Versus Battle Alabasta Zoro vs the Lich King

Warchief Sanji D Goat

Ubel > Frieren and Fern
#7
What are the feats/portrayal for Lich King?
From the Wiki

Abilities
The Lich King melees for roughly 40,000 on an item level 264 geared tank on 25-player difficulty. The Lich King enrages after 15 minutes of combat, gaining 900% damage and 150% attack speed. However, he is notably still affected by taunt abilities.
Phase 1
  • [Summon Drudge Ghouls]ω ϖ—Summons 3 Drudge Ghouls over 3 seconds. No abilities outside of basic melee
  • [Summon Shambling Horror]ω ϖ—Summons a Shambling Horror. Stunnable.
    • [Enrage]ω ϖ—Increases Physical damage by 200% 1.25 sec cast (7 sec cooldown)
    • [Frenzy]ω ϖ—Increases the caster's attack speed by 50% and the Physical damage it deals by 100% for 10 min. Instant, cast on Heroic when Horrors reach 20% health.
    • [Shockwave]ω ϖ Melee range—Sends a wave of force in front of the caster, causing 150% weapon damage in a 20 yard cone. 1.25 sec cast. (3 sec cooldown)
  • [Necrotic Plague]ω ϖ 50,000 yd range—Infects the target with a deadly plague, causing 50,000 Shadow damage every 5 seconds for 15 seconds. If the target dies while afflicted, or the effect expires after its 15 sec duration, this effect will gain an additional stack and jump to a nearby unit. The 15 sec timer is refreshed after each jump. If this effect is dispelled, it will lose a stack and jump to a nearby unit in a 10 yard distance, if there is no target the plague will be removed completely. Whenever this effect jumps, the Lich King's power will increase. Instant. Disease. 100,000/5 on 25-player.
    • [Plague Siphon]ω ϖ—Increases physical damage dealt by 2%. Stack increases each time Necrotic Plague jumps. 30 sec duration. Stacks to 500
  • [Infest]ω ϖ 60 yd range—Deals 6,598 to 7,402 Shadow damage to all enemy players within 50,000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health. 2 sec cast. 9,425 to 10,575 on 25-player
  • [Summon Shadow Trap]ω ϖ 60 yd range—Summons a Shadow Trap with a ~5 yard radius under a targeted player after a short delay. Any player who steps inside the Shadow Trap will cause it to explode, dealing 23563 to 26437 shadow damage to all players withing 10 yards and knocking them off of the Frozen Throne. 0.5 sec cast. Heroic mode only
Phase 1.5 and 2.5
  • [Remorseless Winter]ω ϖ—Creates a massive winter storm, dealing 7069 to 7931 Frost damage per second to all surrounding enemies within 45 yards. 2.5 sec cast. 9425-10575/sec on 25-player
  • [Pain and Suffering]ω ϖ 100 yd range—Deals 2828 to 3172 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 500 Shadow damage per second for 3 sec. 0.5 sec cast. Stacks to 5. 4713-5287+800/sec for 3 sec on 25-player
  • [Summon Ice Sphere]ω ϖ—Summons 1 Ice Sphere with around 6000 health. Moves towards a random raid memeber When it reaches its target...
    • [Ice Burst]ω ϖ—Deals 9425 to 10575 Frost damage to all enemies within 10 yards, knocking them back. Instant. Knockback typically leads to getting blown off the edge of the platform. 14138 to 15862 on 25-player
  • [Raging Spirit]ω ϖ 100 yd range—Rips out a piece of the target's spirit, causing it to attack them. Instant. Summons a Raging Spirit with...
    • [Soul Shriek]ω ϖ—Deals 18850 to 21150 Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 sec. 0.5 sec cast. 28275-31725 on 25-player
  • [Quake]ω ϖ—Sends out underground shockwaves, causing the edge of the platform to crumble.1.5 sec cast. Cast at the end of the phase.
Phase 2
The Lich King retains Infest.
  • [Soul Reaper]ω ϖ Melee range—Strikes the target for 50% weapon damage and afflicts the target with Soul Reaper. This effect deals 50,000 Shadow damage after 5 sec and increases the caster's haste by 100% for 5 sec. Instant. Used on the tank. 60,000 on 25-player and 10-player heroic, 70,000 on 25-player heroic.
  • [Defile]ω ϖ 80 yd range—Defiles the area under a random target. Any enemies within this area will be dealt shadow damage. Any damage that Defile deals will increase its size of the area. Lasts 30s. 2 sec cast. Starts at 3000/sec on 10-player, 5000/sec on 25-player. (3 sec cooldown)
  • [Summon Val'kyr]ω ϖ—Summons a Val'kyr Shadowguard. Instant. Attempts to pick up a player and drop them off the edge of Icecrown Citadel. (3 sec cooldown)
    • [Life Siphon]ω ϖ 60 yd range—Deals 1850 to 2150 Shadow damage to an enemy target, healing the caster for 10 times the damage dealt. 2 sec cast. Heroic mode only. Cast at 50% health after dropping the player
Phase 3
The Lich King retains Soul Reaper and Defile.
  • [Harvest Soul]ω ϖ 60 yd range—Attempts to harvest the target's soul, dealing 7500 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transfered into Frostmourne to be devoured. Channeled. 15,000/sec on 25-player
  • [Harvest Souls]ω ϖ—Attempts to harvest the soul of all nearby enemies, dealing 2000 Shadow damage per second for until cancelled. If a target is still alive after the channel is completed, that target's soul will be transfered into Frostmourne to be devoured. Heroic mode only.
  • [Harvested Soul]ω ϖ—Applied when a raid member dies inside Frostmourne, increases damage dealt by 200% and size by 50%. Normal mode only, 15 sec duration.
  • [Harvested Soul]ω ϖ—Applied when a raid member dies inside Frostmourne, increases damage dealt by 500% and size by 50%. Heroic mode only, can stack, 15 sec duration.
  • [Vile Spirits]ω ϖ—Creates 10 Vile Spirits which will attack enemies after 30 seconds.
    • [Spirit Burst]ω ϖ—Sacrifices the caster, dealing 18850 to 21150 Shadow damage to all enemies within 5 yards. Instant. 28275-31725 on 25-player
Frostmourne
  • [Harvest Soul]ω ϖ—Slowly consumes the soul of the target, dealing 2000 Shadow damage per second. Debuff on players inside Frostmourne, does NOT deal damage on normal.
Spirit Warden
  • [Soul Rip]ω ϖ 30 yd range—Deals increasing Shadow damage to your target every second for 8 sec. Channeled on Terenas. Magic debuff — can be dispelled
  • [Dark Hunger]ω ϖ—Heals the caster for half of any damage dealt. Aura on the Spirit Warden
  • [Destroy Soul]ω ϖ—Instantly kills the raid member inside Frostmourne if Terenas dies. Causes Arthas to gain the powerful Harvested Soul debuff. Instant cast.
Terenas Menethil
  • [Light's Favor]ω ϖ—Heals the caster for 5000 every second and increases damage dealt proportional to health. Aura on Terenas
  • [Restore Soul]ω ϖ—Returns the target's soul to their body, bringing them back to life. Cast on the raid member inside Frostmourne after the Spirit Warden's death. 2 sec cast.
  • [Restore Soul (Heroic)]ω ϖ—Terenas starts casting this when the raid enters Frostmourne in Phase 3 of the Heroic encounter. The raid is ported out when it completes. 40 sec cast.
Phase 4
  • [Fury of Frostmourne]ω ϖ—Deals 1,000,000 Shadow damage to all enemies and rendering them unable to release spirit or resurrect. 2.6 sec cast. Cast at the beginning of phase 4
  • [Raise Dead]ω ϖ—Raises the dead back to life to serve as undead slaves to the Lich King.Channeled. Cast after gloating over the corpses of the raid.
Terenas Menethil
  • [Resurrects all nearby fallen allies.]ω τ ϖ
Preparation
The fight requires the standard raid composition of 2/3 Tanks and 3/5 healers (10/25 player), while learning the encounter more healers can help. No resistance or other special gear is required. Discipline Priests are arguably the best healers for this encounter, as their bubbles help control both infest and defiles.

