Introduction
The Liberation of Undermine raid is the second tier of The War Within expansion, introduced in Patch 11.1.0. Located deep beneath the neon-lit streets of Undermine, this eight-boss raid challenges 10- or 20-player teams (Normal, Heroic, and Mythic difficulties). Expect to face goblin ingenuity, mechanical hazards, and cartel enforcers as you fight your way toward the Chrome King. Recommended item level is approximately ilvl 460 on Normal, ilvl 480 on Heroic, and ilvl 500 on Mythic.
- Raid Size & Roles
- Tanks: 2 (Main Tank + Off-Tank)
- Healers: 3 โ 4 (flexibly Resto Shamans, Disc Priests, Holy Paladins, etc.)
- DPS: 4 โ 15 (mix of melee and ranged for interrupts, cleave, and add control)
- General Prep
- Consumables: Battle-Scarred Stew (Versatility), Potion of Hardened Shadows (Versatility shield), Draught of Raw Magic (Intellect buff).
- Runes/Scrolls: Scrolls of Strength/Intellect and Versatility for raid-wide stat boosts.
- Enchants: Ensure weapon enchants (e.g., Dance of Chi-Ji for Haste or Glacierโs Piercing Cold for Mastery) are applied.
- Add-On Suggestions: DBM/BigWigs, BossMods for Undermine, Exorsus Raid Tools for marking/platform calls, WeakAuras for tracking boss-specific debuffs.
1. Vexie & the Geargrinders
1.1 Encounter Overview
- Health Pool: ~15 million (Normal), 32 million (Heroic), 48 million (Mythic)
- Platform: A circular arena with eight rotating cog-spokes around a central conduit.
Key Mechanics
- Geargrinders (Adds): Spawn every 20 sec, charge at random raid members emitting Overclock Pulse that deals heavy physical damage in a line. They summon a Shock Coil at death which explodes after 5 sec.
- Vexieโs Orbs:
- Charged Arc Orb (Orange): Launches an arc of lightning to a random player; the targeted player gets a stacking debuff.
- Plasmatic Sphere (Purple): Drops under a random player, leaving a hazardous zone for 6 sec (4 m radius).
- Conduit Overload (Phase 2): At 70 % HP, Vexie channels Conduit Overload every 45 sec, surging lightning through all spokesโplayers must stand in designated safe sectors.
1.2 Strategy
- Positioning & Spread
- Tanks pick up Vexie at 12 oโclock, facing her toward the northern cog-spoke. Raid spreads evenly around the outer ring, staying at least 8 yards apart to avoid overlapping Plasmatic Sphere zones.
- Place two healers at opposite spokes to catch Light jumps.
- Handling Geargrinders
- Priority 1: Interrupt โOverclock Pulseโ (cast time 2 sec); assign 2 interrupts per add.
- Kill Order: Kill Geargrinders in small batchesโTanks peel add off raidโs backline, then DPS burst them. On Death, raid moves out to avoid Shock Coil explosion.
- Orb Management
- Charged Arc Orb: Tank or designated ranged soakers pick up Arc orbs to minimize spread. Any player hit by an Arc orb stacks off-tanks or tanks with heavy mitigation ready.
- Plasmatic Sphere: Utility classes (e.g., Hunter, Demon Hunter) kiting the sphere to a pre-marked edge to keep it outside the raid.
- Phase 2 โ Conduit Overload
- At 70 %, Vexie moves to the central conduit and begins channeling Conduit Overload.
- Safe Zones: Four safe quadrants along cardinal spokes. Raid pre-positions in one of four quadrants (north, south, east, west) as called by the raid leader.
- Tanks keep Vexie facing away from the quadrant to avoid stray arcs; healers cover incoming raid damage during Overload surge.
- Cooldown Usage
- Phase 1: Use a defensive cooldown (e.g., Rallying Cry, Spirit Link) on the third Geargrinder wave (~45 sec into fight).
