Uldir Normal & Heroic

Millennia ago, seeking to understand the nature of their eternal foe, the titans constructed this sprawling underground facility to research and quarantine captured specimens. They hoped that by studying the void energy that bound the Old Gods, probing it for weaknesses and reactions, they could find some way to neutralize it. They were horribly, horribly wrong. The facility was sealed away, so that the horrors within would never be unleashed upon Azeroth. But now those seals have broken…


Raid Entrance

Name: Uldir
Entrance
Nazmir, Zandalar
Zone ID: 9389
Boss Count: 7
Boss Order: Taloc, then Mother are the first bosses. Then you can choose between Fetid Devourer, Zek’voz and Vectis. Once those are down, you will encounter the following bosses in order: Zul, Myhtrax and lastly G’huun.

The raid can be found in the Nazmir. The entrance is located in the south-east corner of the Heart of Darkness construct (the big building). You have to take a path further down to gain access to the entrance.


Path to Taloc the Corrupted

You can find Taloc just ahead after you’ve entered the raid. During the fight, you will be lowered to the second floor via the elevator (phase two and three).


Taloc the Corrupted

The titan keepers enacted countless systems to detect and contain any breach from the facility. Their most powerful construct, Taloc, kept watch for any signs of corruption in the region and ruthlessly excised any that he found. But as thousands of years passed, its internal defenses began to decay, making it vulnerable to corruption.

Abilities

Detailed List of Debuffs
Debuff: Plasma Discharge (P1) Plasma Discharge (P2) Blood Storm Fixate
Spell ID: 271224 278888 270290 275270
School: Nature  Nature  Shadow  Arcane 
Dispel Type: N/A N/A N/A N/A
Mechanic: N/A N/A N/A N/A

Mistweaver Loot

Mistweaver Strategy

  • Phase One: 60-35% health
    • If affected by Plasma Discharge, run out of to a pre-designated location and drop off the Blood Storm pools (there will be several, each tick). You should also focus heal any with this debuff with Soothing Mist and Enveloping Mist if necessary. 
    • Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools. Use Essence Font and potentially Revival when the raid-wide damage hits.
      • Don’t stand between Taloc and his Cudgel when he runs and Retrieve Cudgel, as he knocks back everyone in his way.
    • Dodge the waves of Sanguine Static to avoid being knocked back.
  • Elevator: 1min30sec
    • Stand clear of the edge of the elevator and don’t fall down.
    • Taloc is Powered Down during this phase and can’t be damaged.
    • Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
      • You can also use Diffuse Magic/Fortifying Brew to pop the Volatile Droplet, preferably somewhere close to the middle of the platform to avoid getting knocked off.
    • Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.
    • HeroicHEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
    • When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
  • Phase Two: 35-0% health
    • Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!
Windwalker Notes
  • Phase One: 100-60% health
    • If affected by Plasma Discharge, run out of to a pre-designated location and drop off the Blood Storm pools. 
    • Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools. 
      • Don’t stand between Taloc and his Cudgel when he runs back to get it, as he knocks back everyone in his way.
    • Dodge the waves of Sanguine Static to avoid being knocked back.
  • Elevator: 1min30sec
    • Stand clear of the edge of the elevator and don’t fall down.
    • Taloc is Powered Down during this phase and can’t be damaged.
    • Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
    • Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.
    • HeroicHEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
    • When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
  • Phase Two: 35-0% health
    • Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!
Brewmaster Notes
  • Phase One: 100-60% health
    • Players with Plasma Discharge will drop Blood Storm pools at a pre-designated location.
    • At 100 energy, if you are the tank fixated by Cudgel of Gore, run to the location with Blood Storm pools to let the Cudgel clear them off.
      • Don’t stand between Taloc and his Cudgel when he runs back to get it, as he knocks back everyone in his way.
    • Dodge the waves of Sanguine Static to avoid being knocked back.
  • Elevator: 1min30sec
    • Stand clear of the edge of the elevator and don’t fall down.
    • Taloc is Powered Down during this phase and can’t be damaged.
    • Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
    • Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the you to slowly kite them around the platform to leave melee room for damaging them.
    • HeroicHEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
    • When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
  • Phase Two: 35-0% health
    • Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!


Path to MOTHER


MOTHER

Uldir’s titanic watcher was gifted with tenacity and an insatiable desire to discover a “solution” to the Old Gods. Her protocols have remained fully intact, even though many other systems in her facility have collapsed. WARNING: M.O.T.H.E.R. will not accept aid from contaminated subjects.

