Primal Juggernaut
- no ccThis mob is immune to CC
- healmoveBeware of the group damage from Excavating Blast and avoid the circles it spawns
- tankhealCrushing Smash targets the tank, use a defensive if needed

| Dungeon | Time limit |
|---|---|
Ruby Life Pools | 28 min |
Altar of Fangs | 30 min |
Voidscar Arena | 30 min |
The Blinding Vale | 31 min |
Den of Nalorakk | 32 min |
Kings' Rest | 33 min |
Temple of Sethraliss | 33 min |
Murder Row | 34 min |
All time limits are in minutes, and a run only counts as timed if you finish below the limit.
Derived from the wording of each line and filterable from the bar at the top. The text itself is untouched. Hover or tap any spell name to see what it does.
Timelines are seconds after the pull. Spacing shifts once a boss dies faster. Red and brown appear in the measured data but not in the original legend.
| Level | What a death costs |
|---|---|
| +2 – +3 | Deaths cost no time. |
| +4 – +11 | 5 seconds per death. |
| +12 and up | 15 seconds per death, until the final minute of the run. |
| In time, less than 20 % left | Key upgrades +1 |
| 20 to 39 % time left | Key upgrades +2 |
| 40 % time left or more | Key upgrades +3 |
| Over time | Owner's key drops one level. Loot and vault unchanged. |
| Threshold | Achievement | Reward |
|---|---|---|
| 1,500 rating | Keystone Conqueror | Title: the Venomous |
| 2,000 rating | Keystone Master | Mount: Breath of Blight |
| 2,500 rating | Keystone Hero | Appearance: Insidious Venomstone |
| 3,000 rating | Keystone Legend | Mount: Breath of Ruin |
| Top 1 % of the region | Venomous Champion | Exclusive mount – added in a later patch |
| Top 0.1 % of the region | Venomous Hero | Title: the Venomous Hero |
28min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Ruby Life Pools below.
Ruby Life Pools M+ Dungeon Route: https://wago.io/IEtQSuWgA
BossMelidrussa ChillwornkickKeep interrupts on Frigid Shard to reduce tank damage intake.
dpshealmoveStay grouped to bait the ice spawned by Hailburst in one spot, then rotate around the room as it fills.
dpshealIf targeted by Chillstorm, drop this off away from your group and fight the pull-in effect it does while using healing or defensive cooldowns to survive the damage.
tankdpshealAt 66% and 33% health the boss casts Awaken Whelps which spawns several Infused Whelps that tanks need to pick up. She then shields herself with Ice Bulwark and begins channeling Frost Overload until it’s broken, so save damage for this if possible to quickly end this group damage.
On top of these mobs, there are 2 Lieutenant in the area I recommend avoiding.
BossKokia BlazehooftankdpshealIf targeted by Ritual of Blazebinding, move to an accessible area that doesn’t cleave your group, as the hit spawns a Blazebound Firestorm add you need to focus down.
tankdpshealkickHealers make sure you are ready to heal the Inferno cast the add does, while tanks and DPS make sure to keep interrupts on Blaze Volley.
moveWatch out for the Molten Boulder cast and do your best to bait these projectiles away from you path, just be careful as it will explode when it hits terrain!
tankhealTanks be ready with a defensive for every cast of Searing Blows.
BossKyrakka and Erkhart StormveinmoveIn phase one Kyrakka flies around the room, using Inferno Spit on 2 players. If targeted, move out of your group to safely drop the fire puddles out of the way. She also will occasionally land near a random player and aim the Roaring Flamebreath frontal at them which you should avoid.
tankdpshealkickdispelErkhart remains on the ground, using Stormslam on the tank. Healers make sure to dispel the tank before the next cast of this ability as it leaves a Magic debuff that increases the damage taken. He also occasionally uses Interrupting Cloudburst, so watch for this and stop casting before this completes.
tankdpshealBeware of the direction Winds of Change will blow as this not only pushes players but also Inferno Spit puddles. These always start by pushing North-West towards the balcony, then South-West, South-East, and finally North-East before continuing to repeat. This means you can position your Inferno Spit puddles to be pushed away from your group if you keep track of the next wind direction.
dpshealPhase 2 begins after pushing a boss to 50% health, causing Erkhart to mount Kyrakka and empowering her Inferno Spit to target 3 players until defeated. I recommend pooling damage, healing, and defensives if possible to power through this phase.
