkness of thousand souls).
Use defensive cooldowns.
Make sure you don´t fall of the platform
Healers
Use Raid healing cooldowns

Bursting Deadflame
Boss targets a player and shoots fire damage.
Player and all other players within 15 yards takes high fire damage.
Tactic: Bursting Deadflame
At the start of this phase, all players are spread around the outer circle.
All players stand spread from each other at least 15 yards.
There is a circle around targeted players that other players shouldn’t be inside.

Focused Deadflame
Boss targets a random player (arrow above its head).
After some seconds, the boss casts a fireball on that player that does >4.5 million fire damage.
Any player between boss and targeted player will share that damage.
Heroic mode: Player taking damage from this will explode and take 1 million fire damage.
Players within 5 yards will also take the same damage.
Tactic: Focused Deadflame
Always check where the boss is since he changes positions when flying in the air.
At least 3-4 players stand between boss and targeted player.
You have 5 seconds to position yourself to help soak the damage.
Closest players to the targeted player should do it.
Heroic mode: Stand at least 5 yards from each other when soaking the damage.

Heroic mode: Flaming Orb
Boss creates a Fire Orb that a player location.
The fire orb will follow the closest player when it lands.
If the orb reaches the targeted player, it will detonate and do 2.2 million damage to all players within
10 yards and create a fire pool on the ground, that does high ticking damage when touching it.
The size of the pool differs depending on how long a player has kited the orb.
Tactic: Heroic mode Flaming Orb
Targeted player needs kite the fire orb for 10 seconds.
Run to the edge of the platform when you will get hit by the orb and make sure that no other players
are there.

When to use Blood Lust/Heroism/Timewarp
This is very Raid dependent since phase 2 and phase 3 have a lot of movement leading to that
you will not benefit from haste as much.
Phase 1 doesn’t require as much movements as the other phases, therefore, my suggestion in
to BL at pull.

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