Abilities

Detailed List of Debuffs
Debuff: Sanitizing Strike Clinging Corruption Cleansing Purge
Spell ID: 267787 268198 268095
School: Fire Nature Fire
Dispel Type: N/A N/A N/A
Mechanic: N/A N/A N/A

Mistweaver Strategy

  • You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
  • The Defense Grid causes line of sight, meaning that you can’t heal players on the other side. 
    • Each time a player walks through the grid, the whole raid take damage.
    • Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
    • The Remnant casts Clinging Corruption which needs to the interrupted or the whole raid take initial damage and then a 5-sec DoT.
    • The raid has to send out small teams through the defense grid at all times to space out the damage. Size and number of groups depend on the size of the raid.
  • Move out of Purifying Flame zones and don’t stand in its fire.
  • Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
  • Avoid standing in front of Mother to prevent getting the tank debuff Sanitizing Strike.
  • When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
  • HeroicHEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
  • At the final room, Mother will take increased damage due to Depleted Energy.
  • The encounter ends when Mother hits 10% health remaining.
Windwalker Notes
  • You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
  • The Defense Grid causes line of sight.
    • Each time a player walks through the grid, the whole raid take damage. Healers need to pop cooldowns for each pass, so save Revival for this.
    • Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
    • The Remnant casts Clinging Corruption which needs to the interrupted!
  • Move out of Purifying Flame zones and don’t stand in its fire.
  • Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
  • Avoid standing in front of Mother to prevent getting the tank debuff Sanitizing Strike.
  • When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
  • HeroicHEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
  • At the final room, Mother will take increased damage due to Depleted Energy. Pop cooldowns!
  • The encounter ends when Mother hits 10% health remaining.
Brewmaster Notes
  • You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
  • The Defense Grid causes line of sight.
    • Each time a player walks through the grid, the whole raid take damage.
    • Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
    • The Remnant casts Clinging Corruption which needs to the interrupted!
  • Move out of Purifying Flame zones and don’t stand in its fire.
  • Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
  • Face Mother away from the raid so they won’t get the tank debuff Sanitizing Strike. Tank swap at 2-3 stacks of the debuff.
  • When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
  • HeroicHEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
  • At the final room, Mother will take increased damage due to Depleted Energy
  • The encounter ends when Mother hits 10% health remaining.


Ring of Containment

After MOTHER’s defeat, you gain access to the Ring of Containment. Here you can choose between three bosses: Zek’Voz (west), Vectis (north) and Fetid Devourer (east). Once you’ve defeated all three, you can finally go toe to toe with Zul, Reborn in the centre platform.


Path to Fetid Devourer


Fetid Devourer

The experiments within Uldir conducted tests upon countless lifeforms, including several loa who inhabited the forests around Zandalar. After the experiments proved lethal, the loa’s remains were disposed of improperly, much to the delight of the dark consciousness imprisoned within Uldir.

Abilities

Detailed List of Debuffs
Debuff: Malodorous Miasma Putrid Paroxysm
Spell ID: 262313 262314
School: Nature Nature
Dispel Type: N/A N/A
Mechanic: N/A N/A

Mistweaver Loot

Mistweaver Strategy

  • The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Top up the off-tank whenever this ability is about to hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).
  • Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
    • Since raid-wide damage only hits a few times this fight, you will spend most of your time focus-healing the targets with Putrid Paroxysm. Remember to keep affected targets healthy before large incoming damage.
  • 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
  • A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
  • 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. The damage buff will also cause the tanks to take higher damage!
  • HeroicHEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times. You might want to save Revival for this ability, as the raid-wide damage can be quite extensive.
  • HeroicHEROICCorruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.
Windwalker Notes
  • The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. 
  • Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
  • 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
  • A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
  • 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save cooldowns for this!
  • HeroicHEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.
  • HeroicHEROICCorruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.
Brewmaster Notes
  • The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).
    • Tank swap if the off-tank runs out of cooldown for the Terrible Thrash hit.
  • Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
  • 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
  • A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
    • The waste also spawns an Corruption Corpuscle add. These should be killed before they finishes their Enticing Essence cast. Tank the boss close to one of these adds so the melee can cleave it.
    • If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.
  • 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save defensives for this!
  • HeroicHEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.
  • HeroicHEROICCorruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.


