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. 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
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.

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#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.

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#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.

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#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.

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Timer 32:00

Den of Nalorakk

3 bosses
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.

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#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.

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#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.

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#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.

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Timer 30:00

Voidscar Arena

3 bosses
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.

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#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.

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#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.

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#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.

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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.

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#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.

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#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.

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#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.

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Timer 28:00

Ruby Life Pools

3 bosses