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Midnight Season 2 Mythic+ encounter guide

Ikuzz 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.

The key group plan

Priorities before the pull

  • The dispel is this fight's kick: Bloodthorn Roots is Magic, so a fast dispel on the fixate target replaces an entire root-kill.
  • Kill or dispel the root on the Bloodthirsty Gaze target before all other damage, because a rooted fixate target eats Incise and the Crunched stun.
  • Kite the Gaze through rooted allies when it is safe, since Crushing Footfalls crushes any roots within 7 yards of Ikuzz's path.
  • Save group defensives for Thorncaller Roar overlapping the post-stomp root eruption; that overlap is where keys actually die.
Ability reference

The casts that matter in keys

Bloodthorn Roots

Bloodthorn Roots

DISPEL: MAGIC

Thorned roots entangle players and hold them in place until the root is destroyed, and the root effect on a player is a Magic effect that can be dispelled to free them instantly.

Break the roots on the Bloodthirsty Gaze target before touching anything else, and have your dispeller free that player with a Magic dispel instead of waiting on the kill.

Bloodthirsty Gaze

Bloodthirsty Gaze

At full energy Ikuzz fixates one player and pursues them for 10 seconds, and if he reaches them he casts Incise on them.

The fixated player runs away immediately using movement abilities and does not turn back, while the rest of the group frees them from any roots and clears the escape path.

Incise

Incise

When Ikuzz catches his prey he chomps them for a heavy bleed, then Crunched stuns the victim for 5 seconds after he spits them out.

Never let the Gaze reach its target; if the catch is unavoidable the victim uses an immunity or a major defensive before the bite lands.

Crushing Footfalls

While fixating, Ikuzz's footfalls deal roughly 58k Nature damage every second to players near him and crush any Bloodthorn Roots within 7 yards of his path.

The kiter can deliberately path close to rooted teammates so the footfalls smash their roots for free, but everyone else stays out of his stampede line.

Verdant Stomp

Verdant Stomp

Ikuzz stomps for roughly 145k Physical damage to everyone with a knockback, and on Mythic+ Bloodthorn Roots erupt at every player's location 4 seconds later.

Position before the stomp so the knockback throws you into open ground, then spread slightly so the delayed roots do not trap the whole group in one clump.

Thorncaller Roar

Thorncaller Roar

Ikuzz channels a roar that deals sustained Nature damage to the entire party, and it frequently overlaps with players still stuck in roots.

The healer treats every Roar as a cooldown window and the group uses personals early rather than waiting to drop low while rooted.

Role calls

What each role owns

Tanks

Place Ikuzz so Verdant Stomp knocks the group toward open ground, and add your cleave to root-breaking whenever the fixate target is entangled.

Healers

Dispel the fixated player's root first, then commit throughput to Thorncaller Roar, because the Roar always lands while part of the group is still immobilized.

DPS

Swap to root adds the instant they appear and free the Gaze target before returning to the boss; boss damage means nothing if a rooted teammate gets Incised.

Everyone

After every Verdant Stomp, take two steps apart so the delayed Bloodthorn Roots spawn spread out and are faster to break.

Tyrannical: Any caught Incise is effectively lethal and Thorncaller Roar over the root eruption becomes a full healing check. Assign the Magic dispel to the fixate target every single time and rotate one group defensive per Roar.

Pull-time callouts

Say these before the pull

  • Gaze target runs immediately and keeps running.
  • Free the fixate target first; dispel beats damage.
  • Brace for the stomp knockback, then spread for the roots.
  • Roar plus roots is the kill window, so use personals early.

Sources: Wowhead - The Blinding Vale Dungeon Overview (Patch 12.1, updated 2026-08-11) · Warcraft Wiki - Blinding Vale · Wowhead - The Blinding Vale zone page

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