Tactics

Phase 1
During Phase 1, the Lich King should be tanked by the main tank at a spot near the edge of the platform. On the phase transition this gives Arthas a greater distance to travel before casting Remorseless Winter; thus, the raid gets more time to react and a shorter distance to run. Melee sets up behind him, ranged a few yards away, even closer to the edge of the platform. 15 yards to the side of Arthas, the off tank(s) set up to tank the adds. Or the raid can set-up as in the diagram with the main tanking backing up to ranged as the Lich King reaches about 72%. Ranged and the off tank can stand on the outer edge for phase 1, simplifying the fight for the first transition. The raid should single target dps Arthas, AoE should not be used, so that dps does not aggro the ghouls. The off tank(s) should use a ranged ability to try to aggro all the ghouls. A DK's Death and Decay works well. Adds on the ranged or the main tank, can make phase 1.5 more difficult than it needs to be. Ideally, all the adds are on the off tank as phase 1.5 starts, and they are killed by the Necrotic Plague mechanism, freeing up all dps to focus on other targets.
Phase 1 LK Positioning
Harmless ghouls and very dangerous Shambling Horrors spawn during the phase. Horrors have a frontal cleave and an extremely dangerous enrage. The enrage can be tranquilized, stunned, or taken care of by a Rogue. A Hunter or Rogue does not have to be part of the raid. A 70 K raid buffed tank can survive the enrages. Cool-downs can be used as the 2nd Horror emerges. The adds have huge health pools. Horrors about 3,000,000 and ghouls about 250,000. Attempting to dps them down seems to be a bad idea. If any stray ghouls survive into phase 2, have the main tank pick them up, and assume they will die to AoEs. The off tank in phase 1.5 can attempt to taunt them one at a time to their position, where they should die to the plague.
The adds are mostly killed using the Necrotic Plague mechanism. Every 15 seconds Arthas applies the Necrotic Plague debuff to a player. The plague is a DoT which deals 50k to its target every 5 seconds. Whenever its target dies, or the plague is dispelled, it jumps to any nearby unit - which includes adds. The trick is to have debuffed players run next to the adds and dispel them there, so the plague jumps to an add. The plague also stacks; this means the longer the phase lasts, the faster the adds die. This can be used to kill the Shambling Horrors, because in heroic mode, even the highest dps raids cannot spare the time to switch to the Horrors. At 10 stacks, this debuff deals 500,000 per 5 seconds. Drudge Ghouls can be used to get higher Necrotic Plague stacks before placing it on the Shambling Horror. Each time the plague debuff jumps, Arthas gains one more stack of Plague Siphon, each of which increases his damage dealt by 2%. At about 40 stacks tanks get one-shotted, thus the plague must not jump too frequently. If you have too many adds up transitioning into phase 2, consider slowing dps in phase 1 to allow more Necrotic Plagues to be placed onto the ghoul pile. Each plague placed on the ghouls, should stack up to where it will one shot ghouls, and do huge damage to the Horrors.
The Lich King also periodically casts Infest, which requires the target's HP to be topped off quickly to remove the dot. A Discipline priest can proactively shield the raid between Infest casts, helping to minimize the amount the raid needs to be healed.
This phase ends at 70%. Arthas should have about 15 stacks of Plague Siphon. When the last add dies, a player (usually the tank) gets the Plague stack (usually about 20).

