Zul'Karrak — Sanctum of Sands: how to beat

Zul'Karrak — Sanctum of Sands: dungeon, level 42–50, 2 bosses. Boss decks: phases, turn cycle, damage and cold by mode, role tips.

ReferenceBuilt from the game’s data
Loot referenceItem atlasWhat drops whereOpen the atlas

A guide to the whole place: modes, waves and bosses in order. Every boss has its own deck and turn cycle — the numbers come from the game. Loot is in the item atlas and on the Zul'Karrak — Sanctum of Sands page.

In short

  • Dungeon, levels 42–50, bosses: 2. Party — 3 heroes: tank, healer, damage dealer.
  • Modes: Heroic (at level 60), Normal (at the place’s level, 42–50), Keystone +10 (Mythic+, at level 60).
  • Cold — 2 of 2 bosses (on heroic and in keystones); a test strike — every boss, except in normal mode. These modes cannot be cleared without a tank and a healer.
  • Normal mode has no cold, no test strikes and no “no tank — through shields” rule.

Bosses in order

1. Voodoo Priest Gahz'rul

Level 42. In detail — Voodoo Priest Gahz'rul: how to beat.

  • 2 phases: “Seizure” → “Witnesses”; 5 cards.
  • “Night in the Desert” cold: every enemy turn, everyone through shields — heroic 1,040, keystone +10 860 to each before Hardiness. No cold in normal mode.
  • “All Rise!” test strike — on boss turns 8 and 16: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: burns a card and heals (“Seized”); opening: more damage to the boss (“Recess”); summon with a task (“Witnesses Are Called”).

2. Sezz'ziz, Avatar of Sand

Level 50, final boss. In detail — Sezz'ziz, Avatar of Sand: how to beat.

  • 2 phases: “The Hearing” → “Guards!”; 7 cards.
  • “Empty Hall” cold: every enemy turn, everyone through shields — heroic 620, keystone +10 520 to each before Hardiness. No cold in normal mode.
  • “Silence in Court!” test strike — on boss turns 7 and 14: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • Mechanics: question: give up a card (“What Do You Say in Your Defence?”); charge (“Court Ruling”); opening: more damage to the boss (“Session Adjourned”); summon with a task (“Guards!”); hit on everyone (“Sand Across the Hall”).

General rules

How to read the guide and the rules of a fight against a boss with a deck — How to beat: every boss; every mechanic in detail — Boss mechanics.

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