Dungeon Playbook

Current poolBattle for Azeroth · Season 2

Kings' Rest

A substantially rebuilt Battle for Azeroth dungeon with dense fixed events, dangerous purge and kick checks, sarcophagus rescues, a redesigned Council sequence, and a new Dazar finale.

Reviewed for Battle for Azeroth Season 2 · Last checked Sep 2026

Bosses charted
4
Dangerous pulls
8
Priority casts
7

Dungeon Overview

The shape of the key before the detailed calls.

A linear royal gauntlet with dense utility checks and redesigned bosses

Heavy Slams, bleeds, fears, heals, totems, Tank amplifiers, and fixed event waves create sustained coordination from entrance to throne.

This is the Patch 12.1 version. Trash packages, enemy forces, Council order, Shadow of Zul, and Dazar were changed. The route is linear but mechanically dense: every wing has one cast, add, totem, or soak that takes priority over broad damage.

  • Season 2 rebuild
  • Purge checks
  • Fixed gauntlets
  • Totem priority
  • Heavy Tank damage

Dungeon Profile

Tank Pressure
Very High
Guardian enrage, Mortal Bleed, constructs, Backhand, Shadow of Zul, Maul, and Blade Combo are major checks.
Group Damage
Very High
Heavy Slams, Gust, Slam, Arc Lightning, Pool of Darkness, and final leaps pressure the party.
Interrupt Demand
Very High
Hex Volley, Unholy Mending, Bind Soul, Wretched Discharge, Hex, Poison Nova, and Deathly Roar need rotations.
Movement
High
Frontals, Bladestorm, coffins, axes, soaks, leaps, and spears require movement.
Dispel / Utility Demand
Very High
Purge, soothe, Magic, Poison, Curse, bleed removal, and freedom effects have distinct uses.
Route Complexity
Moderate
Mostly linear, but fixed event waves and revised enemy forces invalidate BfA count plans.

Dungeon visual · Abstract flow

Dungeon Tactical Overview

A route-flow chart, not dungeon geometry. Read left-to-right on wide screens or top-to-bottom on mobile.

  1. StartKICK

    Guardian opener

    Hexer + Champion control

    Pulls 1

  2. Stage 2Bloodlust / Heroism

    Golden Serpent

    Paired pools + Animated Gold

    Pulls 2

  3. Stage 3KICK

    Royal gauntlet

    Fixed control waves

    Pulls 3

  4. Stage 4DEFENSIVE

    Construct halls

    Entomb + mummy kicks

    Pulls 4

  5. Stage 5MOVE

    Mchimba

    Find the shaking coffin

    Pulls 5

  6. Stage 6Bloodlust / Heroism

    Council to Dazar

    Council, Zul check, Dazar

    Pulls 6–9

Before You Queue

  • Use a Season 2 route — Council and Dazar are redesigned; old guides are unsafe.
  • Assign Hex Volley, Mending, Nova, and Roar — These are the high-cost misses.
  • Bring purge and soothe where available — Bound by Shadow, Mending, Bulwark, and enrages reward offensive utility.
  • Know the coffin tell — Entombed player shakes the correct sarcophagus.
  • Memorize totem order — Explosive, Thundering, Torrent.

The Things That Wipe the Key

The few failure points most likely to cost the timer.

  1. DPSTankHealerDPS

    Gold reaches the boss

    Control every Lucre’s Call add.

    Consequence: Luster creates a shield and group damage.

  2. InterruptTankHealerDPS

    Gauntlet cast missed

    Assign Mending and Bind Soul.

    Consequence: Event waves extend or control players.

  3. PositioningTankHealerDPS

    Entomb rescue late

    Find shaking coffin immediately.

    Consequence: Player takes damage and extra mummies spawn.

  4. InterruptTankHealerDPS

    Poison Nova or Explosive Totem

    Kick Nova and kill Explosive first.

    Consequence: Council party damage becomes lethal.

  5. PositioningTankHealerDPS

    Shadow of Zul soaks empty

    Put players in both Darkness pools.

    Consequence: Unsoaked pools blast the group.

  6. TankTankHealerDPS

    Final busters overlap

    Layer mitigation for Maul into Combo.

    Consequence: Tank dies during mounted phase.

Boss Playbook

The fight in 20 seconds, what matters, and the most common wipe.