Nothing here matches that filter.
30min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Altar of Fangs below.
Altar of Fangs M+ Dungeon Route: https://wago.io/qak6G3Uvs
To start the dungeon there are 6 Caustic Mist Totems spread around the initial area that players must interact with to destroy, opening up the path to the first boss. Guarding these totems are several different mobs:
BossRav'itankdpsmoveMake sure players are topped for the Ravenous Stomp hit, and tanks should watch for which Bone Pile does not have a Twinfang corpse land on it and move the boss towards it before Ssscavenging is cast to avoid a Feeding Frenzy.
dpssoakDuring Ssscavenging, make sure to get into all the Messy Eater soaks that spawn and pool damage to break the shield quickly to make this phase easier to heal.
healmoveLoosely spread to avoid cleaving allies with Triple Shot, and use defensives if this overlaps with other damage.
dpshealdiseasemoveRegurgitate shoots waves towards a random player, make sure to avoid these and use a disease dispel if someone gets hit.
tankhealTanks beware of high melee damage output on this fight due to Hydrastrike.
BossThe Writhing CoilhealHealers beware of the consistent ticking damage Synchronized Venom does for most of the encounter.
dpskickToxic Atrophy is cast three times back-to-back, make sure to interrupt every cast.
moveVindictive Onslaught does a combo towards a random player, step out of the Burrowing Charge line attack and try to point the Venom Jet frontal away from your group before moving out of that as well.
tankhealTail Scythe targets the tank, though this is not particularly dangerous.
tankdpshealWhen Death Rattle is cast, all players should use movement abilities to snap their tethers as quickly as possible and stop the heavy AoE damage. This spawns 5 Uncoiled Writhes that fixate random players and mirror damage to the boss, so stack them up, use CCs to lock them down, and use damage cooldowns here.
dpskickmoveThree of the Uncoiled Writhes will cast Toxic Atrophy, so be ready to interrupt or use a CC to delay the cast if needed. After 25s they recoil in the centre of the room, forming Undermining shockwave lines that players should avoid.
Immediately after the 2nd boss room another wall of poison mist will block your path, where this time you must destroy the 4 Infusion Totems to free the Ascendant Serpent mini boss and then defeat it.
Also in the corner of this room is an Unfinished Mixture, which players that have at least 25 skill in Midnight Cooking or Alchemy can interact with to give their group the Mutating Elixir buff for the remainder of the dungeon, which is definitely worth grabbing.
BossZul'jantankdpshealsoakBe ready to soak all 4 beams that shoot towards the boss during Ritual of the Fang, using healing cooldowns if needed for this moderate damage.
tankdpshealYou need to clear your stacks of Ritual Venom before they expire, which can be done by taking physical damage thanks to Bloodletting, just beware it also drops a puddle nearby for 30s.
dpshealI recommend standing in one of the two casts of Boneslicer, which will clear up to 8 stacks from the initial hit and 7s DoT it applies.
tankdpshealTanks use a defensive on the Chop Down combo, and beware this will also drop puddles if you still have stacks of Ritual Venom,
dpshealmoveOtherwise just make sure to avoid the 3 spinning axes that Axegrinder creates which bounce around the room.
Nothing here matches that filter.
30min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Voidscar Arena below.
Voidscar Arena M+ Dungeon Route: https://wago.io/1s56kmJ_N
At the start of the dungeon you’ll be faced with the choice of moving down the left or right path, where outside of different pack compositions you’ll also face a unique mini boss on either side which will give your group a different buff for the remainder of the dungeon upon defeat.
Going right has more Enthralled Shamans as well as Raj’kess the Spellstorm, who grants players Proof of Mastery on death.
