Paralyzing Shots
Debuffs two random players with a paralyzing shot that slows their play to a crawl.
Magic-dispel it or use a freedom effect. Two players playing slowed through the next mechanic is how pulls fall apart.
One page per boss across the full Season 2 rotation - what actually kills keys, which casts get the kicks, and what changes on Tyrannical. Each dungeon also carries its important trash abilities: what they do and what your group does about them. Pull timers and score live on the M+ timer.
Rav'i is an eat-or-be-eaten shield-break fight: whenever she runs out of energy she feeds on the nearest Carrion Pile behind an absorb shield, stacking a group-wide Carrion Burst DoT until the shield is destroyed. Keys die when the tank lets her feed on a Fresh Meat pile and trigger Feeding Frenzy, or when the group is too slow on the shield and the stacking DoT plus uncaught meat chunks overwhelm the healer.
Open boss guide →The Writhing Coil alternates a ramping Death Rattle group burn with an Uncoil intermission in which the boss splits into five snakes whose remaining combined health becomes the boss's health after Assimilation. Keys die to a missed Vine Grip break, to unkicked Toxic Atrophy stacks gutting group damage, and to the Synchronized Venom DoT overlapping intermission damage.
Open boss guide →Zul'jan is pure soak discipline: all four Ritual of the Fang beams must be intercepted or the boss gains stacking group-wide Fang Empowered pulses, and the Ritual Venom stacks soakers gain must be cleared on a Boneslicer line before their 50 second timer detonates. Keys die when a beam reaches the boss, or when a player forgets their venom timer and the stacked burst executes them.
Open boss guide →The run opens with a totem-breaking push through venomous packs, then a second wall of poison mist guards the road to Zul'jan. Kicks decide most pulls here, and a cooking or alchemy profession buys the group a free dungeon-long buff.
Debuffs two random players with a paralyzing shot that slows their play to a crawl.
Magic-dispel it or use a freedom effect. Two players playing slowed through the next mechanic is how pulls fall apart.
A high-damage hiss the serpent spams at the group.
Kick every cast. There is no reason to let this one through.
An AoE hit that also puts a healing absorb on the group.
Top the group before it lands and heal through the absorb. Do not let anyone sit low with the absorb still up.
A channel that evolves the pack: if it completes, Envenom becomes the group-wide Mass Envenom.
Stop the channel with any crowd control. If it completes, kick every Mass Envenom and poison-dispel the fallout.
A channeled rattle that pulses damage into the whole group.
Heal through the channel and keep the group stable. It is sustained pressure, not a spike.
Six totems pulse damage across the opening area until all six are destroyed, which opens the path forward.
Interact to destroy them between pulls and keep the healer ready for the ambient ticks while they stand.
Line attacks sweep the room while the serpent channels pulsing damage.
Dodge the lines as they fire and keep healing rolling through the channel ticks.
A group-wide envenom the serpent keeps casting.
Kick every cast and poison-dispel anyone who gets stacked.
Leaves poison circles on the ground when it dies.
Kill them where the circles will not matter and step out of the pools.
Tornadoes wander the approach to Zul'jan's arena.
Watch their paths and never stand in their lanes.
Mobs in the final approach explode with venom when they die.
Stagger the kills so the healer can top the group between explosions.
A usable mixture tucked in the corner before Zul'jan. Anyone with 25 Midnight Cooking or Alchemy can grant the group a dungeon-long buff.
Grab it before the final boss. It is free power for the rest of the key.
Kystia fights alongside her fel-infused mana wyrm Nibbles, and while Nibbles stays infused Kystia sits behind an 80 percent damage-reduction Felshield, so the real opener is burning Nibbles to 20 percent health. Keys die here when groups waste cooldowns into the shielded boss, miss Corroding Spittle dispels, or eat the party-wide pulses of the Destabilized burst window with no healing cooldown ready.
Open boss guide →At 100 energy Zaen aims Murder in a Row at every player in his line of sight, and anyone not hidden behind a Forbidden Freight crate takes a near-lethal shot plus a long bleed. Keys die to barrel management: Fire Bombs and stray shots blow up crates 5 seconds after they are hit, and every fel barrel left alive stacks the party-wide Fel-Infused Freight rot until the healer drowns.