Path to Zek’voz, Herald of N’zoth


Zek’voz, Herald of N’zoth

Shortly after the Sundering, a dark messenger arrived on the fresh shores of Zandalar, intending to bring the newly isolated tribe into the service of N’Zoth. Zek’voz was prepared to entice, bribe, cajole, corrupt, or simply kill them, but he was not prepared to encounter the defenses of Uldir. He was captured, studied, disassembled, and stored in the Titans’ Archives, where he has waited for a chance to escape.

Abilities

  • Stage One: Shatter
  • Stage Two: Deception
  • Stage Three: Corruption
  • Detailed List of Debuffs
    Debuff: Void Lash Shatter Corruptor’s Pact Roiling Deceit Jagged Mandible
    Spell ID: 265264 265237 265662 265360 264210
    School: Shadow Physical Shadow Shadow Physical
    Dispel Type: N/A N/A N/A N/A N/A
    Mechanic: N/A N/A N/A N/A Bleeding
    Debuff: Psionic Blast
    Spell ID: 270620
    School: Shadow
    Dispel Type: Magic
    Mechanic: N/A

    Mistweaver Loot

    Mistweaver Strategy

    • Abilities Throughout the Fight:
      • Titan Spark strikes several random targets periodically. You should always have Essence Font ready when Titan Spark has done a few hits on the raid.
      • Might of the Void sequence: Void LashShatterVoid Lash.
        • Tanks need to swap in the sequence to avoid getting two stacks of Void lash. At NORMAL the stacks reduce healing taken by 25% per stack, at HeroicHEROIC it’s 50% reduced healing.
        • Non-tanks should never stand in front of the boss when Might of the Void sequence is about to hit off.
      • Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness. Save Revival for when the last ring has hit.
    • Phase One: 100-65%
      • Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
      • Spread out to avoid chaining the Eye Beam.
    • Phase Two: 65-30% 
      • Silithid Warriors will no longer spawn and the boss won’t cast Eye Beam.
      • Anub’ar Voidweaver will spawn instead, casting Void Bolt which must be interrupted.
        • HeroicHEROIC: Voidweavers cannot be moved due to their Shadowbind. This will probably mean that you’ll need to set up a interrupt rotation on each mob.
      • Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
        • Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable if there’s only one and you have a raid cooldown for it.
    • Phase Three: 30-0% 
        • Anub’ar Voidweaver will no longer spawn and players won’t be afflicted with Roiling Deceit anymore.
        • An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
          • Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
        • Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
          • The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
          • HeroicHEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
          • WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.
    Windwalker Notes
    • Abilities Throughout the Fight:
      • Titan Spark strikes several random targets periodically.
      • Might of the Void sequence: Void LashShatterVoid Lash. Don’t stand in front of the boss.
      • Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.
    • Phase One: 100-65%
      • Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
      • Spread out to avoid chaining the Eye Beam.
    • Phase Two: 65-30% 
      • Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
        • HeroicHEROIC: Voidweavers cannot be moved due to their Shadowbind.
      • Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
        • Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.
    • Phase Three: 30-0% 
        • An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
          • Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
        • Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
          • The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
          • HeroicHEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
          • WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.
    Brewmaster Notes
    • Abilities Throughout the Fight:
      • Titan Spark strikes several random targets periodically.
      • Might of the Void sequence: Void LashShatterVoid Lash. Switch with your off-tank to avoid getting two stacks of Void Lash!
      • Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.
    • Phase One: 100-65%
      • Silithid Warriors will spawn and fixate on random players.
      • Spread out to avoid chaining the Eye Beam.
    • Phase Two: 65-30% 
      • Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
        • HeroicHEROIC: Voidweavers cannot be moved due to their Shadowbind.
      • Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
        • Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.
    • Phase Three: 30-0% 
        • An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
          • Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
        • Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
          • The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
          • HeroicHEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
          • WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.


    Path to Vectis


    Vectis

    The plague of corrupted blood killed countless trolls and began one of the most terrifying periods in Zandalar’s history. The constructs within Uldir studied the disease in search of a cure, but found that only isolation and extermination was effective. Unfortunately, as the facility’s safeguards cracked apart, the plague was accidentally combined with a sample of G’huun’s blood, creating a new entity that hungered for fresh victims.