- Phase 2: Major raid cooldowns (e.g., Heroism/Bloodlust) are best saved until after surviving the first Conduit Overload, then popped to burn Vexie from 65 % to 50 %.
- Enrage
- Enrage occurs at 8 minutes. If not killed by then, Vexieโs Overload pulses become constant FPS-crushers, resulting in a wipe.
2. Cauldron of Carnage
2.1 Encounter Overview
- Health Pool: ~17 million (Normal), 36 million (Heroic), 54 million (Mythic)
- Platform: A large circular pit with three raised lanes leading into a steaming cauldron at center.
Key Mechanics
- Cauldron Phases:
- Fury Infusion: Every 40 sec, the cauldron erupts, creating a ring of Scalding Surge zones that deal increasing fire damage.
- Molten Slag Golems (Adds): Spawn outside the pit at 75 % and again at 40 % HP; these golems charge inward and explode if not tanked.
- Azerite Fumes: Random players are targeted with Fume Bursts, forcing them to run out to the pitโs edge (6 m spill radius) before explosion.
- Volatile Mixture: At 50 % HP, the cauldronโs temperature spikes, causing periodic Caustic Spray (frontal cleave, 20 k Physical) on tanks.
2.2 Strategy
- Tank & Raid Positioning
- Main Tank picks up golems at 3 oโclock, kiting them clockwise around the pit.
- Off-Tank grabs golems at 9 oโclock, kiting counterclockwise.
- Melee positions at 12 oโclock on the rim; ranged spreads evenly on raised lanes above the pit. Healers stay behind ranged on outer rim.
- Handling Molten Slag Golems
- Tanks use high-mobility abilities (e.g., Vengeance Demon Hunterโs Sigil of Flame, Brewmaster Druidโs Stampeding Roar) to peel golems quickly.
- DPS switches to golems on spawn; kill them before they reach inner pit, or they will explode for 60 k ground AoE.
- Azerite Fumes
- When targeted, players receive a large red circle underfoot. They must run out to the edge before detonation.
- Pre-assignment: Two healers (or two melee DPS with personal immunities) designated to soak Fume Bursts under cooldown. Others simply dodge when targeted.
- Cauldron Eruptions
- Every 40 sec, the Cauldron fills with magmatic fluid, then erupts, leaving a ring of damaging pools (โScalding Surgeโ).
- Raid must spread along the raised lanes (no players should stand in the pit) to avoid being caught in the surgeโs expanding flames.
- Volatile Mixture (Phase 2)
- At 50 %, tank swap on each โCaustic Sprayโ (8 sec cast). Tanks alternate damage-reduction CDs.
- DPS focuses the cauldronโs โCaustic Coreโ conduits that spawn around the rimโkilling all five conduits reduces cauldronโs incoming damage by 20 %.
- Cooldown Windows
- Heroism/Bloodlust: Pop at ~55 % to burn down the Cauldron before multiple golems and conduits overwhelm the raid.
- Raid-wide healing CDs (Ancient Healing Potion, Tranquility, Apotheosis) used on Phase 2 entrance to survive overlapping Caustic Spray + Scalding Surge.
- Enrage
- Enrage at 7:30 minutes. Failing to kill the cauldron before this causes a death-coil effect, wiping the raid.
3. Rik Reverb
3.1 Encounter Overview
- Health Pool: ~20 million (Normal), 42 million (Heroic), 60 million (Mythic)
- Arena: A four-platform setup linked by conveyor belts and magnetic bridges.
Key Mechanics
- Sonic Resonance (Phase 1): Every 15 sec, Rik Reverb sends out a Sonic Shockwave (line AoE, 30 k Physical) through a single platform lane; raid must shift lanes to avoid chain damage.
- Reverberating Echoes (Adds): Spawns groups of Echo Remnants every 25 sec; these cast Echoic Detonation if not interrupted.
- Magnetic Flux (Phase 2): At 60 % HP, platforms become magnetizedโplayers gain a stacking debuff (โMagnetic Pull,โ 1 stack = 5 % increased incoming damage) if standing near platform edges.