Going left has more Dominated Brawlers along with Aegyra the Unyielding, who instead gives players Proof of Endurance when defeated.
I recommend most groups go left since it requires less interrupts and gives a more generally useful buff.
Assuming you go left, these are the mobs you’ll encounter before entering the arena:
If you opt to go right at the start, you’ll instead encounter the following mobs:
Regardless of which path you take initially, you’ll eventually make your way into the arena which has several new mobs mixed in with some of the previously mentioned ones. After the initial wave is defeated, the mobs spawn in as you pull packs, allowing you to go at whatever pace you choose.
BossTaz'RahdpshealmoveNether Dash does a line attack through each player, loosely spread near the edge of the room to avoid cleaving allies while positioning shades close together, which clumps the Umbral Rupture puddles.
tankhealVoid Blast targets the tank, be ready with a defensive and don’t get knocked into existing puddles.
tankdpshealmoveDark Bloom causes puddles to shoot out multiple orbs that you need to avoid, keep rotating around the room after Umbral Rupture to make these easier to dodge.
This area also splits into two paths, with each side containing a different Lieutenant mob. In general I recommend heading down the right path, especially if your group has access to multiple poison dispels.
If you choose to head down the left side, instead you’ll encounter the following mob:
BossAtroxushealmoveHealers be ready for the AoE damage from Poison Splash and avoid the puddles it spawns as they apply Mind-Numbing Poison to anyone who touches them.
moveNoxious Breath aims a frontal at a random player, stay close to the boss so you can easily avoid it.
tankdpshealkiteDPS be ready to swap to the Toxic Creeper that spawns after Monstrous Roar, as it pulses for AoE damage while alive. This mob just Fixate the tank, who needs to kite as every melee hit applies a stack of Sickening Bite, which makes surviving the Hulking Claw tank buster extremely difficult
After defeating Atroxus, you’ll enter a large open area with many familiar mobs in it. In order to open the arena to Charonus however, you’ll need to kill all three Devouring Brutalizer mobs nearby.
BossCharonushealmoveAvoid getting pulled into any of the Unstable Singularity orbs as they apply Atomized if touched. These pulse for AoE damage while they persist, so healers beware.
Cosmic Crash does an AoE around all players, loosely spread to prevent cleaving your allies.
dpshealkiteGravitic Orbs spawn near DPS players and fixate them, applying stacks of Condensed Mass. Kite them through an Unstable Singularity to destroy them both, using defensives or freedom effects to clear your stacks as needed.
tankhealDark Waves aims a frontal at the tank, use a defensive and point this away from the rest of your group.
moveVoid Cascade shoots out projectiles towards a random player, run away from the boss to give yourself time to dodge, while the rest of your group moves out of their path.
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31min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of The Blinding Vale below.
The Blinding Vale M+ Dungeon Route: https://wago.io/HLI3Wq7sA
To start the dungeon you’ll be given the choice of heading right towards Ikuzz the Light Hunter, or left towards the Lightblossom Trinity. Outside of deciding which boss you face first, this choice also affects which buff you encounter.
Left - The Light-Starved Blossom can be interacted with by Paladins, Priests, and Herbalists with at least 25 Midnight skill points to grant your group Flourishing Stride, increasing speed by 20% and haste by 5% for 2mins.
Right - The Baby Grovecrawler can be freed by Hunters and Druids, causing it to aid you in combat for 1min.
Generally the Light-Starved Blossom buff has a more value, which combined with some more favourable trash packs causes me to recommend most groups go left.
BossLightblossom TrinitykickKeep an interrupt rotation on Kezkitt’s random target Light Bolt ability.
healdispelmoveIf targeted by Thornblade, move to avoid cleaving allies then run out of the effect when Lekshi jumps to you. If needed use a defensive or bleed cleanse to remove the DoT this applies.
tankhealmoveTanks be ready with a defensive for Bedrock Slam, then position the bosses near one of the 3 Fertile Loam circles this spawns, just be ready to avoid the Lightsower Dash line attack that passes through all 3 circles.
tankdpssoakWhen Lightblossom Beam is cast the circles become soaks which deal ticking damage to players inside. These must be soaked to prevent the Lightbloom Overgrowth AoE damage, so I recommend the tank and 2 other players step into them ASAP. After the end of the channel the circles turn into Light-Scorched Earth as area denial, so tanks need to be ready to quickly reposition the bosses away before the next Bedrock Slam.