Open boss guide →Xathuux builds rage until Demonic Rage bursts the party, speeds his swings by 75 percent, and starts spreading Burning Steps pools from his feet, so the tank slowly kites him around the edge of the room. Keys die when the thrown Axe survives too long and its stacking Fel Lightning overwhelms the healer, or when Infernal Crush lands during the rage window with no defensives left.
Open boss guide →Lithiel carpets each player's position with Wild Imps via Fingers of Gul'dan, then escapes through a Demonic Gateway, shields herself with Felshield, and pushes an expanding Malefic Wave ring across the whole room; taking her gateway grants immunity to the wave's hit and its lingering 50 percent Fire vulnerability. Keys die to unkicked Chaos Bolts, to demons that survive into the wave and gain 100 percent haste from Malefic Empowerment, and to players who try to outrun the ring instead of using the portal.
Open boss guide →The Row runs on errands: four snitches to flip, fel crystals to trade for single-use gadgets, and a bar shift that pays out a 10% damage and healing buff. The trash hits in three flavors: bleed stacks, fel channels, and curses.
Stacks a weakening debuff on the tank with every bash.
The tank watches the stacks and rotates a defensive before they get out of hand.
Hurls a glaive at the tank that cleaves nearby players and bleeds, worse while Shield Bash stacks are up.
Melee gives the tank room, and the tank uses a defensive or bleed cleanse, especially when already debuffed.
Channels a seduction into a random player.
Kick it or lock the sayaad down with crowd control. A charmed player is a dead pull.
Stacks a damage-over-time effect on the whole group.
Healers prepare for the ramp and the group uses defensives or a raid cooldown to survive the peak.
Enrages, massively increasing its damage.
Kick the cast or soothe the enrage off. Do not let it swing freely.
Blasts random players with felfire.
Spend spare interrupts on it and spot-heal the targets.
Curses a random player. If the cursed player dies, a Doomguard spawns.
Dispel it fast, or stack the group to split the damage. Never let anyone die with it up.
Channels a heavy drain into a random player.
The target uses a defensive or drops combat if one is available.
Channels health into a wounded ally.
Kick it or crowd-control the warlock. A healed priority target wastes the whole pull.
A heavy channeled slam that batters the group.
Heal through the channel and keep the group stable until it ends.
Fires beams at every player that leave fel puddles behind.
Dodge the beams and never stand in the puddles they leave.
Faceted Crystalline Fel picked up around the Row can be traded to vendors for one-use extra-action-button items, one per player.
Buy early and hold them for the boss your group fears most.
After Kystia the group works a bar shift with assigned roles. Finishing it grants Five Star Review: 10% damage and healing for 5 minutes.
Work the shift, do your assigned role, and kick or crowd-control the Influential Reviewers' Scathing Review casts.
The Hoardmonger permanently unlocks a new ability at 90, 70, and 40 percent health in Mythic+, so the final phase runs extra mushrooms, Bonespike Slam, and Hearty Bellow all at once. Keys die to unsoaked Rotten Mushrooms, because a single Putrid Burst covers the entire group in stacking Toxic Spores.
Open boss guide →This fight is add control inside a storm: Shattering Frostspike reveals two Fractured Shivercores whose Winter's Shroud casts must be interrupted, and in Mythic+ each add death spawns a Rimeshatter soak plus a Snowdrift. Keys die when Frozen Tempest pushes players out of the eye because nobody staged a Snowdrift or a Rimeshatter soak was missed into the root.
Open boss guide →Nalorakk is a positioning check: Echoing Maul spawns Echoes of Nalorakk wherever the marked players stand, and at 100 energy Fury of the War God sends every Echo charging at the stunned Zul'jarra. Keys die when Echoes get dropped mid-room, reach Zul'jarra, and stack Demoralizing Scream's 10 percent damage-taken debuff until Overwhelming Onslaught becomes lethal.
Open boss guide →The run opens with a scavenger hunt: six offerings summon the first boss, and two profession-gated buffs reward groups that bring a druid, an alchemist, a Night Elf, or a Troll. Past the Hoardmonger the snow brings the Harsh Winds gauntlet.
A heal the tender channels onto its pack.
Kick every cast. If one gets through, purge it off the priority target.
Plants an effigy that keeps casting a group-wide hunger curse.