- Overdrive Encore (Phase 3): At 40 % HP, Rik blasts out four curved wavefronts in successionโraiders must dodge via jump pads located at platform corners.
3.2 Strategy
- Initial Positioning & Movement
- Tanks hold Rik at Platform A, facing his backs wing parallel to the lane.
- Raid stacks on Platform B initially, then shifts in an L-shape as called by the leader to avoid Sonic Shockwaves.
- Markers: 1-4 at each platform; designate shifts 1 โ 2 โ 3 โ 4 in safe order.
- Handling Echo Remnants
- Interrupts: Assign four interrupters (2 melee, 2 ranged). Each Echo Remnant must be interrupted before โEchoic Detonationโ cast completes (3 sec channel).
- Burn: After interrupts, DPS focuses each small group to prevent stacking resonance.
- Phase 2 โ Magnetic Flux
- Upon hitting 60 %, platforms periodically pulse Magnetic Ripples every 20 sec (4 sec cast). Any player standing near platform edges is pulled into the danger zone and knocked off into acid below.
- Safe Zones: Two central zones per platform marked by raid markers. Raid must split 50/50 across platforms 1 & 3 or 2 & 4 to minimize spread.
- Tanks continue kiting Rik around platformsโswap at 70 % via taunt macro to manage stacking debuff.
- Phase 3 โ Overdrive Encore
- At 40 %, Rik staggers backward, channeling Overdrive Encore, sending four curved wavefronts emanating diagonally across all platforms.
- Jump Pads: Four glowing pads appear at platform corners; use them in sequence (corner A โ B โ C โ D) as audio cues signal each wave.
- Healers pre-heal the group before wavefronts; ranged remain on jump pads to avoid overlap.
- Cooldown Management
- Use raid defensive cooldowns (Spirit Link, Apotheosis) right before Phase 2 entry to survive Magnetic Ripples.
- DPS CDs (Bloodlust, Heroism) are optimal at start of Phase 3 to burn Rik from 40 % down, as Overdrive Encore makes sustained DPS difficult.
- Enrage
- Enrage timer at 9 minutes. Overdrive Encore extends stun patterns but also delays mid-fight windowsโcoordinate burst DPS.
4. Stix Bunkjunker
4.1 Encounter Overview
- Health Pool: ~18 million (Normal), 38 million (Heroic), 56 million (Mythic)
- Arena: A rectangular scrapyard with four elevated Renovation Platforms at each corner.
Key Mechanics
- Turret Waves:
- Volley Turrets: Launch volleys of scrap shards (4 x 15 k Physical) in a cone; cast every 20 sec.
- Flame Turrets: Fire scorch rays (10 k Fire each sec, 6 sec duration) until killed. They target the highestโhealth player.
- Explosive Barrels: Appear at random intervals along arena edges and explode for 50 k Fire if left untouched for 8 sec.
- Overcharged Components: At 50 % HP, Stix overloads all active turrets, causing them to fire 150 % faster for 12 sec.
4.2 Strategy
- Positioning & Phase 1
- Main Tank holds Stix at center, facing him away from explosive barrels.
- Off-Tank grabs Volley Turrets at 6 oโclock, kiting toward the center and tanking them off to the side once the volley is cast.
- Ranged DPS/Healers positioned at 12 oโclock so they can freely target Flame Turrets as they spawn.
- Turret Management
- Volley Turrets: Must be stunned/interrupt once they begin โScatter Shot.โ Assign one stun per turret. After stun, DPS them down before next volley.
- Flame Turrets: Ranged DPS picks them off quickly; tanks should not pick these up unless absolutely necessary. Flame Turrets Ignite the highest health target, so kill order is strict.
- Explosive Barrels
- Two DPS assigned to barrel patrolโany barrel that spawns (yellow exclamation marker on map) must be killed or kited outside arena.