BossIkuzz the Light HuntertankdpshealmoveHealers be ready for the pulsing raid damage from Thorncaller Roar, while all players should make sure to avoid the Bloodthorn Roots on the ground. This is especially dangerous when the boss has entered a Lightcrazed Frenzy, which happens at 50% health.
dpsIf roots are stepped on you can cleave them down or use a freedom effect to remove them from the player. You can also use freedom effects to clear multiple roots if needed.
moveWatch your position during Verdant Stomp so you don’t get pushed into a root, and either use a freedom effect or group up near the boss so that the root that spawns on all players after a short delay can be easily cleaved.
tankdpskitemoveBloodthirsty Gaze causes the boss to fixate a random player, run from the boss and if possible kite him over existing roots to cause them to be destroyed.
After defeating both initial bosses you’ll be able to interact with a nearby bird to fly down towards Lightwarden Ruia’s area. While there are many familiar mobs here, many of them are now infected with Lightwarden's Blight, causing them to do an AoE hit on death and leave behind a puddle, so keep that in mind when pulling in this part of the dungeon.
Outside of the familiar mobs, there’s also a new Lieutenant in this area, Luminous Thornmaw.
tankdpshealkickmoveOn pull until 70% health the boss is Moonkin Form. Keep interrupts on Warden's Wrath to mitigate tank damage and avoid the circles created by Lightfall. Lightfire debuffs 3 players, use defensives as needed and be ready to avoid the tornadoes that shoot out on expiration. If possible I recommend having the debuffed players stack up to make it easier to dodge.
tankdpshealdispelmoveFrom 70% to 40% health the boss enters bear form, gaining the Mangling Claws passive which tanks should be aware of. Use self-healing, bleed cleanses, or other defensives to help remove the Bleed applied by Grievous Thrash. If targeted by Pulverizing Strikes make sure to spread out to avoid cleaving allies with the frontal.
tankdpshealFrom 40% health until defeated the boss goes into his Haranir form, channeling Spirits of the Vale to rotate through Lightfire, Grievous Thrash, Lightfall, and Pulverizing Strikes every 8s for the rest of the encounter.
After defeating Lightwarden Ruia and making your way towards the final boss your group will be ambushed by a new mini boss, though once again there are several other mobs we’ve already seen before in this area as well.
BossZiekkethealHealers beware of the Oozing Xylem passive, causing pulsing group damage for the duration of the encounter.
dpskickCleave down the adds created by Awaken the Lightbloom, using interrupts and CCs to reduce the number of Lightspore Shot casts. Once defeated, hit their bodies with the Concentrated Lightbeam frontal to permanently destroy them. Note that this creates a large puddle on the ground, so I recommend positioning the boss and adds towards the edge of the platform.
dpshealsoakmoveSoak the orbs created by Lightbloom's Essence before they reach the boss, evenly spreading them out so the DoT doesn’t get out of control.
tankhealdispelTanks be ready for the Thornspike hit and knockback, using a defensive or bleed cleanse as needed.
Nothing here matches that filter.
32min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Den of Nalorakk below.
Den of Nalorakk M+ Dungeon Route: https://wago.io/b69_rKkRL
To start the dungeon you’ll need to pick up 6 viable offerings on your way to the first boss in order to summon him. This includes collecting berries from bushes, fishing in select locations, or grabbing a barrel of apples spread across this area.
Also in this first part of the dungeon are 2 Warding Incense, which druids in bear form or players with 25 skill in Midnight Alchemy can interact with to grant their group a 5% versatility buff for 10mins.