Phase 1.5
At 70% health a 1 minute transition phase takes place. The Lich King moves to the center of the arena, away from the tank, and begins casting Remorseless Winter (a 45 yard AoE). When he moves away from the tank, the raid must flee on the edge of the platform to get out of the 45 yard range. He goes on casting Pain and Suffering, and summons a Raging Spirit every 20 seconds. Immediately after the third Spirit, Arthas casts Quake, which destroys the outer ring of the platform - the raid has 2.5 seconds to move away from the edge.
During the transition phase, one player usually gets the plague stack from the last add. This player must move about 10 yards away from everyone else and then get dispelled, this removes the plague (and Plague Siphon from Arthas) without further jumps.
'Edge Formation' for 10s
Raging Spirits melee very hard and possess a frontal cone-area silence ability. They must be killed quickly, so that only one is up in phase two. The Raging Spirits tank can turn their back to the ghouls tank as in the diagram, allowing them to tab target the new Raging Spirits. If they are facing the ghouls tank, tabbing usually brings up ghouls. Keep dispelling the Raging Spirits tank, so they can use their taunt. Frost orbs head towards the raid and explode if they reach it. They have few HP and can be killed by ranged DPS. Pain and Suffering is a stacking DOT that is applied to random raid members. It spreads to nearby players so the raid should spread out some.
On 10, one ranged dps should be assigned to the orbs. At 50 seconds into the phase, up to 3 ranged dps should be attacking the orbs. On 10, the orbs appears to spawn every 6 seconds. Given the 45 yards to the Lich King, 2 orbs are usually up for Quake. Ranged steps onto the platform for Quake, and dpses them.
When the Lich King kneels and lights up the ground around him, the raid must return to the center area of the platform before the edges of the platform break away (The area that is about to fall becomes very obvious). Continue to kill any remaining Raging Spirits, but the main tank should pick up the Lich King again as quickly as possible.

Phase 2
During Phase 2, the raid must master two different abilities, each of which requires different positioning.
The Val'kyrs pick up raid members, carry them to the closest edge of the platform and drop them to their death. To avoid them, the raid should be huddled up closely near the center of the platform, so that the Val'kyr have the longest path to the edge. They must be snared, slowed and nuked.
Defile is an AoE which is centered on a random raid member. Whenever it deals damage, it grows larger and increases its damage output. This ability is extremely dangerous and the major cause of wipes in this encounter. In order to avoid Defile, the raid must be spread out. You may want to consider using preassigned spread out positions on 10, to try to control the defiles.
LK Phase 2 Defile diagram
Right after the start of Phase 2, Val'kyrs come up next. Thus initially, the raid should group near the center, everyone on the same side (so that all Val'kyr victims are carried in the same direction). Immediately after the Val'kyr have picked up their targets, the raid should spread out, because after 5 seconds, the first Defile takes place.
The area in which the Val'kyr drops their victims is right where the outer ring that dropped away used to be. If a Val'kyr is summoned while the Lich King is close to the transition phase, it might be more valuable to push him to the next phase instead of killing the Val'kyr. Using 45% as the push number, seems to work. As long as a defile is not imminent, you should be OK. When the Lich King resurfaces the outer ring, the victim is dropped safely on the edge, outside of Remorseless Winter. Have the Main tank lead the raid to an edge while burning LK.
You may have a phase 2 break through when you emphasize defile avoidance more than Valk killing. Full attention to spreading for defile and trusting your dps to burn the Valk after defile is placed. Every time the defile is not placed in the middle, you have a better situation to deal with the next Valk, as the middle is still open for that.
Soul Reaper is a very damaging debuff applied on the Lich King's current tank every 30 seconds. It's a good idea to switch tank after Soul Reaper, otherwise a combination of Soul Reaper tick plus melee hit may instantly kill the tank.