- Class Tips: Hunters/Mages use kiting abilities (Tar Trap, Frost Nova) to drag barrels away if they spawn in melee jungle.
- Phase 2 โ Overcharged Components
- At 50 %, Stix shouts โOvercharged!โ All active turrets fire 1.5ร faster.
- Raid switches to crowd-control order:
- Stun remaining Volley Turrets (ensuring no volley cast).
- DPS Flame Turrets quickly.
- Burn Stix while any easy adds (Scrap Bots) spawnโthese come in groups of two every 8 sec, casting โScrap Shrapnelโ (AoE DoT).
- Heal Check: Healers chain cooldowns (Tranquility โ Spirit Link Totem) to ride out extra turret and add damage.
- Cooldown Windows
- Heroism/Bloodlust: Pop at 55 % to clear overcharged turrets quickly, then focus Stix from 45 %โโโ30 %.
- Tanks use personal defensives (Icebound Fortitude, Shield Wall) during Overcharged to survive volley chain. Healers pop cooldowns at ~52 % to preempt add damage.
- Enrage
- Enrage at 7 minutes. Overcharged period extends damage such that if turrets are not killed promptly, raid will be overwhelmed.
5. Sprocketmonger Lockenstock
5.1 Encounter Overview
- Health Pool: ~22 million (Normal), 44 million (Heroic), 68 million (Mythic)
- Arena: A long tunnel with conveyor belts and automated springboards leading into Lockenstockโs prime workbench area.
Key Mechanics
- Minecart Rails: A mechanized minecart runs laps around the arena every 30 sec, launching Pulse Bombs at random players (20 k Fire per bomb).
- Roller-Mine Swarms (Adds): Spawn ahead of the minecart, roll toward the raid in lanesโanyone hit by a roller mine takes 40 k Physical plus a 2 sec stun.
- Hydraulic Press: At 60 % HP, Lockenstock brings down a press every 25 sec on a random laneโplayers must stand clear or be crushed for lethal damage.
- Overclock Mode (Phase 2): At 40 % HP, Lockenstockโs workbench supercharges. Minecart speed doubles, roller-mine spawns increase to two per wave, and presses come every 20 sec.
5.2 Strategy
- Initial Positioning
- Main Tank pulls Lockenstock to Lane 3, just off the central rail.
- Raid stacks slightly behind the tank, lined up along the center corridor. Markers placed at each โsafe alcoveโ beside rails (one for each side).
- Handling Minecart & Pulse Bombs
- Pulse Bombs: Targeted player runs perpendicular to the minecart track into a safe alcove (green marker). Do not run through the raid.
- Minecart Positioning: After each lap, minecart slows at Lane 3 for 3 secโraid uses this window for free DPS on Lockenstock (no Pulse Bomb).
- Roller-Mine Swarms
- Spawn at random lanes (1โ5) every 20 sec.
- Melee tanks pick up the closest Roller Mine immediately before it hits the raid. Use stuns/root to stop them. Ranged DPS target next rollers as soon as first is handled.
- Hydraulic Press
- At 60 %, Lockenstock warns โHydraulic Press Engaging in 3 secโ โ raid must move to side alcoves.
- Stagger movement: Two healers pre-move to side safe spots 2 sec before rails shift. Remaining raid vacates center line promptly.
- Phase 2 โ Overclock Mode
- At 40 %, Lockenstock engages Overclock:
- Minecart runs twice as fast; Pulse Bombs every 15 sec.
- Two Roller-Mine Swarms per wave.
- Hydraulic Press every 20 sec.
- Strategy Adjustments:
- Movement Calls: Raid leader calls โSafe Alcove Left/Rightโ to avoid confusion as rails speed up.
- Tank Tyre-Roll: Main Tank uses short stun (e.g., Strangulate, Hammer of Justice) on each Roller Mine to halt their charge. Off-Tank covers second roller.
- Press Windows: After a press, minecart slows for 2 secโraid focuses DPS burn on Lockenstock here.
