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.
Altar of Fangs
Rav'i is an eat-or-be-eaten shield-break fight: whenever she runs out of energy she feeds on the nearest Carrion Pile behind an absorb shield, stacking a group-wide Carrion Burst DoT until the shield is destroyed. Keys die when the tank lets her feed on a Fresh Meat pile and trigger Feeding Frenzy, or when the group is too slow on the shield and the stacking DoT plus uncaught meat chunks overwhelm the healer.
Open boss guide →The Writhing Coil alternates a ramping Death Rattle group burn with an Uncoil intermission in which the boss splits into five snakes whose remaining combined health becomes the boss's health after Assimilation. Keys die to a missed Vine Grip break, to unkicked Toxic Atrophy stacks gutting group damage, and to the Synchronized Venom DoT overlapping intermission damage.
Open boss guide →Zul'jan is pure soak discipline: all four Ritual of the Fang beams must be intercepted or the boss gains stacking group-wide Fang Empowered pulses, and the Ritual Venom stacks soakers gain must be cleared on a Boneslicer line before their 50 second timer detonates. Keys die when a beam reaches the boss, or when a player forgets their venom timer and the stacked burst executes them.
Open boss guide →Murder Row
Kystia fights alongside her fel-infused mana wyrm Nibbles, and while Nibbles stays infused Kystia sits behind an 80 percent damage-reduction Felshield, so the real opener is burning Nibbles to 20 percent health. Keys die here when groups waste cooldowns into the shielded boss, miss Corroding Spittle dispels, or eat the party-wide pulses of the Destabilized burst window with no healing cooldown ready.
Open boss guide →At 100 energy Zaen aims Murder in a Row at every player in his line of sight, and anyone not hidden behind a Forbidden Freight crate takes a near-lethal shot plus a long bleed. Keys die to barrel management: Fire Bombs and stray shots blow up crates 5 seconds after they are hit, and every fel barrel left alive stacks the party-wide Fel-Infused Freight rot until the healer drowns.
Open boss guide →Xathuux builds rage until Demonic Rage bursts the party, speeds his swings by 75 percent, and starts spreading Burning Steps pools from his feet, so the tank slowly kites him around the edge of the room. Keys die when the thrown Axe survives too long and its stacking Fel Lightning overwhelms the healer, or when Infernal Crush lands during the rage window with no defensives left.
Open boss guide →Lithiel carpets each player's position with Wild Imps via Fingers of Gul'dan, then escapes through a Demonic Gateway, shields herself with Felshield, and pushes an expanding Malefic Wave ring across the whole room; taking her gateway grants immunity to the wave's hit and its lingering 50 percent Fire vulnerability. Keys die to unkicked Chaos Bolts, to demons that survive into the wave and gain 100 percent haste from Malefic Empowerment, and to players who try to outrun the ring instead of using the portal.
Open boss guide →Den of Nalorakk
The Hoardmonger permanently unlocks a new ability at 90, 70, and 40 percent health in Mythic+, so the final phase runs extra mushrooms, Bonespike Slam, and Hearty Bellow all at once. Keys die to unsoaked Rotten Mushrooms, because a single Putrid Burst covers the entire group in stacking Toxic Spores.
Open boss guide →This fight is add control inside a storm: Shattering Frostspike reveals two Fractured Shivercores whose Winter's Shroud casts must be interrupted, and in Mythic+ each add death spawns a Rimeshatter soak plus a Snowdrift. Keys die when Frozen Tempest pushes players out of the eye because nobody staged a Snowdrift or a Rimeshatter soak was missed into the root.
Open boss guide →Nalorakk is a positioning check: Echoing Maul spawns Echoes of Nalorakk wherever the marked players stand, and at 100 energy Fury of the War God sends every Echo charging at the stunned Zul'jarra. Keys die when Echoes get dropped mid-room, reach Zul'jarra, and stack Demoralizing Scream's 10 percent damage-taken debuff until Overwhelming Onslaught becomes lethal.
Open boss guide →The Blinding Vale
Three bonded rutaani share every point of damage through Thicket's Trinity, so the fight is really a soak check wrapped around free cleave. Keys die when nobody stands in a Lightblossom Beam, because each unblocked tick stacks Light-Gorged and the resulting Lightbloom Overgrowth ramps into group-wiping pulses, with Bedrock Surge and the Mythic-only Fan Of Thorns punishing anyone who is already low.
Open boss guide →Ikuzz roots the party in Bloodthorn Roots and then fixates one player with Bloodthirsty Gaze at 100 energy, and if he reaches a victim who is still rooted the Incise bite plus the Crunched stun is usually a death in a key. The overlap of Thorncaller Roar group damage with post-stomp root eruptions is the healing check that decides the pull.
Open boss guide →Ruia swaps between Moonkin form, where the tank eats interruptible Warden's Wrath bolts, and Bear form, where Pulverizing Strikes fires locked-on cones at three players and Grievous Thrash applies a stacking bleed that only ends when the target reaches full health. At 40 percent he channels Spirits of the Vale and loops every ability on an 8 second cycle until he dies, so groups that reach the execute without cooldowns lose the key to overlapping bleeds and cones.
Open boss guide →Ziekket is an add-management fight where Lightspawn Lashers go Dormant at 1 percent health instead of dying, and only steering the Concentrated Lightbeam across the dormant bodies removes them before Awaken the Lightbloom revives them with Vicious Regrowth, which makes them kick-immune and 30 percent stronger. On Mythic+ players must also burst the crawling Lightbloom's Essence orbs on themselves, because an orb that reaches the boss triggers a group-wide Fluorescent Outburst and stacks an absorb shield plus a damage buff on him.