Phase 2.5 – Remorseless Winter
When the Lich King falls below 40%, he casts Remorseless Winter again, forcing the raid to the edge of the platform. The transition is similar to the first Remorseless Winter. This time every 15 sec a Raging Spirit spawns for a total of four. Some raids like to use DPS cooldowns after 15 sec, so the Raging Spirits die fast. After one minute, Phase 3 starts.

Phase 3
During Phase 3, Arthas continues to cast Defile and Soul Reaper. Instead of Val'kyr, he summons Vile Spirits. Generally, the raid should be well distributed during Phase 3, to minimize the danger from Defile.
At the start of Phase 3 1-2 Raging Spirits are up, so melee DPS should kill them, while ranged deal with the Vile Spirits. Vile Spirits (10-man normal: 66,000 health; 25-man normal: 200,000) move toward raid members and explode when they reach their target. The most obvious way to deal with them is to AoE kill them before they start moving — fire mages, shadow priests, affliction warlocks and moonkins are very effective at this - but only if the spirits are grouped closely together. The Spirits move very quickly at start but slow down over time, thus snares are helpful. An effective strategy is to drag the Lich King to one edge of the room and then drag him all the way to the opposite side after Vile Spirits spawn, and kite them through Earthbind Totems and frost traps. They start with a small amount of threat on a random player but they can be both taunted and outthreated. The tank who is not tanking can taunt the Spirits onto him and absorb their damage. This soaking method, may be the simplest way. The off tank can take from 3 to 4 spirits at time. The kite brings the raid away from the spawned Spirits, and the off tank intercepts them as they move to the raid. With the zone buff, simply spreading out for the Spirits does work. A kite should still help, as the Spirits may stagger the Spirits damage release. Melee can separate from the boss as the Spirits come down, as the dps requirement on the Lich King is low for this phase. If your raid is low on ranged DPS, attempting to kill them may not be an effective strategy, and the phase can be survived by simply kiting the spirits and staying spread out.
Arthas also casts a new spell called Harvest Soul every 70 seconds on a random raid member, which causes 45,000 (25-man 90,000) damage over six seconds. Victims who survive this are sucked into Frostmourne (see below).
After 15 minutes from when he was engaged Arthas enrages. His enrage gives him an enormous buff to his damage output, but he does not one-shot the raid when he enrages like some other major bosses; therefore it is still possible to push him into phase four (and thus defeat him) after he enrages.[1]
Inside Frostmourne
Inside Frostmourne, King Terenas' spirit (an NPC) fights with the Spirit Warden (a mob). Upon entering, players get the Harvest Soul buff, which increases damage done by 100%, but kills after 60 seconds. The buff is removed when leaving Frostmourne. Players leave Frostmourne when the mob is dead.
This means that the add must die within 60 seconds. The NPC deals nearly enough damage to do the job by himself, but he does need support. The channeled spell from the add (Soul Rip) alone is enough to kill Terenas - it must be interrupted. Tanks should take over the add. Healing classes should heal Terenas. All classes should DPS the add as much as they can, and interrupt Soul Rip. Stunning the add is also very helpful, since it heals itself for 50% damage dealt. It is vulnerable to most forms of CC and interrupts that affect Undead creatures.
If either the player or the NPC die inside Frostmourne, Arthas gains +200% damage for 15 seconds.

Phase 4
At 10% health, the Lich King casts Fury of Frostmourne. This kills all members of the raid and renders them unable to release their spirits (clicking the button displays the message "Your soul belongs to the Lich King"). The Lich King and Tirion will have an exchange during which Tirion destroys Frostmourne using the Ashbringer. The ghost of Terenas Menethil II will appear and resurrect the raid while the spirits that were trapped inside Frostmourne hold the Lich King in place. All raid members who have died during the fight, even from being dropped off the edge by the val'kyr, are resurrected by Terenas at this point. The Lich King becomes immobilized, and players can finish off the Lich King at their leisure.
Should the raid decide not to accept Terenas Menethil's resurrection, Tirion Fordring melees the Lich King to death; which takes approximately one hour. All players still receive the achievement and loot if he dies in this fashion.

Release Bug
After the Lich King uses Fury of Frostmourne, it is normally impossible to release one's spirit. However, once Frostmourne is broken, there is a moment when the block on the release button is lifted, and players can release and be sent out of the instance (losing the kill credit). The obvious way to avoid this glitch is to avoid attempting to release at any time.

Heroic Difficulty
Shadow Traps in phase one spawn on people's locations and after a few seconds launch anyone still on them 1,000 yards off the platform (in an extremely comical manner).
Val'kyr HP triples, however they drop their target at 50% health and fly above the raid and begin casting Siphon Life on the raid until they are killed.
In the third phase the entire raid will be pulled into Frostmourne instead of one person. Wicked Spirits will fall from above which must be dodged/killed. Any deaths will still result in Harvested Soul being applied to the Lich King and it can stack.
Phase four is unchanged.
 

