Mythic+ · Midnight Season 2

Dungeon boss guides for key groups

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.

8
dungeons in the rotation
28
bosses with a written guide
28:00
tightest timer: Ruby Life Pools
Timer 30:00

Altar of Fangs

3 bosses
Trash that kills keys

Important abilities

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.

Twinfang Harrower

Paralyzing Shots

DISPEL: MAGIC

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.

Primal Serpent

Piercing Hiss

KICK

A high-damage hiss the serpent spams at the group.

Kick every cast. There is no reason to let this one through.

Ritual Chieftain

Blood Sacrifice

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.

High Evolutionist

Evolve

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.

Rattling Writhe

Rattle

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.

Caustic Mist Totem

Unstable Totem

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.

Ascendant Serpent

Toxic Surge

AVOID

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.

Ascendant Serpent

Mass Envenom

KICKDISPEL: POISON

A group-wide envenom the serpent keeps casting.

Kick every cast and poison-dispel anyone who gets stacked.

Venom Leech

Septic Spatter

AVOID

Leaves poison circles on the ground when it dies.

Kill them where the circles will not matter and step out of the pools.

Zul'jan Approach

Virulent Whirl

AVOID

Tornadoes wander the approach to Zul'jan's arena.

Watch their paths and never stand in their lanes.

Zul'jan Approach

Venom Burst

AVOID

Mobs in the final approach explode with venom when they die.

Stagger the kills so the healer can top the group between explosions.

Unfinished Mixture

Mutating Elixir

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.

Sources: Method: Altar of Fangs Mythic+ Guide and Route

Timer 34:00

Murder Row

4 bosses
#1Kystia Manaheart

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 →
#2Zaen Bladesorrow

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 →
#3Xathuux the Annihilator

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 →
#4Lithiel Cinderfury

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 →
Trash that kills keys

Important abilities

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.

Bribed Captain

Shield Bash

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.

Bribed Captain

Glaive Toss

DISPEL: BLEED

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.

Seductive Sayaad

Seduction

KICK

Channels a seduction into a random player.

Kick it or lock the sayaad down with crowd control. A charmed player is a dead pull.

Shivan Punisher

Blade Dance

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.

Wrathguard Flayer

Fel Rage

KICKSOOTHE

Enrages, massively increasing its damage.

Kick the cast or soothe the enrage off. Do not let it swing freely.

Wrathguard Flayer

Felfire Burst

Blasts random players with felfire.

Spend spare interrupts on it and spot-heal the targets.

Corrupted Warlock

Curse of Doom

DISPEL: CURSE

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.

Corrupted Warlock

Drain Life

Channels a heavy drain into a random player.

The target uses a defensive or drops combat if one is available.

Felmaster Lucsei

Health Funnel

KICK

Channels health into a wounded ally.

Kick it or crowd-control the warlock. A healed priority target wastes the whole pull.

Defiled Golem

Defiled Slam

A heavy channeled slam that batters the group.

Heal through the channel and keep the group stable until it ends.

Defiled Golem

Fel Beam

AVOID

Fires beams at every player that leave fel puddles behind.

Dodge the beams and never stand in the puddles they leave.

Fel Crystal Vendor

Single-use gadgets

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.

Selenar Sunshy

Clock-in shift

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.

Sources: Method: Murder Row Mythic+ Guide and Route

Timer 32:00

Den of Nalorakk

3 bosses
Trash that kills keys

Important abilities

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.

Earthwhisper Tender

Healing Breeze

KICK

A heal the tender channels onto its pack.

Kick every cast. If one gets through, purge it off the priority target.

Spirit of Hunger

Starvation Effigy

DISPEL: CURSE

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.

Spirit of Hunger

Feast of Misery

A channeled feast that ticks heavy damage into the group.

Heal through the channel and use a defensive if it overlaps other damage.

Frigid Mauler

Frigid Roar

KICK

A roar that hits the whole group and must never go off.

Kick every cast without exception.

Frigid Mauler

Rumbling Ward

Gains a shield and pulses AoE damage while the shield holds.

Focus the shielded mob until the ward breaks. The pulses stop with it.

Avatar of Determination

Harsh Winter

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.

Stormbound Mystic

Arc Lightning

KICK

A chain lightning cast that punishes the group.

Keep a kick rotation on it and spend spare interrupts on the random Lightning Bolts.

Grizzled Warbringer

Bestial Wrath

SOOTHE

Enrages itself and its saberfang, massively increasing their damage.

Soothe the enrage off. With no soothe available the tank plays defensively until it fades.