Kill the effigy fast to cut the casts short, and curse-dispel anyone stacked.
A channeled feast that ticks heavy damage into the group.
Heal through the channel and use a defensive if it overlaps other damage.
A roar that hits the whole group and must never go off.
Kick every cast without exception.
Gains a shield and pulses AoE damage while the shield holds.
Focus the shielded mob until the ward breaks. The pulses stop with it.
Pulses constant damage until the avatar dies, and killing it ends the Harsh Winds event.
Make this the kill priority and heal through the pulses. The winds stop when it falls.
A chain lightning cast that punishes the group.
Keep a kick rotation on it and spend spare interrupts on the random Lightning Bolts.
Enrages itself and its saberfang, massively increasing their damage.
Soothe the enrage off. With no soothe available the tank plays defensively until it fades.
Drops totems that bury the healer in AoE if they are left up.
Destroy the totems as soon as they spawn.
Targets two random players with a delayed quake.
Move away from the group and overlap the quake with existing puddles to save floor space.
Two incense burners sit early in the dungeon. Bear-form druids and alchemists with 25 Midnight skill can grant the group 5% versatility for 10 minutes.
Light both on the way to the first boss. It is free throughput for the hardest trash.
A provision cache halfway through the Harsh Winds gauntlet. Night Elves, Trolls, and bear-form druids can claim a 15-minute buff that halves movement-force effects.
Send an eligible player to grab it on the way through. It trivializes the gauntlet's push effects.
Three bonded rutaani share every point of damage through Thicket's Trinity, so the fight is really a soak check wrapped around free cleave. Keys die when nobody stands in a Lightblossom Beam, because each unblocked tick stacks Light-Gorged and the resulting Lightbloom Overgrowth ramps into group-wiping pulses, with Bedrock Surge and the Mythic-only Fan Of Thorns punishing anyone who is already low.
Open boss guide →Ikuzz roots the party in Bloodthorn Roots and then fixates one player with Bloodthirsty Gaze at 100 energy, and if he reaches a victim who is still rooted the Incise bite plus the Crunched stun is usually a death in a key. The overlap of Thorncaller Roar group damage with post-stomp root eruptions is the healing check that decides the pull.
Open boss guide →Ruia swaps between Moonkin form, where the tank eats interruptible Warden's Wrath bolts, and Bear form, where Pulverizing Strikes fires locked-on cones at three players and Grievous Thrash applies a stacking bleed that only ends when the target reaches full health. At 40 percent he channels Spirits of the Vale and loops every ability on an 8 second cycle until he dies, so groups that reach the execute without cooldowns lose the key to overlapping bleeds and cones.
Open boss guide →Ziekket is an add-management fight where Lightspawn Lashers go Dormant at 1 percent health instead of dying, and only steering the Concentrated Lightbeam across the dormant bodies removes them before Awaken the Lightbloom revives them with Vicious Regrowth, which makes them kick-immune and 30 percent stronger. On Mythic+ players must also burst the crawling Lightbloom's Essence orbs on themselves, because an orb that reaches the boss triggers a group-wide Fluorescent Outburst and stacks an absorb shield plus a damage buff on him.
Open boss guide →The Vale opens with a fork: left for the Lightblossom Trinity and a speed-and-haste blossom buff, right for Ikuzz and a temporary grovecrawler ally. The left path's buff and friendlier packs make it the usual pick.
A volley of light bolts that hits the whole group.
Kick every cast. This is the pull's metronome and it never stops.
At low health the lasher tries to wake nearby Dormant lashers.
Crowd-control the caller and focus it down before the cast finishes. Extra lashers are never worth it.
Slams the tank and leaves a damaging puddle behind.
The tank uses a defensive and drops the puddle away from the group.
Pulses heavy damage into the group.
Healers answer with cooldowns. This is the pull's scripted heal check.
Spews spore circles around itself.
Step out of the circles and keep the floor clean.
A screech that disorients the group.
Kick every cast. A disoriented group is a group standing in the next mechanic.
Channels beams into three random players.
Targeted players move away from allies and use a defensive. Do not clump.
A shield that damages anyone attacking into it.
Watch your own health while cleaving into it. The shield punishes mindless AoE.
Lays eggs that hatch into newborn adds.