Finalbeta

Law Nerd
#9
From the Wiki

Abilities
The Lich King melees for roughly 40,000 on an item level 264 geared tank on 25-player difficulty. The Lich King enrages after 15 minutes of combat, gaining 900% damage and 150% attack speed. However, he is notably still affected by taunt abilities.
Phase 1
  • [Summon Drudge Ghouls]ω ϖ—Summons 3 Drudge Ghouls over 3 seconds. No abilities outside of basic melee
  • [Summon Shambling Horror]ω ϖ—Summons a Shambling Horror. Stunnable.
    • [Enrage]ω ϖ—Increases Physical damage by 200% 1.25 sec cast (7 sec cooldown)
    • [Frenzy]ω ϖ—Increases the caster's attack speed by 50% and the Physical damage it deals by 100% for 10 min. Instant, cast on Heroic when Horrors reach 20% health.
    • [Shockwave]ω ϖ Melee range—Sends a wave of force in front of the caster, causing 150% weapon damage in a 20 yard cone. 1.25 sec cast. (3 sec cooldown)
  • [Necrotic Plague]ω ϖ 50,000 yd range—Infects the target with a deadly plague, causing 50,000 Shadow damage every 5 seconds for 15 seconds. If the target dies while afflicted, or the effect expires after its 15 sec duration, this effect will gain an additional stack and jump to a nearby unit. The 15 sec timer is refreshed after each jump. If this effect is dispelled, it will lose a stack and jump to a nearby unit in a 10 yard distance, if there is no target the plague will be removed completely. Whenever this effect jumps, the Lich King's power will increase. Instant. Disease. 100,000/5 on 25-player.
    • [Plague Siphon]ω ϖ—Increases physical damage dealt by 2%. Stack increases each time Necrotic Plague jumps. 30 sec duration. Stacks to 500
  • [Infest]ω ϖ 60 yd range—Deals 6,598 to 7,402 Shadow damage to all enemy players within 50,000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health. 2 sec cast. 9,425 to 10,575 on 25-player
  • [Summon Shadow Trap]ω ϖ 60 yd range—Summons a Shadow Trap with a ~5 yard radius under a targeted player after a short delay. Any player who steps inside the Shadow Trap will cause it to explode, dealing 23563 to 26437 shadow damage to all players withing 10 yards and knocking them off of the Frozen Throne. 0.5 sec cast. Heroic mode only
Phase 1.5 and 2.5
  • [Remorseless Winter]ω ϖ—Creates a massive winter storm, dealing 7069 to 7931 Frost damage per second to all surrounding enemies within 45 yards. 2.5 sec cast. 9425-10575/sec on 25-player
  • [Pain and Suffering]ω ϖ 100 yd range—Deals 2828 to 3172 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 500 Shadow damage per second for 3 sec. 0.5 sec cast. Stacks to 5. 4713-5287+800/sec for 3 sec on 25-player
  • [Summon Ice Sphere]ω ϖ—Summons 1 Ice Sphere with around 6000 health. Moves towards a random raid memeber When it reaches its target...
    • [Ice Burst]ω ϖ—Deals 9425 to 10575 Frost damage to all enemies within 10 yards, knocking them back. Instant. Knockback typically leads to getting blown off the edge of the platform. 14138 to 15862 on 25-player
  • [Raging Spirit]ω ϖ 100 yd range—Rips out a piece of the target's spirit, causing it to attack them. Instant. Summons a Raging Spirit with...
    • [Soul Shriek]ω ϖ—Deals 18850 to 21150 Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 sec. 0.5 sec cast. 28275-31725 on 25-player
  • [Quake]ω ϖ—Sends out underground shockwaves, causing the edge of the platform to crumble.1.5 sec cast. Cast at the end of the phase.
Phase 2
The Lich King retains Infest.
  • [Soul Reaper]ω ϖ Melee range—Strikes the target for 50% weapon damage and afflicts the target with Soul Reaper. This effect deals 50,000 Shadow damage after 5 sec and increases the caster's haste by 100% for 5 sec. Instant. Used on the tank. 60,000 on 25-player and 10-player heroic, 70,000 on 25-player heroic.
  • [Defile]ω ϖ 80 yd range—Defiles the area under a random target. Any enemies within this area will be dealt shadow damage. Any damage that Defile deals will increase its size of the area. Lasts 30s. 2 sec cast. Starts at 3000/sec on 10-player, 5000/sec on 25-player. (3 sec cooldown)
  • [Summon Val'kyr]ω ϖ—Summons a Val'kyr Shadowguard. Instant. Attempts to pick up a player and drop them off the edge of Icecrown Citadel. (3 sec cooldown)
    • [Life Siphon]ω ϖ 60 yd range—Deals 1850 to 2150 Shadow damage to an enemy target, healing the caster for 10 times the damage dealt. 2 sec cast. Heroic mode only. Cast at 50% health after dropping the player
Phase 3
The Lich King retains Soul Reaper and Defile.
  • [Harvest Soul]ω ϖ 60 yd range—Attempts to harvest the target's soul, dealing 7500 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transfered into Frostmourne to be devoured. Channeled. 15,000/sec on 25-player
  • [Harvest Souls]ω ϖ—Attempts to harvest the soul of all nearby enemies, dealing 2000 Shadow damage per second for until cancelled. If a target is still alive after the channel is completed, that target's soul will be transfered into Frostmourne to be devoured. Heroic mode only.
  • [Harvested Soul]ω ϖ—Applied when a raid member dies inside Frostmourne, increases damage dealt by 200% and size by 50%. Normal mode only, 15 sec duration.
  • [Harvested Soul]ω ϖ—Applied when a raid member dies inside Frostmourne, increases damage dealt by 500% and size by 50%. Heroic mode only, can stack, 15 sec duration.
  • [Vile Spirits]ω ϖ—Creates 10 Vile Spirits which will attack enemies after 30 seconds.
    • [Spirit Burst]ω ϖ—Sacrifices the caster, dealing 18850 to 21150 Shadow damage to all enemies within 5 yards. Instant. 28275-31725 on 25-player
Frostmourne
  • [Harvest Soul]ω ϖ—Slowly consumes the soul of the target, dealing 2000 Shadow damage per second. Debuff on players inside Frostmourne, does NOT deal damage on normal.
Spirit Warden
  • [Soul Rip]ω ϖ 30 yd range—Deals increasing Shadow damage to your target every second for 8 sec. Channeled on Terenas. Magic debuff — can be dispelled
  • [Dark Hunger]ω ϖ—Heals the caster for half of any damage dealt. Aura on the Spirit Warden
  • [Destroy Soul]ω ϖ—Instantly kills the raid member inside Frostmourne if Terenas dies. Causes Arthas to gain the powerful Harvested Soul debuff. Instant cast.
Terenas Menethil
  • [Light's Favor]ω ϖ—Heals the caster for 5000 every second and increases damage dealt proportional to health. Aura on Terenas
  • [Restore Soul]ω ϖ—Returns the target's soul to their body, bringing them back to life. Cast on the raid member inside Frostmourne after the Spirit Warden's death. 2 sec cast.
  • [Restore Soul (Heroic)]ω ϖ—Terenas starts casting this when the raid enters Frostmourne in Phase 3 of the Heroic encounter. The raid is ported out when it completes. 40 sec cast.
Phase 4
  • [Fury of Frostmourne]ω ϖ—Deals 1,000,000 Shadow damage to all enemies and rendering them unable to release spirit or resurrect. 2.6 sec cast. Cast at the beginning of phase 4
  • [Raise Dead]ω ϖ—Raises the dead back to life to serve as undead slaves to the Lich King.Channeled. Cast after gloating over the corpses of the raid.
Terenas Menethil
  • [Resurrects all nearby fallen allies.]ω τ ϖ
Preparation
The fight requires the standard raid composition of 2/3 Tanks and 3/5 healers (10/25 player), while learning the encounter more healers can help. No resistance or other special gear is required. Discipline Priests are arguably the best healers for this encounter, as their bubbles help control both infest and defiles.