- At 40 %, Lockenstock engages Overclock:
- Cooldown Windows
- Heroism/Bloodlust: Pop at ~45 % when Overclock begins to burn down Lockenstock before mechanics escalate.
- Healer CDs: Renewed usage every press (Spirit Link, Earth Shield) to survive near-simultaneous Roller Mines + Press.
- Enrage
- Enrage at 9 minutes. Failure to kill quickly in Overclock results in overlapping mechanics that deal raid-wide 200 k+ damage.
6. The One-Armed Bandit
6.1 Encounter Overview
- Health Pool: ~19 million (Normal), 39 million (Heroic), 58 million (Mythic)
- Arena: A large casino floor filled with slot machines and a central VIP stage elevated 5 m above the ground.
Key Mechanics
- Slot Machine Spins: Randomly triggers Reaper of Luckโslots spin and if three identical symbols land, a themed mechanic occurs:
- Triple Skulls: Summons six Doomcrushers (adds) that target random players.
- Triple Dice: Casts Chaotic Roll (interfaces random debuffs on raid: slow, stun, silence).
- Triple Coins: Delivers a massive coin drop (area explosion, 80 k Physical) on a random quadrant.
- Jackpot Overload: At 75 % and again at 40 % HP, Bandit enters a โBig Winnerโ stateโcasts Big Shot (insta-kill ray) on a random ranged. After each shot, four Security Bots spawn.
- High Rollerโs Feast: At 50 % HP, all loot tables behind slot machines transform into Euphoric Orbsโstanding near an orb grants a stacking 5 % damage buff but also a 2 % stacking damage taken increase.
6.2 Strategy
- Positioning & Spread
- Main Tank holds Bandit at the center of the casino floor, facing his backs to the nearest slot bank.
- Raid spreads evenly among four quadrants (NE, NW, SE, SW), each containing 3โ4 players max. Healers stationed in NE and SE quadrants.
- Slot Machine Management
- Observation: Raid leader announces which slot bank is about to spin (rooms labeled AโD). Upon audio cue โReaper of Luck,โ players pre-move out of likely explosion quadrant.
- Doomcrushers (Skull): DPS and Tank up; assign one tank to pick up two crushers each wave. Healers use AoE heals to handle pit add damage.
- Chaotic Roll (Dice): Healers stand by with Personal CDs (Barrier, Dispersion) to cleanse or reduce crowd-control effects.
- Coin Blast (Coin): Marked quadrant (red circle); players pre-move to opposite quadrant 3 sec before spin.
- Jackpot Overload (Phase 1 & 2)
- At 75 %, Bandit shouts โBig Winner!โ and channels Big Shot on a random rangedโranged must be topped off and use personal defensive (e.g., Barrier, Anti-Magic Shell) immediately.
- Security Bots: Four adds spawn in cardinal directions around Banditโeach casts Overdrive Blast (frontal 25 k Fire). Tanks peel bots to edges and kill them in pairs (assign two DPS per side).
- Repeat at 40 % HP.
- High Rollerโs Feast (Phase 2)
- At 50 %, orbs appear behind slot machinesโany raid member standing near an orb gains Euphoria stacks (both buff and bleed).
- Orb Usage: Spread 1โ2 melee on each orb to maintain stacks (for High-Damage windows) but rotate every 10 sec to avoid >5 stacks of bleed (10 sec per rotation). Healers adjust mana usage accordingly.
- DPS Windows: Stack up on orbs immediately after Big Shot phases to use the 5 % buff for burn.
- Cooldown Coordination
- Heroism/Bloodlust: Pop at ~30 % to slice through the final 40 % while Euphoria buffs are active.
- Tank CDs: Both tanks save defensives (Shield Wall, Demon Spikes) for the second Big Shot at 40 %.
- Healer CDs: Use raid-wide at 50 % when bots and orb bleeds overlap.
- Enrage
- Enrage at 8 minutes, combined with stacked orb bleeds and frequent slot explosions, leave raid with no recovery.