On top of that, later in the dungeon there is another buff that players can grab in the Snowworn Provisions, located about halfway through the Harsh Winds gauntlet on the right side. In this case, Night Elves, Trolls, or druids in bear form can interact with it to give their group the Rune of Anchoring buff, reducing movement forces by 50% for 15mins.
BossThe HoardmongertankAt 90%, 70%, and 40% health the boss will use Resourceful Measures, running to the nearest unused pile of resources and empowering an ability. I recommend empowering the meat pile first, the bone pile second, and the mushroom pile last.
tankdpshealThe meat pile transforms Ravenous Bellow into Hearty Bellow, adding a knockback to the AoE hit and DoT, so healers should be prepared for that damage hit regardless.
dpshealmoveThe bone pile enhances the random target Earthshatter Slam frontal, turning it into Bonespike Slam which adds some additional area denial. In both cases you should step out of the impacted area to avoid the hit.
tankdpshealsoakpoisonThe mushroom pile empowers Spoiled Supplies, causing more of the Rotten Mushroom soaks to spawn around the room. Soaking applies the Toxic Spores poison, so use dispels if you have them, otherwise try and spread out who soaks so that the damage intake isn’t overwhelming. Just make sure to grab them before the 12s timer ends, otherwise they trigger a Putrid Burst.
Moving past the first boss, the terrain eventually becomes snowy and players will need to watch out for the Harsh Winds, finding cover behind terrain which is indicated by a lack of snow in that area. This area also has several new trash mobs to deal with.
BossSentinel of WinterBeware that the boss arena is icy, so players will slide whenever they move.
healdispelHealers use dispels to remove the Glacial Torment DoT quickly, focusing healing into the players you can’t dispel.
moveStack up as a group to bait all the Raging Squall tornadoes into one spot, then rotate around the room to safely avoid them.
tankdpshealkicksoakmoveAvoid the Shattering Frostspike circles, then focus down the adds that spawn from them, keeping interrupts on their Winter's Shroud cast. On death these mobs turn into a snow pile and shoot out a Rimeshatter soak, so make sure one player gets into those.
tankdpshealHealers be prepared for the ticking damage during Frozen Tempest, and if possible position the boss near one of the add snow piles as that will prevent the pushback from this ability.
BossNalorakktankdpshealEchoing Maul debuffs 3 players and forms an Echo on them after a delay, try and drop these in the same general area, near existing echoes if possible, but don’t cleave other allies.
moveIn general you’ll want to avoid going near echoes, as they’ll hit you with Spectral Slash if you get too close.
tankhealsoakTanks make sure your back is never to an echo, as during Overwhelming Onslaught Zul’jarra will jump behind you and put up a shield that the entire group needs to stand behind. Healers be prepared for the 3 large hits, and tanks be ready to run back to the boss after the knockback so you can get in the Forceful Slam soak.
tankdpsDuring Fury of the War God have your whole group make a wall around Zul’jarra in the middle of the room, blocking echoes that attempt to charge at her by standing in their path and taking a small hit of nature damage.
If Zul’jarra is hit by Forceful Slam or any of the charging echoes she will let out a Demoralizing Scream, so do your best to prevent this from happening.
Nothing here matches that filter.
33min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
No timeline available for Dazar, the First King. The write-up below still covers the fight.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of King's Rest below.
King's Rest M+ Dungeon Route: https://wago.io/U22_Bys16
BossThe Golden SerpentdpshealSpit Gold targets 2 random players, use a defensive if needed and drop the puddles this creates near existing ones if possible, as they turn into Animated Gold when Lucre's Call is cast. Cleave these blobs down, using slows and CCs to prevent them from empowering the boss
healHealers make sure to prepare for the Serpentine Gust channel, using group defensives or healing cooldowns as needed.
tankhealTail Thrash targets the tank, though this isn’t particularly dangerous.
After defeating the Golden Serpent, you’ll need to fight through a gauntlet of various troll Kings and Queens, which engage you in a random order.
After defeating the gauntlet, you’ll be able to progress towards Mchimba’s room, which has several more new mobs.