Tactics

Phase 1
During Phase 1, the Lich King should be tanked by the main tank at a spot near the edge of the platform. On the phase transition this gives Arthas a greater distance to travel before casting Remorseless Winter; thus, the raid gets more time to react and a shorter distance to run. Melee sets up behind him, ranged a few yards away, even closer to the edge of the platform. 15 yards to the side of Arthas, the off tank(s) set up to tank the adds. Or the raid can set-up as in the diagram with the main tanking backing up to ranged as the Lich King reaches about 72%. Ranged and the off tank can stand on the outer edge for phase 1, simplifying the fight for the first transition. The raid should single target dps Arthas, AoE should not be used, so that dps does not aggro the ghouls. The off tank(s) should use a ranged ability to try to aggro all the ghouls. A DK's Death and Decay works well. Adds on the ranged or the main tank, can make phase 1.5 more difficult than it needs to be. Ideally, all the adds are on the off tank as phase 1.5 starts, and they are killed by the Necrotic Plague mechanism, freeing up all dps to focus on other targets.
Phase 1 LK Positioning
Harmless ghouls and very dangerous Shambling Horrors spawn during the phase. Horrors have a frontal cleave and an extremely dangerous enrage. The enrage can be tranquilized, stunned, or taken care of by a Rogue. A Hunter or Rogue does not have to be part of the raid. A 70 K raid buffed tank can survive the enrages. Cool-downs can be used as the 2nd Horror emerges. The adds have huge health pools. Horrors about 3,000,000 and ghouls about 250,000. Attempting to dps them down seems to be a bad idea. If any stray ghouls survive into phase 2, have the main tank pick them up, and assume they will die to AoEs. The off tank in phase 1.5 can attempt to taunt them one at a time to their position, where they should die to the plague.
The adds are mostly killed using the Necrotic Plague mechanism. Every 15 seconds Arthas applies the Necrotic Plague debuff to a player. The plague is a DoT which deals 50k to its target every 5 seconds. Whenever its target dies, or the plague is dispelled, it jumps to any nearby unit - which includes adds. The trick is to have debuffed players run next to the adds and dispel them there, so the plague jumps to an add. The plague also stacks; this means the longer the phase lasts, the faster the adds die. This can be used to kill the Shambling Horrors, because in heroic mode, even the highest dps raids cannot spare the time to switch to the Horrors. At 10 stacks, this debuff deals 500,000 per 5 seconds. Drudge Ghouls can be used to get higher Necrotic Plague stacks before placing it on the Shambling Horror. Each time the plague debuff jumps, Arthas gains one more stack of Plague Siphon, each of which increases his damage dealt by 2%. At about 40 stacks tanks get one-shotted, thus the plague must not jump too frequently. If you have too many adds up transitioning into phase 2, consider slowing dps in phase 1 to allow more Necrotic Plagues to be placed onto the ghoul pile. Each plague placed on the ghouls, should stack up to where it will one shot ghouls, and do huge damage to the Horrors.
The Lich King also periodically casts Infest, which requires the target's HP to be topped off quickly to remove the dot. A Discipline priest can proactively shield the raid between Infest casts, helping to minimize the amount the raid needs to be healed.
This phase ends at 70%. Arthas should have about 15 stacks of Plague Siphon. When the last add dies, a player (usually the tank) gets the Plague stack (usually about 20).