    Abilities

    Detailed List of Debuffs
    Debuff: Omega Vector Lingering Infection Evolving Affliction Immunosuppression Gestate 
    Spell ID: 265129 or 267160 265127 265178 265206 265212
    School: Shadow Nature Nature Nature Shadow
    Dispel Type: N/A N/A N/A N/A N/A
    Mechanic: N/A N/A N/A N/A Stunned

    Mistweaver Loot

    Mistweaver Strategy

    • Omega Vector (Present the entire fight)
    • Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
      • When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
      • The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
    • Phase One (1min 30sec)
      • Tanks will be hit by Evolving Affliction, which stacks. Focus heal the tanks if they take 3 or more stacks.
      • Vectis will cast Contagion, causing a pulse of nature damage to hit all players. On low stacks of Lingering Infection, you can get away with only Essence Font. On higher stacks towards the end of the fight, you’re going to need a raid cooldown for each one so save Revival for this ability.
      • If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
        • When the debuff expires after 5 seconds, a Plague Amalgam spawns.
        • Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through.
    • Phase Two (35 sec)
      • Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection
        • Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
      • Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add.
      • When Vectis de-Liquefy, Phase One starts again.
    Windwalker Notes
    • Omega Vector (Present the entire fight)
    • Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
      • When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
        • The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
    • Phase One (1min 30sec)
      • Vectis will cast Contagion, causing a pulse of nature damage to hit all players. At high stacks of Lingering Infection, this hurts. 
      • If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
        • When the debuff expires after 5 seconds, a Plague Amalgam spawns.
        • Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through. Kill fast!
    • Phase Two (35 sec)
      • Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection
        • Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
      • Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add. If these adds spawn, kill them quickly.
      • When Vectis de-Liquefy, Phase One starts again.
    Brewmaster Notes
    • Omega Vector (Present the entire fight)
    • Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
      • When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
        • The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
    • Phase One (1min 30sec)
      • The tank debuff is Evolving Affliction, which stacks. Switch at 2-3 stacks or whenever it hurts too much.
      • Vectis will cast Contagion, causing a pulse of nature damage to hit all players. At high stacks of Lingering Infection, this hurts. 
      • If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
        • When the debuff expires after 5 seconds, a Plague Amalgam spawns.
        • Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through.
    • Phase Two (35 sec)
      • Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection
        • Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
      • Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add.
      • When Vectis de-Liquefy, Phase One starts again.


    Path to Zul, Reborn

    When the Fetid Devourer, Zek’voz and Vectis has been defeated in the upper Ring of Containment, you can finally take on Zul. He will spawn in the center platform of the Ring of Containment.


    Zul, Reborn

    Once the proud leader of the Zanchuli Council, highest advisors to the kings of Zandalar, Zul was praised as the greatest of prophets. Now, the dark prophet has turned on King Rastakhan and would see a true troll empire rule the world once again, even if it means submitting to the blood god: G’huun.

    Abilities

  • Stage One: The Forces of Blood
  • Stage Two: Zul, Awakened (40% Health)
  • Detailed List of Debuffs
    Debuff: Dark Revelation Rupturing Blood Deathwish Fixate Corrupted Blood
    Spell ID: 273365 274358 274271 276020 274195
    School: Shadow Physical Shadow Shadow Shadow
    Dispel Type: N/A N/A Magic N/A N/A
    Mechanic: N/A N/A N/A N/A N/A
    Debuff: Absorbed in Darkness Shadow Barrage
    Spell ID: 272018 273359
    School: Shadow Shadow
    Dispel Type: N/A N/A
    Mechanic: N/A N/A