BossMchimba the EmbalmerdpshealmoveDrain Fluids channels into a random player, avoid the circles this creates and if targeted use a defensive or combat drop to stop the channel. If it does fully channel, healers should make sure to push the target's health above 90% to remove their debuff.
dpshealBurn Corruption targets a random player, drop these fire puddles away from the boss and sarcophagi so they don’t block your path.
dpskickMake sure players are topped for Awakening Slam, then cleave down the two Half-Finished Mummy mobs this spawns while keeping an interrupt on their Wretched Discharge cast.
tankdpshealEntomb locks a random player into one of the four sarcophagi around the room, quickly spread out to find which one they are shaking to prevent the boss from summoning additional mummy mobs.
healdispelSevering Axe targets a random player, use a bleed cleanse or defensive if needed, otherwise focus healing into the target.
moveAvoid the initial AoE and spinning projectiles created by Whirling Axes. I recommend tanking Kula in the centre of the arena, as this ability continues to be cast from the location of her body after her defeat.
tankdpshealsoakMake sure to group up in a safe spot for the Barrel Through soak, and keep in mind this is still cast after Aka’ali is defeated.
tankhealkiteTanks beware of the Debilitating Backhand knockback and debuff, either kiting until it goes away or using a large defensive to survive the damage amp.
healkickHealers beware of the group damage caused by Arc Lightning, which always cleaves off the tank. Everyone else should watch for the Poison Nova cast and make sure to interrupt it.
dpsWhen Call the Elements is cast swap to the Explosive Totem first, then the Thundering Totem, and finally the Torrent Totem.
As you make your way to Dazar, a single mini boss blocks your path.
BossDazar, the First KingOn pull the boss summons Reban, then at 80% he gets empowered as he mounts T’zala, who he also shares an Eternal Bond with. I recommend focusing Reban initially to remove the extra mechanics before the boss is empowered.
tankkickmoveTanks watch your positioning as Reban will use Hunting Leap to jump to you and do a frontal through your position which everyone should avoid. Reban also attempts to cast Deathly Roar which you should keep interrupted.
dpshealmoveAerial Smash targets two players, spread out and avoid cleaving allies. When mounted this ability is changed to Quaking Leap, which now targets 4 players and does additional AoE damage that the healer needs to prepare for. This effect can also be cancelled by combat drops if you are the furthest target, which is very useful to reduce group damage.
tankhealdispelTanks be ready with a defensive for the Blade Combo buster, which ramps up over the short channel. When mounted T’zala will use Savage Maul just before the combo, so be ready for this additional damage and use a bleed cleanse if needed.
tankhealMake sure to have healing ready for the Gilded Destruction AoE, and tanks remember to point the boss away from your group for the duration as this causes the bosses melee swings to frontal.
dpshealdispelmoveThroughout the fight watch out for the Impaling Spear circles and if hit use defensives or bleed cleanses to reduce the damage.
Nothing here matches that filter.
33min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Temple of Sethraliss below.
Temple of Sethraliss M+ Dungeon Route: https://wago.io/1pqM1h0ez
BossAdderis and AspixdpsKeep an eye on the Storm Blessed immunity buff, which starts on Aspix and passes between the bosses when one hits 40% health.
healmoveHealers watch out for the players targeted by Gust and focus spot healing into them.
tankdpshealsoakmoveGale Force puts a line on each player, loosely spread to avoid cleaving allies, but beware the knockback it does is strong, so if you don’t have a way to cancel it then use the walls to stop yourself. This is always followed by the Thunder and Lightning soak, so everyone should quickly collapse in melee after the knockback to split this damage.
healTempest Winds debuffs 2 players, move out of the group and drop these puddles out of the way.
tankhealTanks beware of Adderis when they gain the Overload buff and use a defensive if needed.
healAfter killing Adderis, Aspix will enter a Frenzy, causing Gust, Gale Force, and Tempest Winds to happen more frequently, so position accordingly to deal with these mechanics.