Phase 1.5
At 70% health a 1 minute transition phase takes place. The Lich King moves to the center of the arena, away from the tank, and begins casting Remorseless Winter (a 45 yard AoE). When he moves away from the tank, the raid must flee on the edge of the platform to get out of the 45 yard range. He goes on casting Pain and Suffering, and summons a Raging Spirit every 20 seconds. Immediately after the third Spirit, Arthas casts Quake, which destroys the outer ring of the platform - the raid has 2.5 seconds to move away from the edge.
During the transition phase, one player usually gets the plague stack from the last add. This player must move about 10 yards away from everyone else and then get dispelled, this removes the plague (and Plague Siphon from Arthas) without further jumps.
'Edge Formation' for 10s
Raging Spirits melee very hard and possess a frontal cone-area silence ability. They must be killed quickly, so that only one is up in phase two. The Raging Spirits tank can turn their back to the ghouls tank as in the diagram, allowing them to tab target the new Raging Spirits. If they are facing the ghouls tank, tabbing usually brings up ghouls. Keep dispelling the Raging Spirits tank, so they can use their taunt. Frost orbs head towards the raid and explode if they reach it. They have few HP and can be killed by ranged DPS. Pain and Suffering is a stacking DOT that is applied to random raid members. It spreads to nearby players so the raid should spread out some.
On 10, one ranged dps should be assigned to the orbs. At 50 seconds into the phase, up to 3 ranged dps should be attacking the orbs. On 10, the orbs appears to spawn every 6 seconds. Given the 45 yards to the Lich King, 2 orbs are usually up for Quake. Ranged steps onto the platform for Quake, and dpses them.
When the Lich King kneels and lights up the ground around him, the raid must return to the center area of the platform before the edges of the platform break away (The area that is about to fall becomes very obvious). Continue to kill any remaining Raging Spirits, but the main tank should pick up the Lich King again as quickly as possible.

Phase 2
During Phase 2, the raid must master two different abilities, each of which requires different positioning.
The Val'kyrs pick up raid members, carry them to the closest edge of the platform and drop them to their death. To avoid them, the raid should be huddled up closely near the center of the platform, so that the Val'kyr have the longest path to the edge. They must be snared, slowed and nuked.
Defile is an AoE which is centered on a random raid member. Whenever it deals damage, it grows larger and increases its damage output. This ability is extremely dangerous and the major cause of wipes in this encounter. In order to avoid Defile, the raid must be spread out. You may want to consider using preassigned spread out positions on 10, to try to control the defiles.
LK Phase 2 Defile diagram
Right after the start of Phase 2, Val'kyrs come up next. Thus initially, the raid should group near the center, everyone on the same side (so that all Val'kyr victims are carried in the same direction). Immediately after the Val'kyr have picked up their targets, the raid should spread out, because after 5 seconds, the first Defile takes place.
The area in which the Val'kyr drops their victims is right where the outer ring that dropped away used to be. If a Val'kyr is summoned while the Lich King is close to the transition phase, it might be more valuable to push him to the next phase instead of killing the Val'kyr. Using 45% as the push number, seems to work. As long as a defile is not imminent, you should be OK. When the Lich King resurfaces the outer ring, the victim is dropped safely on the edge, outside of Remorseless Winter. Have the Main tank lead the raid to an edge while burning LK.
You may have a phase 2 break through when you emphasize defile avoidance more than Valk killing. Full attention to spreading for defile and trusting your dps to burn the Valk after defile is placed. Every time the defile is not placed in the middle, you have a better situation to deal with the next Valk, as the middle is still open for that.
Soul Reaper is a very damaging debuff applied on the Lich King's current tank every 30 seconds. It's a good idea to switch tank after Soul Reaper, otherwise a combination of Soul Reaper tick plus melee hit may instantly kill the tank.