    Mistweaver Loot

    Mistweaver Strategy

    • Stage One: The Forces of Blood (100-40% health)
      • Zul requires little tanking as he casts all the time; the tanks will be occupied with dealing with the adds. He can still be damaged and should be cleaved while engaging the adds.
      • Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
        • Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius. Be ready with Essence Font!
        • The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
      • Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which must be avoided by non-tanks.
      • Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
        •  Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion. Must be killed before that!
        • Bloodhexers also cast Bloodshard which must be interrupted.
        • HeroicHEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
      • Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.
        • At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. DPS must kill these before they reach 100 energy, otherwise it’s a close wipe!
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
    • Stage Two: Zul, Awakened (40-0% Health)
      • When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
      • Kill off the remaining adds from phase one.
      • Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.
        • Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
        • If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
      • Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. Detox them just before they reach the edge, as they will explode in a radius, in addition to having sets of Minion of Zul spawning. 
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
    Windwalker Notes
    • Stage One: The Forces of Blood (100-40% health)
      • Kill adds while cleaving on the boss!
      • Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
        • Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius. 
        • The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
      • Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which must be avoided by non-tanks.
      • Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
        •  Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion. Must be killed before that!
        • Bloodhexers also cast Bloodshard which must be interrupted.
        • HeroicHEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
      • Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.
        • At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and should use a defensive.
    • Stage Two: Zul, Awakened (40-0% Health)
      • When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
      • Kill off the remaining adds from phase one.
      • Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.
        • Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
        • If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
      • Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn. 
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
    Brewmaster Notes
    • Stage One: The Forces of Blood (100-40% health)
      • One tank will take care of the Nazmani Crusher while the other tank takes care of Nazmani Bloodhexer and Bloodthirsty Crawg. Zul should be tanked in the middle with the adds but will mostly just cast spells.
      • Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
        • Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius. 
        • The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
      • Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which deals massive damage to you. Use mitigation!
      • Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
        •  Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion
        • Bloodhexers also cast Bloodshard which must be interrupted.
        • HeroicHEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
      • Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. You should keep up mitigation to reduce the amount the Crawg heals itself with.
        • At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and should use a defensive.
    • Stage Two: Zul, Awakened (40-0% Health)
      • When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
      • Kill off the remaining adds from phase one.
      • Face Zul away from the raid to avoid Rupturing Blood being applied to non-tanks.
        • You should tank-swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
        • If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
      • Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn. 
      • HeroicHEROICPool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.


    Path to Mythrax the Unraveler

    Once you’ve defeated Zul, you can jump down the hole in the platform to get to Mythrax. BEWARE! The encounter activates as soon as you touch the floor.

    • Trash

    Mythrax the Unraveler

    Mythrax the Unraveler, Bringer of Oblivion, Slayer of Sethraliss: with his mission complete, he returns to his master’s side to await further instruction.

    Abilities

  • Stage One: Oblivion's Call
  • Stage Two: Ancient Awakening
  • Detailed List of Debuffs
    Debuff: Imminent Ruin Annihilation Essence Shear Oblivion Sphere
    Spell ID: 272536 272336 274693 272407
    School: Shadow Shadow Shadow Shadow
    Dispel Type: N/A N/A N/A N/A
    Mechanic: N/A N/A N/A N/A

    Mistweaver Loot

    Mistweaver Strategy

    • The fight starts as soon as you jump down to the encounter area!
    • At 66% and 33% Mythrax will trigger phase two. 
    • Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
    • Phase One: Kill Mythrax
      • Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
        • The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
      • The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many. 
        • Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone. Mistweavers can use Ring of Peace to help.
        • Breaking the orb’s charm effect on a player will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
      • Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
      • Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player. 
      • HeroicHEROIC: On heroic, Mythrax will prevent players from spawning  Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
    • Phase Two: Kill adds (~1 min timer)
        • Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
        • Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
        • Sidestep Mythrax’s Obliteration Beam.
        • Visions of Madness will spawn adds on random players that must be interrupted and killed.
        • Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
          • Interrupt these adds Void Volley cast.
          • They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.
    Windwalker Notes
    • At 75%, 50% and 25% Mythrax will trigger phase two. 
    • Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
    • Phase One: Kill Mythrax
      • Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
        • The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
      • The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many. 
        • Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone. 
        • Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
      • Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
      • Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player. 
      • HeroicHEROIC: On heroic, Mythrax will prevent players from spawning  Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
    • Phase Two: Kill adds (~1 min timer)
        • Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
        • Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
        • Sidestep Mythrax’s Obliteration Beam.
        • Visions of Madness will spawn adds on random players that must be interrupted and killed.
        • Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
          • Interrupt these adds Void Volley cast.
          • They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.
    Brewmaster Notes
    • At 75%, 50% and 25% Mythrax will trigger phase two. 
    • Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
    • Phase One: Kill Mythrax
      • Face Mythrax away from the raid; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
        • The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
      • The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many. 
        • Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone. 
        • Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
      • Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
      • Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player. 
      • HeroicHEROIC: On heroic, Mythrax will prevent players from spawning  Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
    • Phase Two: Kill adds (~1 min timer)
        • Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
        • Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
        • Sidestep Mythrax’s Obliteration Beam.
        • Visions of Madness will spawn adds on random players that must be interrupted and killed.
        • Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
          • Interrupt these adds Void Volley cast.
          • They also cast Essence Shear like Mythrax, which means you must face them away from the raid.