7. MugโZee, Heads of Security
7.1 Encounter Overview
- Health Pool: ~21 million (Normal), 45 million (Heroic), 64 million (Mythic)
- Arena: A hexagonal platform featuring six giant mechanized heads rotating independently.
Key Mechanics
- Head Rotation: Every 20 sec, MugโZee slams his gavel, causing all heads to rotate clockwise by one. Each head has its own ability:
- Crusher Head: Iron Maul (stun + 40 k Physical) on tank.
- Beacon Head: Searing Beacon (raid-wide 20 k Fire + target mark) on random player.
- Nullifier Head: Energy Null Zone (4 m circle that nullifies healing if stood inside).
- Shredder Head: Blade Frenzy (360ยฐ spin, 4 sec, 10 k Physical hits every 0.5 sec).
- Shock Head: Arc Snap (bounces chain lightning to 4 players, 15 k each).
- Slam Head: Colossal Impact (3 sec cast, 120 k Physical in front).
- Head Phases:
- Phase 1 (100 %โโโ70 %): All six heads active; rotation every 20 sec.
- Phase 2 (70 %โโโ40 %): Heads โOverclockโ one at a time in a fixed order (Crusher โ Beacon โ Nullifier โ Shredder โ Shock โ Slam), making that headโs ability twice as fast for 15 sec before moving to the next.
- Phase 3 (40 %โโโ0 %): All heads go into Frenzy Overload, repeating head order every 12 sec with no downtime.
7.2 Strategy
- Initial Phase 1 Positioning
- Main Tank holds Crusher Head; positions with his back to the east edge.
- Off-Tank picks up Shredder Head when it comes active; stands on west edge. Tanks switch on Iron Maul cast (2 sec) to manage stacks.
- Raid Spread: Form a hexagon around center, each player standing 7 yards from adjacent players and aligned with one head. Mark each headโs zone with raid markers (1 โ 6).
- Head Priority
- Phase 1: Kill heads in this order: Beacon โ Crusher โ Shock โ Nullifier โ Shredder โ Slam.
- Beacon: Interrupt Searing Beacon with short stuns.
- Crusher: Tank uses Shield Wall/Defensive CDs to survive Iron Maul.
- Shock: Interrupt or kite out of Arc Snap chain.
- Nullifier: DPS interrupts Energy Null Zone cast.
- Shredder: Melee take turns kiting Blade Frenzy outside raid.
- Slam: Kill lastโavoid Colossal Impact by moving to any other headโs side.
- Phase 1: Kill heads in this order: Beacon โ Crusher โ Shock โ Nullifier โ Shredder โ Slam.
- Phase 2 โ Overclock Sequence
- Overclocked head casts ability twice as fast for 15 sec. Raid must identify which head is overclocked (visual glow) and adjust accordingly:
- Beacon Overclock: Raid stacks in one place to allow rapid single-target healing.
- Crusher Overclock: Tank uses large-CDs back-to-back (e.g., Demonic Trample + Vampiric Blood).
- Shredder Overclock: Kiting speed mattersโassign two high-mobility melee to run circles around the arena edge, kiting for full 15 sec.
- Kill Order: Finish overclocked head first, then move to next in sequence.
- Overclocked head casts ability twice as fast for 15 sec. Raid must identify which head is overclocked (visual glow) and adjust accordingly:
- Phase 3 โ Frenzy Overload
- All heads cycle every 12 sec without pause. Raid must:
- Beaconโs Searing: Healers pre-shield the raid and keep spikes topped.
- Nullifier Zones: DPS interrupts every Nullifier castโfail means no healing in that 4 sec.
- Crusherโs Iron Maul: Tanks rotate every cast (6 sec apart); use personal CDs.
- Shredderโs Blade Frenzy: Two designated kiter melee job remain kiting at all times.
- Shockโs Arc Snap: Spread 10 yards to avoid chaining.