  1. Boss 1

    The Golden Serpent

    Place two Spit Gold pools together, control Animated Gold during Lucre’s Call, and prevent every add from reaching the boss while healing Serpentine Gust..

    The Fight in 20 Seconds

    Place two Spit Gold pools together, control Animated Gold during Lucre’s Call, and prevent every add from reaching the boss while healing Serpentine Gust.

    What Actually Matters

    • Spit Gold

      Two players place pools for controlled add spawns.

    • Lucre’s Call

      Pools become Animated Gold; slow, control, and kill them.

    • Luster

      An add reaching boss grants a dangerous shield and party damage.

    • Serpentine Gust

      Sustained group channel.

    • Tail Thrash

      Tank hit.

    Dungeon visual · Illustrated positioning

    Golden Serpent Gold Control

    Illustrated Spit Gold placement, Animated Gold control, Lucre’s Call timing, Serpentine Gust coverage, and boss-contact prevention.

    The Golden Serpent fight diagram showing paired Spit Gold pools, Animated Gold control, Lucre’s Call timing, Luster prevention, Serpentine Gust healing, and Tail Thrash mitigation.

    Tank

    • Drag boss away from adds and mitigate Thrash.

    Healer

    • Cooldown Gust and Spit targets.

    DPS

    • Control/kill every Gold before boss contact.

    Defensive Timing

    • Personal during Gust.
    • Defensive if an add reaches boss.

    Bloodlust / Heroism: Good first use to reduce add cycles.

    Common Wipe: Animated Gold reaches the boss and Luster overlaps Serpentine Gust.

  2. Boss 2

    Mchimba the Embalmer

    Defensive Drain Fluids targets, place Burn Corruption away, top before Awakening Slam, kick spawned mummies, and free Entombed players by finding the shaking sarcophagus..

    The Fight in 20 Seconds

    Defensive Drain Fluids targets, place Burn Corruption away, top before Awakening Slam, kick spawned mummies, and free Entombed players by finding the shaking sarcophagus.

    What Actually Matters

    • Drain Fluids

      Target uses defensive; if full channel lands, heal above 90%.

    • Burn Corruption

      Drop fire away from sarcophagi.

    • Awakening Slam

      Large hit plus two mummies.

    • Wretched Discharge

      Kick every mummy cast.

    • Entomb

      Find the shaking coffin and free player quickly.

    Dungeon visual · Illustrated mechanic sequence

    Mchimba: Coffin Rescue

    The rescue is an ordered search-and-control problem, not a pure damage check.

    Mchimba the Embalmer fight diagram showing Drain Fluids defense, Burn Corruption placement, Awakening Slam recovery, mummy interrupts, and shaking-coffin rescue.
    1. 1

      Entomb

      A player is sealed inside one of the sarcophagi.

    2. 2

      Watch coffins

      Identify the shaking sarcophagus immediately.

    3. 3

      Open the correct one

      Free the player before the rescue becomes lethal.

    4. 4

      Control mummies

      Gather spawned mummies and interrupt Wretched Discharge.

    5. 5

      Reset space

      Keep Burn Corruption away from the coffins.

    TankKeep the boss and coffin paths clear while gathering mummies.

    HealerTop the party before Awakening Slam and recover the Drain target.

    DPSSearch coffins immediately and preserve mummy kicks.

    Tank

    • Keep boss/sarcophagi paths clear and gather mummies.

    Healer

    • Top before Slam and recover Drain target above 90%.

    DPS

    • Kick mummies and search coffins immediately.

    Defensive Timing

    • Personal for Drain/Slam.
    • Group defensive if mummies cast.

    Bloodlust / Heroism: Useful if repeated Slam/add sets are the group wall.

    Common Wipe: The Entombed player remains trapped while mummies free-cast Wretched Discharge.

  3. Boss 3

    The Council of Tribes

    Handle fixed Kula–Aka’ali–Zanazal sequence: heal Severing Axe, dodge Whirling Axes, group-soak Barrel Through, kite Backhand, interrupt Poison Nova, and kill Explosive then Thundering then Torrent Totem..

    The Fight in 20 Seconds

    Handle fixed Kula–Aka’ali–Zanazal sequence: heal Severing Axe, dodge Whirling Axes, group-soak Barrel Through, kite Backhand, interrupt Poison Nova, and kill Explosive then Thundering then Torrent Totem.