Loa Speaker Nanea

Volatile Totem

Drops totems that bury the healer in AoE if they are left up.

Destroy the totems as soon as they spawn.

Loa Speaker Nanea

Earthquake

AVOID

Targets two random players with a delayed quake.

Move away from the group and overlap the quake with existing puddles to save floor space.

Warding Incense

Incense Blessing

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.

Snowworn Provisions

Rune of Anchoring

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.

Sources: Method: Den of Nalorakk Mythic+ Guide and Route

Timer 30:00

The Blinding Vale

4 bosses
#1Lightblossom Trinity

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 →
#2Ikuzz the Light Hunter

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 →
#3Lightwarden Ruia

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 →
#4Ziekket

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 →
Trash that kills keys

Important abilities

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.

Radiant Spellsower

Light Bolt Volley

KICK

A volley of light bolts that hits the whole group.

Kick every cast. This is the pull's metronome and it never stops.

Lightgorged Lasher

Call the Grove

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.

Virid Grovekeeper

Earthrupture Strike

AVOID

Slams the tank and leaves a damaging puddle behind.

The tank uses a defensive and drops the puddle away from the group.

Sporeblight Belcher

Spouting Floret

Pulses heavy damage into the group.

Healers answer with cooldowns. This is the pull's scripted heal check.

Sporeblight Belcher

Belch Spores

AVOID

Spews spore circles around itself.

Step out of the circles and keep the floor clean.

Lightfeather Petalwing

Disorienting Screech

KICK

A screech that disorients the group.

Kick every cast. A disoriented group is a group standing in the next mechanic.

Overgrown Hydra

Lightmaw Beams

AVOID

Channels beams into three random players.

Targeted players move away from allies and use a defensive. Do not clump.

Overgrown Hydra

Spiny Shield

A shield that damages anyone attacking into it.

Watch your own health while cleaving into it. The shield punishes mindless AoE.

Potatoad Matriarch

Toadspawn

Lays eggs that hatch into newborn adds.

Kill the eggs before they hatch. Every hatched add is damage you chose to take.

Potatoad Matriarch

Toxic Spew

DISPEL: POISON

A group-wide poison DoT.

Poison-dispel as many targets as possible and heal through the rest.

Luminous Thornmaw

Grievous Gash

DISPEL: BLEED

A heavy bleed on the tank.

Use bleed removals or self-healing to mitigate it before the next one lands.

Blighted Wildlife

Lightwarden's Blight

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.

Light-Starved Blossom

Flourishing Stride

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.

Sources: Method: The Blinding Vale Mythic+ Guide and Route

Timer 30:00

Voidscar Arena

3 bosses
Trash that kills keys

Important abilities

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.

Dominated Brawler

Demoralizing Shout

KICK

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.

Dominated Brawler

Bloodsurge

SOOTHE

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.

Brutal Overseer

Brutal Slams

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.

Brutal Overseer

Macestorm

AVOID

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.

Voidtouched Magi

Shadowbolt Volley

KICK

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.

Voidtouched Magi

Null Eruption

AVOID

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.

Aegyra the Unyielding

Champion's Spear

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.

Aegyra the Unyielding

Savage Smash

AVOID

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.

Aegyra the Unyielding

Ferocious Leap

AVOID

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.

Raj'kess the Spellstorm

Thundering Storm

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.

Killvore Screamer

Violent Sand

KICK

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.

Devouring Brutalizer

Devour

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.

Devouring Brutalizer

Dreadbellow

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.

Enthralled Shaman

Orb of Disruption

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.

Angry Krolusk

Shell Guard

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.

Sources: Method: Voidscar Arena Mythic+ Guide and Route

Timer 32:00

Temple of Sethraliss

4 bosses
#1Adderis and Aspix

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 →
#2Merektha

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 →
#3Galvazzt

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 →
#4Avatar of Sethraliss

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 →
Trash that kills keys

Important abilities

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.

Sandswept Hunter

Arrow Barrage

Channels a barrage into a random player.

Stop it with any crowd control. The channel hurts far more than the rest of its kit.

Sandswept Hunter

Poisoned Cheap Shot

KICKDISPEL: POISON

A stealth opener that stuns its target.

Break stealth before it lands, kick it, or poison-dispel the stun off.

Faithless Subjugator

Lightning Bolt

KICK

A bolt aimed at a random player.

Keep a kick on it. It is the steady chip damage of the early pulls.

Agitated Nimbus

Accumulate Charge

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.

Imbued Stormcaller

Imbued Conduction

DISPEL: MAGIC

A debuff that stuns when it expires.

