Hardmode Zuk (Experienced - Necromancy)
Introduction and preface
This guide is targeted towards players with a strong basic understanding of the encounter and are aiming for the @Zuk Master
and @Zuk Grandmaster
roles, and not for players attempting hardmode Zuk for the first time. The rotations used are examples and can be adapted depending on Adrenaline, Residual Soul stacks and Necrosis Stacks . The lures generally require moving depending on which monsters are blocked prior to using .
Notes:
⬥ With Necromancy, 2-cycling Zuk and 1-cycling Har'Aken is fairly consistent with a good rotation.
⬥ Players should focus on wave clear and try to follow this guide as best as possible. The guide contains an outline of the necromancy rotations and lures.
⬥ You should upkeep and + at all times for a reduction in damage taken, healing and increased damage dealt.
⬥ and should be used as defensives will be vital during the encounter, such as to use / while tanking waves to be able to use on all monsters, or to block 's attacks during the pillar phase.
⬥ and together are likely a stronger alternative to using and but it is less forgiving on hp and adrenaline. This guide assumes use of and - rotations will need to be adapted if using .
Presets and Relics
Preset Notes
⬥ Hand wrap of the First Necromancer should only be worn when summoning conjures and when fighting Zuk as he isn't poisonable.
⬥ Mobile perk is a must have on gear.
• Alternatively, use Shadow's Grace .
⬥ You may prefer to use a Mage, Ranged or Melee Obsidian Helm // for damage reduction rather than a Necromancy helmet on many of the waves. Although it is offstyle, it can be useful for the damage reduction (especially if charged in the Fight Cauldron beforehand). It will provide 9% damage reduction from all sources, or 19% reduction if Tokkul is donated to the coffer at the Fight Cauldron.
⬥ This guide assumes that Kal'gerion Demon Scrolls are used, which can be set to autofire and will auto-renew as the buff expires. If you are struggling with food or damage taken, a with (low autofire) or will help, however this may affect the rotations below. It is possible to obtain a sub 15minute kill with a blood reaver.
Waves 1-5
Pre Fight
→ →
(This can be done with the first necromancer gloves before switching back to cinderbanes )
Wave 1
Start North
→ (NW Meleer) → → → (NE Meleer) → (prioritise higher HP Meleer) → → → → → fillers to clear wave
Wave 2
Start North
(West Ranger) → → (East Ranger) → → → (Target Meleers) → → → → (Lure on top of Mejkot) → → → → fillers to clear wave
Wave 3
Start Central/South
→ → → (Bat) → → + → (East Ranger) → → (Walk Central) → → → → fillers to clear wave
Wave 4 (Igneous wave)
General pointers
Remove the igneous mobs' damage reduction mechanics ASAP ( for Hur, for Xil). Invoke Death can be used on all three igneous mobs. Set up your + on the Xil or Mej and go to Zuk once all igneous mobs are dead. + / / are to be used on Zuk , dependent on Adrenaline, Residual Soul stacks and Necrosis Stacks .
Specific rotations
Start by Conjuring and Commanding Ghost or use Life Transfer depending on conjure time remaining.
⬥ Igneous Hur: → + → → → → → mid GCD to Xil
⬥ Igneous Xil: + → → → → → + mid GCD to Mej
⬥ Igneous Mej: Equip → + → → // → to Zuk (can use to clear burn stacks if low hp)
⬥ Zuk + + → / / / / / depending on Adrenaline, Residual Soul stacks and Necrosis Stacks .
⬥ Aim to finish Zuk with at least 1 Residual Soul stack , and use on after he hits phase HP.
Wave 5 (Challenge wave)
→ → before the challenge monsters spawn (can do this after the challenge monsters die if preferred)
⬥ 4+ Soul Stacks: → → (target the two that won't get hit) → →
⬥ 1-3 Soul Stacks: → → → (target the two that won't get hit) →
Waves 6-10
In waves 6, 7 and 8 you will face many ranged enemies that can deal a lot of damage. You may prefer to use a Mage, Ranged or Melee Obsidian Helm // for damage reduction on these waves.
Wave 6
Start South East
Kill the east ranger with → → → → + → stand south east on the Jad side of the rock outside of melee range → + (on Jad) → → → → → (Target Bat) → → → (Mejkot) → → (Bat) → (The Rangers) → →
Wave 7
Start North
Activate sometime during the wave.
→ (North Mage) → → (Bat) → → → → → → (Mejkot) → → → → → fillers to clear wave → → →
Wave 8
Start West, go South West
→ (Mage) → (Second Mage) → + → → → (South ranger) → → → (Mejkot) → (until almost off cooldown) → (Move Far Southwest) → → → → →
Wave 9 (Igneous wave)
General pointers
Remove the igneous mobs' damage reduction mechanics ASAP ( for Hur, for Xil). Invoke Death can be used on all three igneous mobs. Set up your + on the Xil or Mej and go to Zuk once all igneous mobs are dead. + / are to be used on Zuk , dependent on Adrenaline, Residual Soul stacks and Necrosis Stacks .