After defeating Adderis and Aspix you can head through the first gauntlet of the dungeon, where the bridge you have to cross is just full of swirlies you want to dodge between as you make your way across it.
BossMerekthatankhealLightning Bite targets the tank, be ready with a defensive for every cast.
dpsKnot of Snakes targets 2 players, stack in melee so that a single AoE CC can destroy them, then cleave down the Snakes that spawn under the boss.
healIf targeted by Thunder Spit drop your circles near the outside of the arena and use a defensive for the DoT damage if needed.
healHealers be ready for the Serpentstorm AoE damage, and everyone watch your positioning so you aren’t knocked into any puddles.
At full energy the boss will summon 3 Toxic Vipers and a Storm Serpent, then Burrow until they are defeated, dealing constant AoE damage and occasionally charging at players and stunning them if not avoided.
tankkickpoisonFor the adds, keep interrupts on the Poison Spit cast, and use a Poison dispel to remove DoTs as needed. Tanks should try to tank Storm Serpents near existing puddles or the edge of the room as they drop one when casting Storm Catalyst.
After Merektha you’ll encounter the first Loose Spark gauntlet, where orbs of lightning spiral in various patterns that you need to dodge through to progress forward and kill a nearby Spark Channeler, which stops more of the stunning orbs from spawning.
BossGalvazztdpshealLightning Spire spawn in sets of three, make sure a non-tank quickly steps between them and the boss to prevent him from gaining energy. Spread out defensives and healing cooldowns here to make this consistent heavy damage easier to manage for your healer. If the boss gets to full energy he casts Consume Charge, which likely leads to a wipe.
tanksoakTanks just move the boss around the room, shifting to make spires easier to soak, or whenever the Induction cast leaves behind a puddle.
After passing through another Loose Spark gauntlet, players will be in a large room filled with Faithless Conscripts, which aren’t worth any count and don’t do anything but hit your tank.
In order to progress forward, players will need to energize the two Eyes of Sethraliss, which will open up the skull at the far end of the room and allow you to head towards the final boss. To energize the eyes a player must click on them, causing them to take ticking damage while the energy bar fills, which also spawns a couple new trash mobs in the process.
BossAvatar of SethralisstankdpshealsoakmovePrioritize damage into the Corrupted Guardian, using a defensive if targeted by Vile Charge. Tanks should also watch out for their Tainted Strike buster. On death these mobs do a 20yd AoE and leave behind three Corrupted Lifeforce soaks, which players need to grab before they explode after 6s in a Corruption Burst. Soaking applies the Corruption debuff to the player, so DPS players or a Tank with a defensive ready should prioritize getting these.
kickKeep interrupts on the Twisted Hexxer’s Flame Shock ability, and drop the Latent Hex puddles on the outside of the room if targeted.
tankdpshealkitemoveWhen the Essence Defiler is defeated, the healer should focus on the Avatar while kiting the waves of Faithless Tormentors that continuously spawn in over 30s to avoid their Shadowlash debuff. DPS and Tanks should use CCs and AoE them down, as each one heals the Avatar for 0.7% of her health.
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34min Mythic+ Timer
Every damage number in the spell descriptions below already includes this increase – the same percentage the game shows when you slot the key at the Font of Power.
This is the number from the Font of Power. Tyrannical and Fortified are not included: from +10 both are always active — bosses then hit another 15 % harder, trash 20 %.
What is worth bringing to this dungeon, sorted by how much it matters. Anything marked “not needed” you can leave at home.
No timeline available for Lithiel Cinderfury. The write-up below still covers the fight.
If you are using the Mythic Dungeon Tools (MDT) Addon, you can import our PUG Friendly Route for the Mythic+ difficulty of Murder Row below.
Murder Row M+ Dungeon Route: https://wago.io/mWO70E5hA
To start the dungeon, you’ll need to interact with the 4 Snitches spread throughout this area to progress to the first boss. Also in this first area are several Faceted Crystalline Fel objects that players can interact with to pick up, which can then be exchanged with one of the vendors in this initial part of the dungeon to obtain a single-use item on your extra action button that temporarily buffs you or your group in some way. Each of these can only be bought by a single player, so keep that in mind!