Kill the eggs before they hatch. Every hatched add is damage you chose to take.
A group-wide poison DoT.
Poison-dispel as many targets as possible and heal through the rest.
A heavy bleed on the tank.
Use bleed removals or self-healing to mitigate it before the next one lands.
Mobs past Lightwarden Ruia explode on death and leave a puddle behind.
Plan pulls around the death explosions. Do not stack deaths on top of the group.
Paladins, Priests, and Herbalists with 25 Midnight skill can grant the group 20% speed and 5% haste for 2 minutes.
Take the left path and grab it. It is the stronger of the two opening buffs.
Taz'Rah is a movement check where the room slowly fills with Void Fissure zones while Ethereal Shades draw Nether Dash lines through random players. Keys die to Dark Bloom, which slams the whole group and launches orbs out of every existing puddle, so sloppy fissure placement early in the fight turns the last minute into an unhealable bullet hell.
Open boss guide →Atroxus is an add-priority fight in Mythic+ where every Monstrous Roar deals armor-ignoring group damage and wakes a Toxic Creeper whose Toxic Aura pulses party-wide Nature damage until it dies. Keys fall apart when the creeper lives too long, when the tank eats a Sickening Bite stack, or when players fight inside Poison Pools and hand the healer a fight-long Nature damage triage.
Open boss guide →Charonus is a coordination fight where each player must drag their fixating Gravitic Orb into an Unstable Singularity to destroy it while dodging Cosmic Crash comets and Void Cascade streams. Keys die here to stacking Condensed Mass on players who clear their orb too slowly, and to anyone who gets pulled inside a singularity and loses 15 seconds to Atomized.
Open boss guide →Your opening path picks your mini-boss and your buff: left brings Aegyra and Proof of Endurance on a lighter kick load, right brings Raj'kess and Proof of Mastery. Either way the arena floor keeps spawning new packs, so the trash plan matters as much as the bosses.
A shout that weakens the whole group's damage and healing if the cast finishes.
Give this a dedicated kick every time it is cast. It is the highest-value interrupt on the left path.
Melee hits stack a surging bleed on the tank that ramps the longer the fight goes.
The tank rotates defensives as stacks climb, and kites or calls for a soothe when they get high.
A channeled slam sequence that pulses damage into the group while the overseer hides behind a shield. The mob cannot be crowd-controlled.
Break the shield to cut the channel short, then heal through whatever ticks remain.
A whirling storm that fixates a player and chases them around the room.
The fixated player keeps running while everyone else stays clear of the storm's path.
A shadow volley that hits every player in the group.
Kick every cast. One volley looks small, but it stacks up across a long pull.
Marks two random players for a delayed eruption that leaves a void puddle where it expires.
Marked players walk away from the group before it goes off and leave the puddle somewhere harmless.
Hurls a spear that tethers every player in place. Defeating Aegyra grants Proof of Endurance for 30 minutes.
Destroy the spear immediately so the group can move again.
A heavy smash that lands right after the spear, punishing anyone still stacked together.
Spread out the moment the spear dies. Do not be standing shoulder to shoulder when the smash lands.
Leaps to a random player and applies a bleed, always followed by the Earthsplitter shockwave.
Drift toward the edge of the room when targeted and be out of the shockwave circle when it lands.
A long channeled storm that hammers the whole group. Defeating Raj'kess grants Proof of Mastery for 30 minutes.
Plan a healing cooldown for the channel and keep the group topped. The buff is worth the detour if your kicks can cover the right path.
A blasting cone of sand aimed at the group.
Kick every cast. It is the one thing on this mob that can surprise a healer.
Begins devouring a nearby low-health mob. If the cast completes, the brutalizer heals for a huge amount.
Find the targeted mob and kill it before the cast finishes. Nothing else in the pull matters until that is done.
A roar that damages the group and shoves everyone backward.
Heal through the hit and watch your footing so the knockback does not throw anyone into the next pack.
Summons orbs that finish a disruptive cast if they are left alive.
Swap to the orbs the moment they spawn and kill them before the cast completes.
Turtles into its shell for a long duration, then emerges stunned and takes extra damage. Immune to crowd control throughout.
Ignore it during Shell Guard and swap to it while it is stunned. That is the only window worth your damage.
