The Lost City of Zul-Garud: how to beat

ReferenceBuilt from the game’s data

Raid, levels 60, bosses: 7. How to beat every boss and the waves between them: hits by turn, roles, average damage.

A guide to the whole place: waves and bosses in order. Numbers come from the game’s data; loot is in the item atlas and on the The Lost City of Zul-Garud page.

In short

  • Raid · levels 60 · bosses: 7
  • Party: 5 heroes — tank, healer, 3 damage dealers.
  • Recommended item level: 220, on heroic — 232. It is advice only: enemies don’t change.
  • Heroic: bosses get ×1.05–1.26 damage and ×1 Health over normal (each on its own page); the whole-party hit ×1.3.
  • Bosses with a whole-party hit: 0 of 7. Every boss has its own page: abilities, turn-by-turn rhythm, roles.

Waves between bosses

  • Before each boss there is a wave of 1–3 enemies of one kind from the list below; the wave’s level matches the next boss.
  • Taunt holds the whole wave at once — the tank presses it before the first enemy turn. Damage dealers kill one enemy after another: each kill removes its hits.
  • A wave only hits the tank: the biggest takes up to 17% of their Health per turn. Healing the tank is enough; shields and big heals are for the bosses.
EnemyTypePer waveHealth of one (normal / heroic)Damage to the tank per turn (normal / heroic)
Blood Troll BerserkerHumanoid2–312,600 / 25,20011% (up to 17%) / 22% (up to 33%)
Hakkari Voodoo ShamanHumanoid1–312,600 / 25,2007% (up to 14%) / 14% (up to 28%)
Beast God's SkeletonUndead1–312,600 / 25,2008% (up to 16%) / 16% (up to 32%)

Bosses in order

1. Dzingara, Blood Priestess

Level 60. In detail — Dzingara, Blood Priestess: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 43% of their Health per turn on average (heroic 45%), the others are barely touched: heal the tank every turn.
  • Summons adds (“Bat Swarm”) — damage dealers kill them first.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

2. Venassa, Voice of the Beast Gods

Level 60. In detail — Venassa, Voice of the Beast Gods: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 50% of their Health per turn on average (heroic 54%), the others are barely touched: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Wounds (“Serpent Venom”) are removed by a cleanse.
  • Taunt before boss turns 1, 4, 7…

3. Spider Beast God — Venornga

Level 60. In detail — Spider Beast God — Venornga: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 28% of their Health per turn on average (heroic 30%), the others are barely touched: heal the tank every turn.
  • Summons adds (“Spiderling Brood”) — damage dealers kill them first.
  • Boss Health: phases at 66% and 33% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

4. Tiger Beast-God — Shar-Kashsh

Level 60. In detail — Tiger Beast-God — Shar-Kashsh: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 42% of their Health per turn on average (heroic 53%), the others are barely touched: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

5. Eagle Beast-God — Arakshi

Level 60. In detail — Eagle Beast-God — Arakshi: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 21% of their Health per turn on average (heroic 22%), the others are barely touched: heal the tank every turn.
  • Summons adds (“Call of the Pack”) — damage dealers kill them first.
  • Boss Health: phases at 66% and 33% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

6. Toad and Snake Beast-God — Swamp Gakhh

Level 60. In detail — Toad and Snake Beast-God — Swamp Gakhh: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 22% of their Health per turn on average (heroic 23%), the others are barely touched: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

7. Hakkari, the Blood God

Level 60, final boss. In detail — Hakkari, the Blood God: how to beat.

  • Mostly hits the tank: the hardest hit is “Umbral Bolt”. No whole-party hit.
  • The tank loses 50% of their Health per turn on average (heroic 53%), the others are barely touched: heal the tank every turn.
  • Boss Health: phases at 50% — keep big cards for the end.
  • Taunt before boss turns 1, 4, 7…

General rules

How to read the guide (why a card can read more than a hero’s Health, hit and turn caps, shields), Taunt, the warning before a whole-party hit — How to beat: level 60 bosses.

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