Kel'Thuzard (Lich)

Game mechanics and balance details on this page are updated to version 1.90 (check this page for version information).

*"In time, you will find that our entire history has been shaped by the coming conflict."*
-- Kel'Thuzad

## Introduction

When Arthas became a death knight, he resurrected **Kel'Thuzad** as a lich so he could summon Archimonde the Defiler into Azeroth. Following Arthas' departure for Northrend, **Kel'Thuzad** was left to command the Scourge of Lordaeron from his necropolis, Naxxramas.

## Combat Statistics

* **Starting Level**: 2
* **Hit Points**: 925
* **Mana Points**: 495
* **Base Damage**: 25-31
* **Attack Type**: Hero
* **Attack Range**: 600
* **Base Armor**: 2
* **Armor Type**: Hero
* **Movement Speed**: 220

## Abilities

### *Passive* - Attribute Bonus

#### Descripion

Gives a permanent bonus to Agility, Intelligence, and Strength.

#### Summary

Just a way to spend skill points after all abilities are maxed up.

### *D* - Summon the Burning Legion

#### Description

Channels the Burning Legion into Azeroth.

### *Q* - Frost Nova

#### Description

Blasts enemy units with a wave of frost, dealing damage and slowing them.

#### Summary

Because of no damage cap, this ability might be extremely useful against packed group of enemies. Cost and Cooldown are relatively low, so ability can be spammed, however, for best *Slow* utilization, it may be tactically wise to save ability for moments of chasing enemies which are about to retreat, or slowing down enemy melee units which charge on your ranged troops.

### *W* - Wise Council

#### Description

The hero utters mystical words, increasing the magical powers of nearby allies, by restoring thier mana points.

#### Summary

With no mana cap, this ability may one or even two times per combat give allied casters opportunity to cast 1-2 more powerful spells (like summon combat units), so the more casters around Hero, the more it incredibely effective. To utilize this ability well, one need at least 10 potent casters around.

### *E* - Dark Ritual

#### Description

Sacrifices a target friendly Undead unit to convert its hit points into mana and health for the caster.

#### Summary

Very good ability for Hero to stay alive and potent during combat. However, it is questionable, whether to consume regular units, which costed you time and gold, or not. It depends on situation. During fights, you may always consume summoned units, which will be dismissed after anyway. On high levels of ability, even summoned unit (with not so many health) is enough to be sacrificed. In critical situations, to prevent permanent Kel'Thuzad death, you may consume even strong regular units, like Abomination.

### *R* - Death And Decay

#### Description

Damages everything (both allies and enemies) in its area of effect by a percentage of its base hit points per second. Also destroys trees.

#### Summary

Ability has many ways of utilization (both offensive and defensive), and guarantees, that affected units which stay long enough in area of cast, have no chance to survive. However, the fact it affects your allies too, may lead to silly spoiled teamfights, due to unskilled player ability usage. It has notably long cooldown, and swift enemy reaction with single disable (like stun) will interrupt ability, which could apply tons of damage for 35+ seconds.

## Events and Others

* The only way to obtain Kel'Thuzad Lich, is to bring Kel'Thuzad (dead or alive) to the Sunwell in Silvermoon and corrupt it waters.
* When the Lich King dies, Kel'Thuzad, along with all other scourge units, will turn neutral hostile.