Open boss guide →Voidscar Arena
Taz'Rah is a movement check where the room slowly fills with Void Fissure zones while Ethereal Shades draw Nether Dash lines through random players. Keys die to Dark Bloom, which slams the whole group and launches orbs out of every existing puddle, so sloppy fissure placement early in the fight turns the last minute into an unhealable bullet hell.
Open boss guide →Atroxus is an add-priority fight in Mythic+ where every Monstrous Roar deals armor-ignoring group damage and wakes a Toxic Creeper whose Toxic Aura pulses party-wide Nature damage until it dies. Keys fall apart when the creeper lives too long, when the tank eats a Sickening Bite stack, or when players fight inside Poison Pools and hand the healer a fight-long Nature damage triage.
Open boss guide →Charonus is a coordination fight where each player must drag their fixating Gravitic Orb into an Unstable Singularity to destroy it while dodging Cosmic Crash comets and Void Cascade streams. Keys die here to stacking Condensed Mass on players who clear their orb too slowly, and to anyone who gets pulled inside a singularity and loses 15 seconds to Atomized.
Open boss guide →Temple of Sethraliss
A council duo where Storm Blessed makes one boss immune at a time, so your damage uptime lives and dies on instant target swaps. Keys end here when the group fails the Thunder and Lightning stack-and-split, touches a Tempest Winds zone at the wrong moment, or gets Gale Forced into leftover wind zones while the healer is silenced.
Open boss guide →A long snake fight about freeing trapped teammates and respecting lightning on the floor: A Knot of Snakes removes a player from the fight until the group breaks them out, and the Burrow charge one-shots and stuns anyone in its path on high keys. Hatch waves add a double-health Storm Serpent that must die first, and the Serpentstorm channel is the raw heal-check that ends undergeared healers.
Open boss guide →An energy-denial fight: Lightning Spires beam energy into Galvazzt, and if he reaches 100 energy he casts Consume Charge, which shocks the group, halves your damage for 20 seconds, and permanently stacks his own damage through Capacitance. Keys die here to soakers who intercept beams without defensives and to Induction pulses landing on an already-bleeding group.
Open boss guide →A reverse encounter: you win by healing the Avatar of Sethraliss to full while waves of Faithless adds try to stop you, and the Essence Defiler's Defiling Taint channel makes her immune to healing until it dies. Keys fall apart when Shadowlash Tormentors reach the healer, when the Corrupted Guardian's death explosion and lifeforce soaks are mishandled, or when uninterrupted Flame Shocks stack damage the healer cannot spare.
Open boss guide →Kings' Rest
The Golden Serpent is an add-control check. Spit Gold targets drop Molten Gold pools, Lucre's Call animates every pool into an Animated Gold add that crawls toward the boss, and each add that reaches him grants a Luster stack that shields him for 10 percent of his health and buffs his damage by 25 percent, which on a high key snowballs into unhealable group damage and a dead key.
Open boss guide →Mchimba is a coordination and interrupt fight. Entomb locks a player in a crypt and the party must free them fast, or Open Coffin releases Finished Mummies whose Wretched Discharge disease will overwhelm the group, while Drain Fluids and Awakening Slam keep rolling damage on the party the whole time.
Open boss guide →Three councilors fight you one at a time, and defeated councilors keep returning briefly to reuse one signature ability, so the mechanics stack up as the fight goes on. Keys die to an uninterrupted Poison Nova, an unsoaked Barrel Through, and above all to the Explosive Totem from Call of the Elements finishing its Explode cast.
Open boss guide →Dazar is a movement and overlap fight. Gilded Destruction is the biggest party burst in the dungeon and simultaneously spawns Impaling Spears on player positions and turns his melee into Searing Gold frontals, while at 80 percent he mounts T'zala, who shares 100 percent of his damage taken and layers Savage Maul on top of Blade Combo as a stacked tankbuster window, with Reban's Deathly Roar fear demanding a clean kick.
Open boss guide →Ruby Life Pools
Melidrussa is a room-management fight: Hailburst litters the floor with Hailbomb mines, and Chillstorm first pulls the group in and then knocks everyone back, so a badly positioned knockback into a mine is what actually kills keys. At 66 and 33 percent she summons Infused Whelps and, in Mythic+, wraps herself in a Frost Overload absorb that pulses stacking party damage until the shield is broken, which turns each phase transition into a burst check.
Open boss guide →Kokia is an add-and-ground-denial fight: every 100 energy she casts Ritual of Blazebinding to summon a Blazebound Firestorm that must be swapped to, kicked, and killed away from the group, while Molten Boulders and Scorched Earth steadily eat the usable floor. Keys die to a Blaze Volley that gets through, to Burnout explosions on top of melee, and to tanks flattened by Searing Blows once the Searing Wounds stacks ramp.
Open boss guide →This council fight opens with Erkhart on the ground while Kyrakka strafes the platform with Roaring Firebreath and Inferno Spit, and once either boss reaches 40 percent health Kyrakka lands and Erkhart remounts her for the final burn. Keys die to Winds of Change pushing players and Flaming Embers across the platform, to casts eaten by Interrupting Cloudburst, and to Stormslam stacks left undispelled on the tank.
Open boss guide →