- Slamโs Colossal Impact: Raid spreads 8 yards away from front slot.
- All heads cycle every 12 sec without pause. Raid must:
- Cooldown Coordination
- Heroism/Bloodlust: Pop at 45 % HP to burn through Frenzy Overload window.
- Raid-wide Heals (Divine Hymn, Spirit Link): Use just prior to Nullifier Overload in Phase 3.
- Tanks: Save personal defensives (Ardent Defender, Icebound Fortitude) for Crusherโs second overclock in Phase 3 (approx. 50 % mark).
- Enrage
- Enrage at 10 minutes. If heads arenโt broken quickly, head cycling becomes impossible to manage, leading to a wipe.
8. Chrome King Gallywix
8.1 Encounter Overview
- Health Pool: ~25 million (Normal), 50 million (Heroic), 75 million (Mythic)
- Arena: The Gallagioโs main floorโa massive, multi-tiered casino stage inside Gallywixโs face-shaped mech. Five rotating โJackpot Platformsโ move around central Jackpot Reactor.
Key Mechanics
- Gold Infusion (Phase 1): Gallywix pumps โGolden Boltsโ into the reactor every 30 sec, causing all platforms to become electrified for 5 secโstanding on any platform during infusion deals 50 k Arc damage every second.
- Cartel Colossi (Adds): At 80 % and 50 % HP, three Bilgewater Cartel Mechanoids spawnโeach wields unique abilities (arcane cannon, flame thrower, grapple claw).
- Xalโatathโs Betrayal (Phase 2): At 60 % HP, Gallywix summons Xalโatathโs ethereal avatar to weaken himโraid gains a temporary 5 % damage buff, but all healing is reduced by 20 %.
- Crushing Collapse (Phase 3): At 40 % HP, the entire stage begins collapsingโperiodically, random platforms fall into acid below. Gallywix also uses Merciless Jackpot (random 150 k Physical bomb on 3 players).
- Final Gamble (Phase 4): At 20 % HP, Gallywix overcharges the reactor, causing constant โGolden Boltโ arcs and spawns eight โGolden Cofferโ adds around the ringโeach coffer must be closed by standing near it for 4 sec, or it explodes for 75 k raid damage.
8.2 Strategy
- Phase 1 Positioning & Gold Infusion
- Main Tank holds Gallywix at 9 oโclock, facing him away from the nearest Jackpot Platforms to minimize platform hazards.
- Raid stacks at 3 oโclock or on the raised walkway above reactor. Healers at 11 oโclock and 1 oโclock.
- When โGolden Boltโ infusion cast begins (3 sec cast), everyone must immediately move off all rotating platforms onto the safe center walkway or reactor rim.
- Handling Cartel Colossi
- Arcane Cannon Mechanoid: Targets random players with โArcane Bombardmentโ (3 sec cast, 40 k Arc). Interrupts mandatory.
- Flamethrower Mechanoid: Spins, hitting all within 6 yards for 20 k Fire per tick; kite it in a circular path around arena edge.
- Grapple Claw Mechanoid: Grabs random melee, chewing for 50 k Physical over 5 sec. Tanks must taunt immediately and use defensive CDs to mitigate.
- Kill Order (within 15 sec): (1) Arcane Cannon โ (2) Grapple Claw โ (3) Flamethrower. Healers focus on AoE when flame mech active.
- Phase 2 โ Xalโatathโs Betrayal
- At 60 %, Xalโatathโs visage appears above reactor, shooting beams at Gallywix.
- Raid Buff: All raid members gain Void Resonance (5 % damage buff) for duration.
- Healing Reduction: All healing reduced by 20 %. Healers switch to throughput heals (divine oneshot is less effective); use personal absorbs (Cauterize, Healing Tide Totem) to cover large raid patches.
- Adds Countdown: Cartel Colossi respawn after 30 secโrepeat kill order.
