Kin'garoth Abilities
Table of Contents
General Information
On this page, we list all the abilities from the Kin'garoth encounter in Antorus, the Burning Throne. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
Overview
Kin'garoth has 2 alternating phases, although some of his abilities carry over between both. He will also attempt to build constructs during the encounter which will engage the raid alongside Kin'garoth sporting unique and very threatening abilities of their own. In fact, the most critical and precarious portions of the encounter take place when both Kin'garoth and his constructs are active simultaneously.
Deployment/Up Phase
Kin'Garoth
Forging Strike is always targeted on the current target, dealing a
sizeable amount of Physical damage to everyone within a 5-yard radius.
Additionally, Forging Strike applies a debuff that increases damage taken
from subsequent Forging Strikes by 200% for 20 seconds.
Reverberating Strike targets a random player, inflicting light
Physical damage to everyone within a 5-yard radius. Additionally, Reverberating
Strike leaves behind a permanent zone that will explode for heavy Fire damage
(to targets within a 5 yard radius of the zone) each time subsequent
Reverberating Strikes are cast.
Diabolic Bombs are spawned in sets of 3 and orbit
Kin'garoth's circular platform. Anyone hit by a Diabolic Bomb will
cause it to detonate for heavy Shadow damage to all players within 200 yards,
however, the damage is reduced by distance.
Ruiner is targeted on a random player. Kin'garoth begins
to channel a laser that can travel in either direction around the circle.
Anyone hit by by Ruiner will suffer massive Fire damage every 0.3 seconds.
Ruiner travels approximately a third of the circle before the channel
concludes.
Shattering Strike occurs periodically, and deals light Nature
damage to the raid.
Garothi Constructs
Feedback Overload triggers upon a construct's death, removing 4% of
Kin'garoth's maximum health and ignoring all damage reductions.
Garothi Annihilator
Annihilation calls down missiles across the platform in 4 yard
zones. Players hit absorb the missile and take moderate Fire damage. Any
missiles that impact the platform without hitting a player will trigger
an
Annihilation Blast, which inflicts heavy raid wide Fire damage.
Garothi Decimator
Decimation targets random raid members, applying a debuff that
expires after 5 seconds and inflicts moderate Fire damage to all allies
within a 10-yard radius. It also inflicts light Fire damage raid wide.
Garothi Demolisher
Demolish targets random raid members, applying a debuff that
lasts 6 seconds. Upon expiration, it inflicts massive Shadow damage split
between all allies within a 10-yard radius. It also increases Shadow damage
taken by 100%.
Construction/Down Phase
Kin'garoth
Apocalypse Protocol reduces Kin'garoth's damage taken
by 99% as he immerses himself into his construction console. Kin'garoth
opens his 3 construction bays and begins construction on his Garothi
Constructs. Apocalypse Protocol lasts 40 seconds.
Apocalypse Blast targets random players often throughout the
phase. An 8-yard zone will spawn beneath targeted players' characters and
impact after several seconds. This damage is avoidable, even by the targeted
characters.
Flames of the Forge deals moderate Fire damage every 2 seconds for
the duration of
Apocalypse Protocol.
Purging Protocol is cast after
Initializing (explained
in the Garothi Constructs section below) concludes. Purging Protocol inflicts
moderate Fire damage every second for 5 seconds to anyone remaining in the
construction bays. After these 5 seconds expire, the construction bays seal
and anyone inside is instantly killed.
Garothi Constructs
Initializing is a 30-second cast, at the end of which the
constructs will become active. During this time the constructs will be
completely inactive and take 3% increased damage per stack. The constructs
begin at 30 stacks, decaying to 0 over the channel of Initializing
(minus 1 stack per second).
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