Dispel every one. The stun is the dangerous part, not the tick.

Barbed Krolusk

Serrated Charge

DISPEL: BLEED

Charges a random target and applies a bleed.

Bleed-cleanse or defensive if it overlaps other damage.

Sandfury Stonefist

Sunder Slam

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.

Orb Watcher

Caustic Stomp

A group hit followed by a damage-over-time effect.

Heal through the stomp and keep the group topped while the DoT runs.

Spark Channeler

Loose Spark Gauntlet

AVOID

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.

Eye of Sethraliss

Energizing

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.

Orb Watcher

Essence Disruption

KICK

Channels into the nearest eye, undoing your progress.

Kick it or lock the watcher down with crowd control.

Faithless Tormentor

Shadowlash

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

Timer 33:00

Kings' Rest

4 bosses
#1The Golden Serpent

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 →
#2Mchimba the Embalmer

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 →
#3The Council of Tribes

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 →
#4Dazar, The First King

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 →
Trash that kills keys

Important abilities

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.

Shadow-Borne Champion

Bound by Shadow

Shielded guardians that die instantly when their shield is removed.

Purge the shield. It is the fastest kill in the dungeon.

Shadow-Borne Champion

Pit of Despair

AVOID

Fixates a player and fears on melee contact.

Do not let it touch you. Kite it until it dies or is purged.

Animated Guardian

Heavy Slams

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.

Risen Hexer

Hex Volley

KICK

A volley that must never finish.

Kick every cast. This is the pull's non-negotiable interrupt.

Seneschal M'bara

Unholy Mending

KICK

A heal cast onto its allies.

Kick every cast, and purge it off if one gets through.

Purification Construct

Purification Strike

A massive strike paired with the construct's AoE slams.

Healers prepare for the combination and the group stays topped.

Interment Construct

Entomb

Stores a random player inside a nearby sarcophagus.

Use the extra action button to break out before Wail of Mourning ramps up.

Interment Construct

Wretched Discharge

KICK

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.

Spectral Shaman

Healing Tide Totem

Drops a totem that heals the pack.

Swap to the totem the moment it spawns and kill it.

Phantom Hex Priest

Bind Soul

KICK

A soul bind that must never finish.

Kick every cast. One completed bind makes the whole pack far harder to kill.

Shadow of Zul

Pool of Darkness

AVOID

Creates two soaks. Unsoaked pools detonate on the group.

Stand in the soaks fast. Two players, two pools, no debate.

Royal Gauntlet

Blood Drain

DISPEL: BLEED

Damages every bleeding player in the group.

Clear bleeds from Mortal Bleed and Sudden Rupture before it lands, and have defensives ready.

Sources: Method: King's Rest Mythic+ Guide and Route

Timer 28:00

Ruby Life Pools

3 bosses
Trash that kills keys

Important abilities

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.

Primal Juggernaut

Tectonic Strike

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.

Defier Draghar

Blazing Rush

AVOID

Charges a random player in a line.

Bait it toward a nearby wall, then step out of the line.

Ashseer Flamelasher

Cinderbolt

KICK

A heavy nuke aimed at a random player.

Kick it. Every one that goes through is a healer global you do not get back.

Blazebound Destroyer

Burnout

AVOID

Detonates in a 20-yard explosion when it dies.

Get clear before the cast finishes. Never die stacked on one of these.

Flamegullet

Molten Blood

At half health it starts pulsing party-wide damage that ramps.

Save offensive and defensive cooldowns for the second half of the pull.

Thunderhead

Rolling Thunder

DISPEL: MAGIC

Debuffs two random players. Dispelling it triggers a group DoT.

Stagger the dispels so the healer can keep the group healthy through each wave.

Ruinous Stormbringer

Thunderstorm

AVOID

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.

Storm Warrior

Tempest Stormshield

Shields itself and deals AoE damage when the shield expires.

Burn the shield down before it expires. The detonation is avoidable damage.

Thundercloud

Stormcloud Detonation

AVOID

Purging its barrier detonates it on a random player.

Do not purge every cloud at once. Stagger them or the detonations chain.

Frost Sworn

Cold Claws

DISPEL: MAGIC

Stacks a slowing debuff on the tank, dangerous at 20 stacks.

Dispel or freedom the tank before the stacks hit 20.

Kokia Approach

Living Bomb

AVOID

A random player becomes a walking AoE.

Do not cleave allies with it and use a defensive if you are the bomb.

Sources: Method: Ruby Life Pools Mythic+ Guide and Route

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