These items do not expire, so you can hold on to them to use later in the dungeon if preferred.
BossKystia ManaheartdpshealKystia takes reduced damage thanks to her Felshield stacks, so focus Nibbles instead, who will turn friendly at 20% health and channel Destabilized. Healers should be prepared for this heavy group damage, and DPS players should be ready with cooldowns to take advantage of the damage amp.
tankdpskickBe ready with interrupts or CCs to destroy the 5 Mirror Images the boss occasionally spawns.
tankhealdispelCorroding Spittle debuffs random players, use a dispel to remove it as quickly as possible. If you have the debuff during Mirror Images use a defensive if you have one available.
tankdpshealmoveFor dodging, step out of the Fel Nova AoE when it happens, and tanks make sure to face Nibbles away from your group to make it easier for them to avoid the Fel Spray rotating frontal.
tankhealChaos Barrage targets the tank and jumps to other players, beware of this additional damage, particularly when Mirror Images are out.
After defeating Kystia you’ll be able to put on a disguise and head up the nearby spire, but before you can move on towards the second boss your group will need to clock in at the bar and perform a short shift, which begins when all 5 players have talked with Selenar Sunshy.
Each player is then given a random role, where completing your assigned task grants you satisfaction, causing the event to end when you gain enough to get 5 stars. Doing so also gives your group the Five Star Review debuff, increasing damage and healing done by 10% for 5mins.
On top of your assigned job, Influential Reviewers occasionally spawn and channel Scathing Review into a random player. Anyone is able to use a CC or interrupt on these mobs to stop the cast and cause them to despawn.
BossZaen BladesorrowtankdpshealmoveAvoid the barrels spawned by Same-Day Delivery, and if you get targeted by Fire Bomb make sure to cleave the Fel-Infused Freight to remove its group damage. When Murder in a Row is cast players should each find their own barrel to hide behind to prevent getting the Bleed this ability applies.
healHealers be prepared for the Killing Spree AoE channel, especially if there’s a Fel-Infused Freight somewhere in the room.
tankhealpoisonTanks use a defensive on the Envenom cast and use a Poison dispel if you have it to remove the debuff.
BossXathuux the AnnihilatortankhealTank the boss near the edge of the circular arena, facing him outwards so the Legion Strike frontal points away from your group.
dpsIf targeted by Axe Toss, move beside the boss to spawn the Legion Axe in cleave range, then all DPS should swap to it ASAP as it deals increasing AoE damage.
healmoveLoosely spread for Infernal Crush to avoid cleaving allies, and use a defensive if you have one as it will overlap with the large hit from Demonic Rage.
tankdpskiteDuring Demonic Rage tanks should slowly kite the boss along the edge of the room as puddles form, ideally using up less than half the room with each cast so that you never run out of space. If possible DPS should also try and save cooldowns to take advantage of the damage amp this applies.
Outside of the previously mentioned trash from before Xathuux, the area before the final boss only has one new mob:
BossLithiel CinderfurytankdpskickKeep an interrupt rotation on the random target Chaos Bolt casts.
tankTanks make sure to move the boss far enough away from the Infernal, which cannot be killed and fixates the tank until the boss is defeated.
tankdpskickOutside of the Infernal, the boss also uses Summon Vilefiend which tanks should pickup, as well as Fingers of Gul'dan which players should spread out for but have their circles overlapped, as each hit spawns a Wild Imp that spam cast Felfire Burst at random players, which you should use spare interrupts or CCs to disrupt.
tankmoveWhen the boss uses Demonic Gateway to teleport away, wait for Malefic Wave to finish casting and then take the gateway when the other end is on the safe side of the wave to avoid being hit. Tanks make sure the Infernal isn’t between the gates or blocking one of them.
dpsNote that all adds need to be cleaved down before Malefic Wave touches them, otherwise they gain Malefic Empowerment.
healFor group damage, healers just need to beware of the constant pulsing damage from Searing Fel Flame.
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