- Phase 3 โ Crushing Collapse
- At 40 %, platforms begin to retract/fall randomly every 20 sec. Mark safe platforms with raid markers (stars/numbers).
- Platform Calls: Raid leader shouts โPlatform A Safeโ or โPlatform B Safeโ as each fall begins. Everyone must move within 3 sec or fall for 80 k fall damage (followed by a 12 sec bleed).
- Merciless Jackpot: Targets 3 random players every 15 sec with skull markersโthese players must run to edge โJackpot Zonesโ (circle on floor) to drop the bomb without damage to the raid.
- Healing Crunch: Overlapping platform falls + jackpot bombs require Healer CDs (Divine Hymn, Tranquility) back-to-back.
- Phase 4 โ Final Gamble
- At 20 %, Gallywix channels โOvercharge Reactor.โ Everyone must stand on safe marker P (inner circle) until the channel finishes (4 sec), then move out to kill Golden Coffers.
- Golden Coffers: Eight spawn evenly around reactor rim. Each coffer has a 4 sec activation windowโplayers stand near one coffer until it closes (blue aura).
- Assignment: 4 melee + 4 ranged each assigned a coffer. If a coffer isnโt closed in 4 sec, it detonates, dealing 75 k Fire to entire raid.
- Burn Window: Once all coffers are closed, raid launches full DPS on Gallywix. Use Heroism/Bloodlust here to finish before reactors reboot.
- Enrage
- Enrage at 10 minutes. Failure to close coffers and kill Gallywix before this results in continuous Golden Bolt arcs across the arena, making survival impossible.
Trash & Cleanup Tips
- Pre-pull Markers: Place raid markers (1 โ 6) at each major choke point to handle caster mobs and bombers.
- Interrupt Priority:
- Goblin Sappers (explode for 50 k if not killed within 4 sec). Assign two DPS to focus them instantly.
- Arcane Engineers (cast Arc Bolt for 30 k AoE every 6 sec). Assign a dedicated interrupt on each pull.
- Scrapshell Crushers (melee adds with Ground Slam that stuns if not stunned). Crowd control with stuns and kiting.
- Cooldown Timing: Use raid cooldowns (Tranquility/Spirit Link) on larger trash packs in Wing 3 leading up to Sprocketmonger Lockenstock.
- Loot Specialization: Near end of Wing 2, save Personal DPS CDs for One-Armed Banditโs loot wheel mechanicโextra DPS increases chances for rare drops.
Summary & Final Advice
- Communication Is Key: Many mechanics rely on swift callsโplatform falls, overclock sequences, jackpot warnings, etc. Use voice coms or macros to label safe zones (A, B, C, D) and failing calls quickly.
- Assign Specific Roles:
- Interrupt Teams: 4 dedicated interrupters for Rik Reverb and Gallywixโs Cartel Colossi.
- Kiter Teams: 2 melee for Shredder (MugโZee) and 2 high-mobility for Roller Mines (Lockenstock).
- Orb/Feast Teams: 2 melee on High Rollerโs Feast (One-Armed Bandit), 4 on Golden Coffers (Gallywix).
- Cooldown Stacking & Spread: Avoid overlapping major raid CDs unless itโs a guaranteed kill window (e.g., Gallywix Phase 4).
- Healing Throughput: Phases with reduced healing (Xalโatathโs Betrayal) or numerous AoE hits (Crusher head, Sludge Bombers) require healers to pivot to throughput-based spells and use personal mana reduces (Innervate, Manabound).
- Practice Movement Patterns: Almost every boss has a movement componentโplatform shifts (Reverb, Gallywix, Lockenstock), turret kiting (Bunkjunker), safe zone calls (Vexie, Undermine trash). Use raid cooldowns like Stampeding Roar, Aspect of the Cheetah, or Gift of the Naaru to assist.
By mastering these mechanics and coordinating cooldowns, your raid will be well-equipped to storm the Gallagio, dismantle Gallywixโs cartel, and liberate Undermine once and for all. Good luck, champions of Azeroth!