    What Actually Matters

    • Whirling Axes

      Dodge persistent projectiles from Kula’s body.

    • Barrel Through

      Group soak even after Aka’ali dies.

    • Debilitating Backhand

      Tank kites or uses major defensive.

    • Poison Nova

      Must-kick party cast.

    • Call the Elements

      Explosive Totem first, then Thundering, then Torrent.

    Dungeon visual · Illustrated positioning

    Council of Tribes Order

    Illustrated boss rotation, Severing Axe recovery, Barrel Through grouping, Poison Nova control, and totem priority.

    Council of Tribes fight diagram showing the Kula, Aka’ali, and Zanazal order, Severing Axe healing, Barrel Through grouping, Poison Nova interrupts, and Explosive, Thundering, then Torrent Totem priority.

    Tank

    • Tank Kula centrally and manage Backhand.

    Healer

    • Heal Severing Axe and Arc Lightning; track soak.

    DPS

    • Kick Poison Nova and swap totems in order.

    Defensive Timing

    • Personal for Axe/Arc Lightning.
    • Tank major for Backhand.

    Bloodlust / Heroism: Strong default to shorten a mechanically dense fixed sequence.

    Common Wipe: Poison Nova or Explosive Totem completes while players are split for axes.

  4. Boss 4

    Dazar, the First King

    Focus Reban, kick Deathly Roar, spread leaps, mitigate Blade Combo and Savage Maul, point Gilded Destruction away, and dodge Impaling Spears..

    The Fight in 20 Seconds

    Focus Reban, kick Deathly Roar, spread leaps, mitigate Blade Combo and Savage Maul, point Gilded Destruction away, and dodge Impaling Spears.

    What Actually Matters

    • Reban

      Kill early to remove leap and roar pressure.

    • Deathly Roar

      Interrupt the fear.

    • Aerial Smash / Quaking Leap

      Spread marked players.

    • Savage Maul and Blade Combo

      Layered Tank busters after mount transition.

    • Gilded Destruction

      Party hit while boss melees become a frontal.

    Dungeon visual · Illustrated positioning

    Dazar Reban and Leap Control

    Illustrated Reban priority, Deathly Roar kicks, leap spread, Blade Combo and Savage Maul mitigation, Gilded Destruction facing, and Impaling Spears.

    Dazar, the First King fight diagram showing Reban priority, Deathly Roar interrupts, leap spread, Blade Combo and Savage Maul mitigation, Gilded Destruction facing, and Impaling Spears.

    Tank

    • Face boss away, mitigate combo, and control Reban frontal.

    Healer

    • Prepare Quaking Leap and Gilded Destruction.

    DPS

    • Focus Reban, kick Roar, and spread leaps.

    Defensive Timing

    • Personal for Quaking Leap/Gilded.
    • Tank major for Maul into Combo.

    Bloodlust / Heroism: Strong final use to reduce mounted buster and leap cycles.

    Common Wipe: Deathly Roar lands or the Tank faces Gilded frontal through the group during Quaking Leap.

Dangerous Trash

Only the enemies that meaningfully change the pull.

Dungeon visual · Priority pack

Priority Pull: Royal Gauntlet

The fixed waves contain two separate control casts that must not be allowed to resolve.

  1. 1Critical

    Queen Wasi

    Bind Soul

    KICKPRIORITY TARGET

    Reserve kick; fillers are secondary.

  2. 2Critical

    Seneschal M’bara

    Unholy Mending

    KICKPURGEPRIORITY TARGET

    Kick every cast.

Dungeon visual · Priority pack

Priority Pull: Construct Halls

The hall packs pair an Entomb rescue with kickable mummy casts and ongoing group pressure.

  1. 1High

    Interment Construct

    Entomb

    DEFENSIVEPRIORITY TARGET

    Free coffin target quickly.

  2. 2High

    Half-Finished Mummy

    Wretched Discharge

    KICKDISPELPRIORITY TARGET

    Kick every cast; Disease-remove a miss.

Dungeon visual · Priority pack

Priority Pull: Council Approach

The approach requires a totem swap without losing the assigned Hex control.

  1. 1High

    Spectral Shaman

    Healing Tide Totem

    PRIORITY TARGET

    Swap and kill totem.