A council duo where Storm Blessed makes one boss immune at a time, so your damage uptime lives and dies on instant target swaps. Keys end here when the group fails the Thunder and Lightning stack-and-split, touches a Tempest Winds zone at the wrong moment, or gets Gale Forced into leftover wind zones while the healer is silenced.
Open boss guide →A long snake fight about freeing trapped teammates and respecting lightning on the floor: A Knot of Snakes removes a player from the fight until the group breaks them out, and the Burrow charge one-shots and stuns anyone in its path on high keys. Hatch waves add a double-health Storm Serpent that must die first, and the Serpentstorm channel is the raw heal-check that ends undergeared healers.
Open boss guide →An energy-denial fight: Lightning Spires beam energy into Galvazzt, and if he reaches 100 energy he casts Consume Charge, which shocks the group, halves your damage for 20 seconds, and permanently stacks his own damage through Capacitance. Keys die here to soakers who intercept beams without defensives and to Induction pulses landing on an already-bleeding group.
Open boss guide →A reverse encounter: you win by healing the Avatar of Sethraliss to full while waves of Faithless adds try to stop you, and the Essence Defiler's Defiling Taint channel makes her immune to healing until it dies. Keys fall apart when Shadowlash Tormentors reach the healer, when the Corrupted Guardian's death explosion and lifeforce soaks are mishandled, or when uninterrupted Flame Shocks stack damage the healer cannot spare.
Open boss guide →A Battle for Azeroth return with its gauntlets intact: a swirlie bridge, spark-dodging corridors, and an eye-energizing finale. Most wipes come from missed kicks on trash, not from the bosses.
Channels a barrage into a random player.
Stop it with any crowd control. The channel hurts far more than the rest of its kit.
A stealth opener that stuns its target.
Break stealth before it lands, kick it, or poison-dispel the stun off.
A bolt aimed at a random player.
Keep a kick on it. It is the steady chip damage of the early pulls.
Stacks charge on itself, then spends it on a massive Release Charge.
Purge the stacks off, and have a defensive ready if the nimbus is sitting on several of them.
A debuff that stuns when it expires.
Dispel every one. The stun is the dangerous part, not the tick.
Charges a random target and applies a bleed.
Bleed-cleanse or defensive if it overlaps other damage.
A heavy slam on the tank that also amplifies further damage.
The tank uses a defensive for the hit and respects the damage amp after it.
A group hit followed by a damage-over-time effect.
Heal through the stomp and keep the group topped while the DoT runs.
Lightning orbs spiral through the corridors in patterns that stun on contact.
Dodge through the patterns and kill the Spark Channeler to stop more orbs from spawning.
Clicking an eye ticks damage on the clicker while it charges, and spawns defenders.
Heal the clicker through the ticks and be ready for the spawned pack.
Channels into the nearest eye, undoing your progress.
Kick it or lock the watcher down with crowd control.
Fixates a random player, preferring the healer, and stacks a shadow debuff in melee.
Kite it and never let it reach its target. The stacks are the kill condition.
Sources: Method: Temple of Sethraliss Mythic+ Guide and Route
The Golden Serpent is an add-control check. Spit Gold targets drop Molten Gold pools, Lucre's Call animates every pool into an Animated Gold add that crawls toward the boss, and each add that reaches him grants a Luster stack that shields him for 10 percent of his health and buffs his damage by 25 percent, which on a high key snowballs into unhealable group damage and a dead key.
Open boss guide →Mchimba is a coordination and interrupt fight. Entomb locks a player in a crypt and the party must free them fast, or Open Coffin releases Finished Mummies whose Wretched Discharge disease will overwhelm the group, while Drain Fluids and Awakening Slam keep rolling damage on the party the whole time.
Open boss guide →Three councilors fight you one at a time, and defeated councilors keep returning briefly to reuse one signature ability, so the mechanics stack up as the fight goes on. Keys die to an uninterrupted Poison Nova, an unsoaked Barrel Through, and above all to the Explosive Totem from Call of the Elements finishing its Explode cast.
Open boss guide →Dazar is a movement and overlap fight. Gilded Destruction is the biggest party burst in the dungeon and simultaneously spawns Impaling Spears on player positions and turns his melee into Searing Gold frontals, while at 80 percent he mounts T'zala, who shares 100 percent of his damage taken and layers Savage Maul on top of Blade Combo as a stacked tankbuster window, with Reban's Deathly Roar fear demanding a clean kick.