    Path to G’huun

    The path to G’huun does not have any trash packs. However, you will get a look at the Amorphous Cysts that you have to deal with in the G’huun fight later. These have patches of  Undulating Mass around them that will only decrease in size if the cysts take damage.


    G’huun

    In Uldir, the titans had hoped to find a solution to the Old Gods. But when they experimented upon the Old Gods’ unending, ravenous need to corrupt, they unexpectedly created a perfect avatar of that desire. G’huun is nothing but rot, pestilence, and decay, the ultimate parasite who cannot stop himself from consuming his host until it is gone.

    Abilities

  • Stage One: My Minions are Endless!
  • Stage Two: Behold the Power of G'huun!
  • Stage Three: Your Destruction is Assured!
  • Detailed List of Debuffs
    Debuff: Dark Bargain Imperfect Physiology Explosive Corruption  Blighted Ground Torment
    Spell ID: 267409 263436 272506Heroic/274262 270287 267427
    School: Shadow Arcane NS NS Shadow
    Dispel Type: N/A N/A N/A N/A N/A
    Mechanic: N/A N/A N/A N/A N/A
    Debuff: Putrid Blood Blood Feast Gaze of G’huun Undulating Mass
    Spell ID: 263227 263235 267700 263326
    School: NS Shadow Shadow NS
    Dispel Type: N/A N/A N/A N/A
    Mechanic: N/A N/A Fleeing N/A

    Mistweaver Loot

    Mistweaver Strategy

    • Phase One
      • Arena Floor
        • The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
        • While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
        • G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
        • Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.
          • Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
          • Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
          • HeroicHEROIC: The mind control can’t be broken, and the player has to be slain.
        • Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
        • HeroicHEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location. 
      • Upper Platforms
        • Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
        • While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn. 
        • Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
        • To top it off, the strike team will take ticking damage from Unclean Contagion!
        • NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
        • HeroicHEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
    • Phase Two 
      • When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination BlastG’huun will crawl out from his hideout and tanks should pick him up immediately.
      • More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
      • G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
      • G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself). Tanks need to swap either when stacks get too high (4-6) or when one of them must run out with Explosive Corruption.
      • G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
        • HeroicHEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
      • You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
        • For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
    • Phase Three: 20% health
      • G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts. 
      • Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
      •  Explosive CorruptionCorrupting Bite and Wave of Corruption are still in play.
      • The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
      • Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
      • HeroicHEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.
    Windwalker Notes
    • Phase One
      • Arena Floor
        • The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
        • While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
        • G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
        • Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash. Avoid standing in front of them!
          • Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
          • Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
          • HeroicHEROIC: The mind control can’t be broken, and the player has to be slain.
        • Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
        • HeroicHEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location. 
      • Upper Platforms
        • Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
        • While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn. 
        • Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
        • To top it off, the strike team will take ticking damage from Unclean Contagion!
        • NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
        • HeroicHEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
    • Phase Two 
      • When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination BlastG’huun will crawl out from his hideout and tanks should pick him up immediately.
      • More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
      • G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
      • G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself).
      • G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
        • HeroicHEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
      • You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
        • For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. You should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
    • Phase Three: 20% health
      • G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts. 
      • Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
      •  Explosive CorruptionCorrupting Bite and Wave of Corruption are still in play.
      • The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
      • Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
      • HeroicHEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.
    Brewmaster Notes
    • Phase One
      • Arena Floor
        • The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
        • While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
        • G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
        • Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.
          • Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
          • Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
          • HeroicHEROIC: The mind control can’t be broken, and the player has to be slain.
        • Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
        • HeroicHEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location. 
      • Upper Platforms
        • Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
        • While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn. 
        • Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
        • To top it off, the strike team will take ticking damage from Unclean Contagion!
        • NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
        • HeroicHEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
    • Phase Two 
      • When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination BlastG’huun will crawl out from his hideout and you should pick him up immediately.
      • More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
      • G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
      • G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself). You need to tank swap either when stacks get too high (4-6) or when one of them must run out with Explosive Corruption.
      • G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
        • HeroicHEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
      • You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
        • For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
    • Phase Three: 20% health
      • G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts. 
      • Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
      •  Explosive CorruptionCorrupting Bite and Wave of Corruption are still in play.
      • The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
      • Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
      • HeroicHEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.


    Uldir, Halls of Control


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