Raid Strategies

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 – 4 (flexibly Resto Shamans, Disc Priests, Holy Paladins, etc.)
    • DPS: 4 – 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 Glacier’s 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.
  • Vexie’s Orbs:
    1. Charged Arc Orb (Orange): Launches an arc of lightning to a random player; the targeted player gets a stacking debuff.
    2. 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 spokes—players must stand in designated safe sectors.

1.2 Strategy

  1. Positioning & Spread
    • Tanks pick up Vexie at 12 o’clock, 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.
  2. Handling Geargrinders
    • Priority 1: Interrupt “Overclock Pulse” (cast time 2 sec); assign 2 interrupts per add.
    • Kill Order: Kill Geargrinders in small batches—Tanks peel add off raid’s backline, then DPS burst them. On Death, raid moves out to avoid Shock Coil explosion.
  3. 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.
  4. Phase 2 – 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.
  5. 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 %.
  6. Enrage
    • Enrage occurs at 8 minutes. If not killed by then, Vexie’s 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:
    1. Fury Infusion: Every 40 sec, the cauldron erupts, creating a ring of Scalding Surge zones that deal increasing fire damage.
    2. 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 pit’s edge (6 m spill radius) before explosion.
  • Volatile Mixture: At 50 % HP, the cauldron’s temperature spikes, causing periodic Caustic Spray (frontal cleave, 20 k Physical) on tanks.

2.2 Strategy

  1. Tank & Raid Positioning
    • Main Tank picks up golems at 3 o’clock, kiting them clockwise around the pit.
    • Off-Tank grabs golems at 9 o’clock, kiting counterclockwise.
    • Melee positions at 12 o’clock on the rim; ranged spreads evenly on raised lanes above the pit. Healers stay behind ranged on outer rim.
  2. Handling Molten Slag Golems
    • Tanks use high-mobility abilities (e.g., Vengeance Demon Hunter’s Sigil of Flame, Brewmaster Druid’s 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.
  3. 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.
  4. Cauldron Eruptions
    • Every 40 sec, the Cauldron fills with magmatic fluid, then erupts, leaving a ring of damaging pools (“Scalding Surge”).
    • Raid must spread along the raised lanes (no players should stand in the pit) to avoid being caught in the surge’s expanding flames.
  5. Volatile Mixture (Phase 2)
    • At 50 %, tank swap on each “Caustic Spray” (8 sec cast). Tanks alternate damage-reduction CDs.
    • DPS focuses the cauldron’s “Caustic Core” conduits that spawn around the rim—killing all five conduits reduces cauldron’s incoming damage by 20 %.
  6. 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.
  7. 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 magnetized—players gain a stacking debuff (“Magnetic Pull,” 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 succession—raiders must dodge via jump pads located at platform corners.

3.2 Strategy

  1. 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 → 2 → 3 → 4 in safe order.
  2. Handling Echo Remnants
    • Interrupts: Assign four interrupters (2 melee, 2 ranged). Each Echo Remnant must be interrupted before “Echoic Detonation” cast completes (3 sec channel).
    • Burn: After interrupts, DPS focuses each small group to prevent stacking resonance.
  3. Phase 2 – 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 platforms—swap at 70 % via taunt macro to manage stacking debuff.
  4. Phase 3 – 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 → B → C → D) as audio cues signal each wave.
    • Healers pre-heal the group before wavefronts; ranged remain on jump pads to avoid overlap.
  5. 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.
  6. Enrage
    • Enrage timer at 9 minutes. Overdrive Encore extends stun patterns but also delays mid-fight windows—coordinate 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:
    1. Volley Turrets: Launch volleys of scrap shards (4 x 15 k Physical) in a cone; cast every 20 sec.
    2. Flame Turrets: Fire scorch rays (10 k Fire each sec, 6 sec duration) until killed. They target the highest‐health 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

  1. Positioning & Phase 1
    • Main Tank holds Stix at center, facing him away from explosive barrels.
    • Off-Tank grabs Volley Turrets at 6 o’clock, kiting toward the center and tanking them off to the side once the volley is cast.
    • Ranged DPS/Healers positioned at 12 o’clock so they can freely target Flame Turrets as they spawn.
  2. Turret Management
    • Volley Turrets: Must be stunned/interrupt once they begin “Scatter Shot.” 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.
  3. Explosive Barrels
    • Two DPS assigned to barrel patrol—any 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.
  4. Phase 2 – Overcharged Components
    • At 50 %, Stix shouts “Overcharged!” All active turrets fire 1.5× faster.
    • Raid switches to crowd-control order:
      1. Stun remaining Volley Turrets (ensuring no volley cast).
      2. DPS Flame Turrets quickly.
      3. Burn Stix while any easy adds (Scrap Bots) spawn—these come in groups of two every 8 sec, casting “Scrap Shrapnel” (AoE DoT).
    • Heal Check: Healers chain cooldowns (Tranquility → Spirit Link Totem) to ride out extra turret and add damage.
  5. Cooldown Windows
    • Heroism/Bloodlust: Pop at 55 % to clear overcharged turrets quickly, then focus Stix from 45 % → 30 %.
    • Tanks use personal defensives (Icebound Fortitude, Shield Wall) during Overcharged to survive volley chain. Healers pop cooldowns at ~52 % to preempt add damage.
  6. 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 Lockenstock’s 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 lanes—anyone 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 lane—players must stand clear or be crushed for lethal damage.
  • Overclock Mode (Phase 2): At 40 % HP, Lockenstock’s workbench supercharges. Minecart speed doubles, roller-mine spawns increase to two per wave, and presses come every 20 sec.