Open boss guide →A Battle for Azeroth return built around its golden halls: shielded guardians that die to purges, a gauntlet of troll royalty fought in random order, and a council that keeps casting even after its members fall.
Shielded guardians that die instantly when their shield is removed.
Purge the shield. It is the fastest kill in the dungeon.
Fixates a player and fears on melee contact.
Do not let it touch you. Kite it until it dies or is purged.
AoE slams that hit much harder once the guardian drops below half health.
Heal through the slams and keep a defensive ready for the sub-half-health stretch.
A volley that must never finish.
Kick every cast. This is the pull's non-negotiable interrupt.
A heal cast onto its allies.
Kick every cast, and purge it off if one gets through.
A massive strike paired with the construct's AoE slams.
Healers prepare for the combination and the group stays topped.
Stores a random player inside a nearby sarcophagus.
Use the extra action button to break out before Wail of Mourning ramps up.
A discharge that punishes the group if it completes.
Kick every cast. It is the one thing on this construct that can spiral a pull.
Drops a totem that heals the pack.
Swap to the totem the moment it spawns and kill it.
A soul bind that must never finish.
Kick every cast. One completed bind makes the whole pack far harder to kill.
Creates two soaks. Unsoaked pools detonate on the group.
Stand in the soaks fast. Two players, two pools, no debate.
Damages every bleeding player in the group.
Clear bleeds from Mortal Bleed and Sudden Rupture before it lands, and have defensives ready.
Melidrussa is a room-management fight: Hailburst litters the floor with Hailbomb mines, and Chillstorm first pulls the group in and then knocks everyone back, so a badly positioned knockback into a mine is what actually kills keys. At 66 and 33 percent she summons Infused Whelps and, in Mythic+, wraps herself in a Frost Overload absorb that pulses stacking party damage until the shield is broken, which turns each phase transition into a burst check.
Open boss guide →Kokia is an add-and-ground-denial fight: every 100 energy she casts Ritual of Blazebinding to summon a Blazebound Firestorm that must be swapped to, kicked, and killed away from the group, while Molten Boulders and Scorched Earth steadily eat the usable floor. Keys die to a Blaze Volley that gets through, to Burnout explosions on top of melee, and to tanks flattened by Searing Blows once the Searing Wounds stacks ramp.
Open boss guide →This council fight opens with Erkhart on the ground while Kyrakka strafes the platform with Roaring Firebreath and Inferno Spit, and once either boss reaches 40 percent health Kyrakka lands and Erkhart remounts her for the final burn. Keys die to Winds of Change pushing players and Flaming Embers across the platform, to casts eaten by Interrupting Cloudburst, and to Stormslam stacks left undispelled on the tank.
Open boss guide →The tightest timer in the pool at 28 minutes. Trash comes in elemental trios: earth packs that stack debuffs on the tank, fire packs that punish deaths, and storm packs that punish careless dispels.
A passive that stacks a debuff on the tank with every swing.
The tank rotates defensives as stacks climb and kites if they get too high.
Charges a random player in a line.
Bait it toward a nearby wall, then step out of the line.
A heavy nuke aimed at a random player.
Kick it. Every one that goes through is a healer global you do not get back.
Detonates in a 20-yard explosion when it dies.
Get clear before the cast finishes. Never die stacked on one of these.
At half health it starts pulsing party-wide damage that ramps.
Save offensive and defensive cooldowns for the second half of the pull.
Debuffs two random players. Dispelling it triggers a group DoT.
Stagger the dispels so the healer can keep the group healthy through each wave.
At full energy it hits the party and knocks everyone back.
Be healthy when energy nears full and have a defensive ready for the knockback.
Shields itself and deals AoE damage when the shield expires.
Burn the shield down before it expires. The detonation is avoidable damage.
Purging its barrier detonates it on a random player.
Do not purge every cloud at once. Stagger them or the detonations chain.
Stacks a slowing debuff on the tank, dangerous at 20 stacks.
Dispel or freedom the tank before the stacks hit 20.
A random player becomes a walking AoE.
Do not cleave allies with it and use a defensive if you are the bomb.
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