Specific rotations
Start by Conjuring and Commanding Ghost or use Life Transfer depending on conjure time remaining.
⬥ Igneous Hur: → + → → → → → mid GCD to Xil
⬥ Igneous Xil: + → → → → → + mid GCD to Mej
⬥ Igneous Mej: Equip → + → → / → to Zuk (can use to clear burn stacks if low hp)
⬥ Zuk + + → / / / / depending on Adrenaline, Residual Soul stacks and Necrosis Stacks .
⬥ Aim to finish Zuk with at least 1 Residual Soul stack , and use on after he hits phase HP.
Wave 10 (Challenge wave)
Kill the unbreakable TzekHaar-Ket by using → (tc) + → / → strong fillers if not dead
→ → after phase
Waves 11 to 16
In waves 11, 12 and 13 you will face many mage enemies that can deal a lot of damage. You may prefer to use a Mage, Ranged or Melee Obsidian Helm // for damage reduction on these waves.
Wave 11
Start North
the mager → → → move south to bat → → → the bats → move to the position below → + → → Jad → → → → → → → → → → (if required) →
See the image below for the positioning while killing the Jads to allow to bounce.
Wave 12
Start South West
→ →
(West Mager) → → → → (East Mager) → (Bat) → → → (Second Bat) → (Walk North) → → → → → finish with fillers
Wave 13
Start South
→ → → + → (Southwest Zek) → → → → → (Southeast Zek) (Walk West) → → (until almost off cooldown) → → → → → → → → fillers to clear wave
Wave 14 (Igneous wave)
General pointers
Remove the igneous mobs' damage reduction mechanics ASAP ( for Hur, for Xil). Invoke Death can be used on all three igneous mobs. Set up your + on the Xil or Mej and go to Zuk once all igneous mobs are dead. + / / are to be used on Zuk , dependent on Adrenaline, Residual Soul stacks and Necrosis Stacks .
Specific rotations
Start by Conjuring and Commanding Ghost or use Life Transfer depending on conjure time remaining.
⬥ Igneous Hur: → + → → → → → mid GCD to Xil
⬥ Igneous Xil: + → → → → → + mid GCD to Mej
⬥ Igneous Mej: Equip → + → → // → to Zuk (can use to clear burn stacks if low hp)
⬥ Zuk + + → / / / / / depending on Adrenaline, Residual Soul stacks and Necrosis Stacks .
⬥ Aim to finish Zuk with at least 1 Residual Soul stack , and use on after he hits phase HP.
Wave 15 (Challenge wave)
→ → → + (Green) OR (Blue) OR (Grey) for two hits → the final hit
Build adrenaline during this challenge wave, and + → before the end of the challenge wave (this ensures that it is off cooldown as early as possible for Zuk)
Wave 16 (Triple Jad)
Stand beside the north-west rock and kill the north-west Jad while the other 2 group.
Jad 1: → → → →
Jad 2 and 3: → → → → → filler → (if required and within ) → → →
→ → pre Har-Aken
Wave 17 (Har-Aken)
→ → → → → → → → → → → → → → → fillers until dead
Equip + → → →
Wave 18 (Tz-Kal Zuk)
First cycle
Build to 100% adren pre fight by using basics on Zuk while he is on his throne.
⬥ Apply and
⬥ Use
Use on Zuk when Har-Aken's tentacles disappear → build to 100% adrenaline with → → → → → → → → → → → → (walk back after Zuk slams the ground) → → → → → → → ( the big hit) → → → → → → →
⬥ Some improvisation will be necessary as it depends on when you started attacking Zuk (and by extension when you get melee slammed) and how much adrenaline you have.
Pizza Phase
Move with between each monster to avoid the fire.
Igneous Hur: → + → + → → → →
Igneous Xil: → + → → → → finish off then → →
Igneous Mej: → → → →
Second cycle
Use here.
and build to 100% adrenaline if extra time before the boss is attackable
+ → → → + → → → → → → → → → → + (walk back after Zuk slams the ground) → → → → the big hit → → additional abilities if not phased
⬥ Again, some improvisation is required here as it depends on when you started attacking Zuk (and where you get melee slammed in your rotation) and on adrenaline.
Conduits
This assumes has ran out by the time you get conduits. If this isn't the case you can use an extra before living death ends on the conduit.
⬥ Deal with Zuk's charged attacks using the following:
• C1 →
• C2 → + (+ )
• C3 → (depending on if used in prior phase) or
• C4 → or
Conduit 1: + → → → →
Conduit 2: + → → → →
Conduit 3: + → → →
Conduit 4: + → → → fillers to finish
Example videos
Full Kill - https://youtu.be/yvBEBIE7DPI?si=0I41DKuyAsisDE_T (13:37)
Full Kill - https://youtu.be/fe6HscgEVII?si=JHePLQkgSCgQPJzd (13:16.2) (Death Mark Bug on pillar)