5.2 Strategy

  1. 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 “safe alcove” beside rails (one for each side).
  2. 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 sec—raid uses this window for free DPS on Lockenstock (no Pulse Bomb).
  3. Roller-Mine Swarms
    • Spawn at random lanes (1–5) 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.
  4. Hydraulic Press
    • At 60 %, Lockenstock warns “Hydraulic Press Engaging in 3 sec” — 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.
  5. Phase 2 – 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 “Safe Alcove Left/Right” 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 sec—raid focuses DPS burn on Lockenstock here.
  6. 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.
  7. 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 Luck—slots spin and if three identical symbols land, a themed mechanic occurs:
    1. Triple Skulls: Summons six Doomcrushers (adds) that target random players.
    2. Triple Dice: Casts Chaotic Roll (interfaces random debuffs on raid: slow, stun, silence).
    3. 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 “Big Winner” state—casts Big Shot (insta-kill ray) on a random ranged. After each shot, four Security Bots spawn.
  • High Roller’s Feast: At 50 % HP, all loot tables behind slot machines transform into Euphoric Orbs—standing near an orb grants a stacking 5 % damage buff but also a 2 % stacking damage taken increase.

6.2 Strategy

  1. 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 3–4 players max. Healers stationed in NE and SE quadrants.
  2. Slot Machine Management
    • Observation: Raid leader announces which slot bank is about to spin (rooms labeled A–D). Upon audio cue “Reaper of Luck,” 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.
  3. Jackpot Overload (Phase 1 & 2)
    • At 75 %, Bandit shouts “Big Winner!” and channels Big Shot on a random ranged—ranged must be topped off and use personal defensive (e.g., Barrier, Anti-Magic Shell) immediately.
    • Security Bots: Four adds spawn in cardinal directions around Bandit—each 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.
  4. High Roller’s Feast (Phase 2)
    • At 50 %, orbs appear behind slot machines—any raid member standing near an orb gains Euphoria stacks (both buff and bleed).
    • Orb Usage: Spread 1–2 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.
  5. 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.
  6. Enrage
    • Enrage at 8 minutes, combined with stacked orb bleeds and frequent slot explosions, leave raid with no recovery.

7. Mug’Zee, 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, Mug’Zee slams his gavel, causing all heads to rotate clockwise by one. Each head has its own ability:
    1. Crusher Head: Iron Maul (stun + 40 k Physical) on tank.
    2. Beacon Head: Searing Beacon (raid-wide 20 k Fire + target mark) on random player.
    3. Nullifier Head: Energy Null Zone (4 m circle that nullifies healing if stood inside).
    4. Shredder Head: Blade Frenzy (360° spin, 4 sec, 10 k Physical hits every 0.5 sec).
    5. Shock Head: Arc Snap (bounces chain lightning to 4 players, 15 k each).
    6. Slam Head: Colossal Impact (3 sec cast, 120 k Physical in front).
  • Head Phases:
    • Phase 1 (100 % → 70 %): All six heads active; rotation every 20 sec.
    • Phase 2 (70 % → 40 %): Heads “Overclock” one at a time in a fixed order (Crusher → Beacon → Nullifier → Shredder → Shock → Slam), making that head’s ability twice as fast for 15 sec before moving to the next.
    • Phase 3 (40 % → 0 %): All heads go into Frenzy Overload, repeating head order every 12 sec with no downtime.