Phase 2.5 – Remorseless Winter
When the Lich King falls below 40%, he casts Remorseless Winter again, forcing the raid to the edge of the platform. The transition is similar to the first Remorseless Winter. This time every 15 sec a Raging Spirit spawns for a total of four. Some raids like to use DPS cooldowns after 15 sec, so the Raging Spirits die fast. After one minute, Phase 3 starts.

Phase 3
During Phase 3, Arthas continues to cast Defile and Soul Reaper. Instead of Val'kyr, he summons Vile Spirits. Generally, the raid should be well distributed during Phase 3, to minimize the danger from Defile.
At the start of Phase 3 1-2 Raging Spirits are up, so melee DPS should kill them, while ranged deal with the Vile Spirits. Vile Spirits (10-man normal: 66,000 health; 25-man normal: 200,000) move toward raid members and explode when they reach their target. The most obvious way to deal with them is to AoE kill them before they start moving — fire mages, shadow priests, affliction warlocks and moonkins are very effective at this - but only if the spirits are grouped closely together. The Spirits move very quickly at start but slow down over time, thus snares are helpful. An effective strategy is to drag the Lich King to one edge of the room and then drag him all the way to the opposite side after Vile Spirits spawn, and kite them through Earthbind Totems and frost traps. They start with a small amount of threat on a random player but they can be both taunted and outthreated. The tank who is not tanking can taunt the Spirits onto him and absorb their damage. This soaking method, may be the simplest way. The off tank can take from 3 to 4 spirits at time. The kite brings the raid away from the spawned Spirits, and the off tank intercepts them as they move to the raid. With the zone buff, simply spreading out for the Spirits does work. A kite should still help, as the Spirits may stagger the Spirits damage release. Melee can separate from the boss as the Spirits come down, as the dps requirement on the Lich King is low for this phase. If your raid is low on ranged DPS, attempting to kill them may not be an effective strategy, and the phase can be survived by simply kiting the spirits and staying spread out.
Arthas also casts a new spell called Harvest Soul every 70 seconds on a random raid member, which causes 45,000 (25-man 90,000) damage over six seconds. Victims who survive this are sucked into Frostmourne (see below).
After 15 minutes from when he was engaged Arthas enrages. His enrage gives him an enormous buff to his damage output, but he does not one-shot the raid when he enrages like some other major bosses; therefore it is still possible to push him into phase four (and thus defeat him) after he enrages.[1]
Inside Frostmourne
Inside Frostmourne, King Terenas' spirit (an NPC) fights with the Spirit Warden (a mob). Upon entering, players get the Harvest Soul buff, which increases damage done by 100%, but kills after 60 seconds. The buff is removed when leaving Frostmourne. Players leave Frostmourne when the mob is dead.
This means that the add must die within 60 seconds. The NPC deals nearly enough damage to do the job by himself, but he does need support. The channeled spell from the add (Soul Rip) alone is enough to kill Terenas - it must be interrupted. Tanks should take over the add. Healing classes should heal Terenas. All classes should DPS the add as much as they can, and interrupt Soul Rip. Stunning the add is also very helpful, since it heals itself for 50% damage dealt. It is vulnerable to most forms of CC and interrupts that affect Undead creatures.
If either the player or the NPC die inside Frostmourne, Arthas gains +200% damage for 15 seconds.

Phase 4
At 10% health, the Lich King casts Fury of Frostmourne. This kills all members of the raid and renders them unable to release their spirits (clicking the button displays the message "Your soul belongs to the Lich King"). The Lich King and Tirion will have an exchange during which Tirion destroys Frostmourne using the Ashbringer. The ghost of Terenas Menethil II will appear and resurrect the raid while the spirits that were trapped inside Frostmourne hold the Lich King in place. All raid members who have died during the fight, even from being dropped off the edge by the val'kyr, are resurrected by Terenas at this point. The Lich King becomes immobilized, and players can finish off the Lich King at their leisure.
Should the raid decide not to accept Terenas Menethil's resurrection, Tirion Fordring melees the Lich King to death; which takes approximately one hour. All players still receive the achievement and loot if he dies in this fashion.

Release Bug
After the Lich King uses Fury of Frostmourne, it is normally impossible to release one's spirit. However, once Frostmourne is broken, there is a moment when the block on the release button is lifted, and players can release and be sent out of the instance (losing the kill credit). The obvious way to avoid this glitch is to avoid attempting to release at any time.

Heroic Difficulty
Shadow Traps in phase one spawn on people's locations and after a few seconds launch anyone still on them 1,000 yards off the platform (in an extremely comical manner).
Val'kyr HP triples, however they drop their target at 50% health and fly above the raid and begin casting Siphon Life on the raid until they are killed.
In the third phase the entire raid will be pulled into Frostmourne instead of one person. Wicked Spirits will fall from above which must be dodged/killed. Any deaths will still result in Harvested Soul being applied to the Lich King and it can stack.
Phase four is unchanged.
So it doesn't suggest he is fast enough for Zoro or durable enough or strong enough etc? It's up in the air?
 
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