7.2 Strategy

  1. 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 head’s zone with raid markers (1 – 6).
  2. Head Priority
    • Phase 1: Kill heads in this order: Beacon → Crusher → Shock → Nullifier → Shredder → 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 last—avoid Colossal Impact by moving to any other head’s side.
  3. Phase 2 – 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 matters—assign 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.
  4. Phase 3 – Frenzy Overload
    • All heads cycle every 12 sec without pause. Raid must:
      • Beacon’s Searing: Healers pre-shield the raid and keep spikes topped.
      • Nullifier Zones: DPS interrupts every Nullifier cast—fail means no healing in that 4 sec.
      • Crusher’s Iron Maul: Tanks rotate every cast (6 sec apart); use personal CDs.
      • Shredder’s Blade Frenzy: Two designated kiter melee job remain kiting at all times.
      • Shock’s Arc Snap: Spread 10 yards to avoid chaining.
      • Slam’s Colossal Impact: Raid spreads 8 yards away from front slot.
  5. 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 Crusher’s second overclock in Phase 3 (approx. 50 % mark).
  6. Enrage
    • Enrage at 10 minutes. If heads aren’t 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 Gallagio’s main floor—a massive, multi-tiered casino stage inside Gallywix’s face-shaped mech. Five rotating “Jackpot Platforms” move around central Jackpot Reactor.

Key Mechanics

  • Gold Infusion (Phase 1): Gallywix pumps “Golden Bolts” into the reactor every 30 sec, causing all platforms to become electrified for 5 sec—standing on any platform during infusion deals 50 k Arc damage every second.
  • Cartel Colossi (Adds): At 80 % and 50 % HP, three Bilgewater Cartel Mechanoids spawn—each wields unique abilities (arcane cannon, flame thrower, grapple claw).
  • Xal’atath’s Betrayal (Phase 2): At 60 % HP, Gallywix summons Xal’atath’s ethereal avatar to weaken him—raid gains a temporary 5 % damage buff, but all healing is reduced by 20 %.
  • Crushing Collapse (Phase 3): At 40 % HP, the entire stage begins collapsing—periodically, 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 “Golden Bolt” arcs and spawns eight “Golden Coffer” adds around the ring—each coffer must be closed by standing near it for 4 sec, or it explodes for 75 k raid damage.

8.2 Strategy

  1. Phase 1 Positioning & Gold Infusion
    • Main Tank holds Gallywix at 9 o’clock, facing him away from the nearest Jackpot Platforms to minimize platform hazards.
    • Raid stacks at 3 o’clock or on the raised walkway above reactor. Healers at 11 o’clock and 1 o’clock.
    • When “Golden Bolt” infusion cast begins (3 sec cast), everyone must immediately move off all rotating platforms onto the safe center walkway or reactor rim.
  2. Handling Cartel Colossi
    • Arcane Cannon Mechanoid: Targets random players with “Arcane Bombardment” (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 → (2) Grapple Claw → (3) Flamethrower. Healers focus on AoE when flame mech active.
  3. Phase 2 – Xal’atath’s Betrayal
    • At 60 %, Xal’atath’s 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 sec—repeat kill order.
  4. Phase 3 – 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 “Platform A Safe” or “Platform B Safe” 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 markers—these players must run to edge “Jackpot Zones” (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.
  5. Phase 4 – Final Gamble
    • At 20 %, Gallywix channels “Overcharge Reactor.” 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 window—players stand near one coffer until it closes (blue aura).
    • Assignment: 4 melee + 4 ranged each assigned a coffer. If a coffer isn’t 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.
  6. 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 – 6) at each major choke point to handle caster mobs and bombers.
  • Interrupt Priority:
    1. Goblin Sappers (explode for 50 k if not killed within 4 sec). Assign two DPS to focus them instantly.
    2. Arcane Engineers (cast Arc Bolt for 30 k AoE every 6 sec). Assign a dedicated interrupt on each pull.
    3. 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 Bandit’s loot wheel mechanic—extra DPS increases chances for rare drops.

Summary & Final Advice

  1. Communication Is Key: Many mechanics rely on swift calls—platform falls, overclock sequences, jackpot warnings, etc. Use voice coms or macros to label safe zones (A, B, C, D) and failing calls quickly.
  2. Assign Specific Roles:
    • Interrupt Teams: 4 dedicated interrupters for Rik Reverb and Gallywix’s Cartel Colossi.
    • Kiter Teams: 2 melee for Shredder (Mug’Zee) and 2 high-mobility for Roller Mines (Lockenstock).
    • Orb/Feast Teams: 2 melee on High Roller’s Feast (One-Armed Bandit), 4 on Golden Coffers (Gallywix).
  3. Cooldown Stacking & Spread: Avoid overlapping major raid CDs unless it’s a guaranteed kill window (e.g., Gallywix Phase 4).
  4. Healing Throughput: Phases with reduced healing (Xal’atath’s Betrayal) or numerous AoE hits (Crusher head, Sludge Bombers) require healers to pivot to throughput-based spells and use personal mana reduces (Innervate, Manabound).
  5. Practice Movement Patterns: Almost every boss has a movement component—platform 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 Gallywix’s cartel, and liberate Undermine once and for all. Good luck, champions of Azeroth!