  2. 2High

    Phantom Hex Priest

    Hex

    KICKDISPEL

    Assign cast; Curse removal recovers miss.

  • Risen Hexer

    Critical

    Hex Volley

    KICKDISPELPRIORITY TARGET

    Must-kick group control; bolts leave Magic slows.

    Kick:
    Interruptible
    Handle:
    Kick Volley; spare kicks on bolts.
  • Seneschal M’bara

    Critical

    Unholy Mending

    KICKPURGEPRIORITY TARGET

    Large heal that can be purged after a miss.

    Kick:
    Interruptible
    Handle:
    Kick every cast.
  • Queen Wasi

    Critical

    Bind Soul

    KICKPRIORITY TARGET

    Must-kick control cast from CC-immune enemy.

    Kick:
    Interruptible
    Handle:
    Reserve kick; fillers are secondary.
  • Interment Construct

    High

    Entomb

    DEFENSIVEPRIORITY TARGET

    CC-immune enemy traps player while Heavy Slams pulse.

    Kick:
    Not kick-interruptible
    Handle:
    Free coffin target quickly.
  • Half-Finished Mummy

    High

    Wretched Discharge

    KICKDISPELPRIORITY TARGET

    Kickable group damage and Disease.

    Kick:
    Interruptible
    Handle:
    Kick every cast; Disease-remove a miss.
  • Spectral Shaman

    High

    Healing Tide Totem

    PRIORITY TARGET

    Totem heals enemies.

    Kick:
    Not kick-interruptible
    Handle:
    Swap and kill totem.
  • Phantom Hex Priest

    High

    Hex

    KICKDISPEL

    Kick or Curse-dispel the control.

    Kick:
    Interruptible
    Handle:
    Assign cast; Curse removal recovers miss.
  • Shadow of Zul

    High

    Pool of Darkness

    DEFENSIVEPURGEPRIORITY TARGET

    Two mandatory soaks plus Revelation adds; CC-immune.

    Kick:
    Not kick-interruptible
    Handle:
    Fill both pools and purge/focus Minions.

Interrupt Priority

Kick when a kick works. Use the named stop when it does not.

Stuns, silences, knockbacks, displacement, and incapacitates are stops, not interchangeable labels for an interrupt. Review Interrupts, Stops, and Crowd Control →

Dungeon visual · Interrupt strip

Second-Screen Interrupt Strip

Priority, action type, spell, and source remain visible without opening details or relying on color alone.

Critical

  • KICKHex Volley

    Risen Hexer

  • KICKUnholy Mending

    Seneschal M’bara

  • KICKBind Soul

    Queen Wasi

  • KICKWretched Discharge

    Half-Finished Mummy

  • KICKPoison Nova

    Zanazal

High priority

  • KICKDeathly Roar

    Dazar/Reban

  • KICKHex

    Phantom Hex Priest

Critical

  • KICKCritical

    Hex Volley

    Risen Hexer

    Group control.

    Response: Kick every cast.

  • KICKCritical

    Unholy Mending

    Seneschal M’bara

    Large heal.

    Response: Kick; purge miss.

  • KICKCritical

    Bind Soul

    Queen Wasi

    Controls a player.

    Response: Reserve kick.

  • KICKCritical

    Wretched Discharge

    Half-Finished Mummy

    Group damage/Disease.

    Response: Kick every cast.

  • KICKCritical

    Poison Nova

    Zanazal

    Council-wide damage.

    Response: Kick every cast.

High Priority

  • KICKHigh

    Deathly Roar

    Dazar/Reban

    AoE fear.

    Response: Kick every cast.

  • KICKHigh

    Hex

    Phantom Hex Priest

    Player control.

    Response: Kick or Curse-dispel.

Tank Cheat Sheet

The Tank calls worth reviewing at the ready check.

  • Face Guardian slams away and soothe Champion enrage.
  • Manage random royal gauntlet busters and fixates.
  • Keep coffin access clear at Mchimba.
  • Use major for Backhand and kite its amp.
  • Hold Council center while avoiding persistent axes.
  • Mitigate Shadow of Zul and fill Darkness soaks.
  • Focus Reban positioning before mount phase.
  • Layer Maul and Blade Combo and face Gilded away.

Healer Cheat Sheet

The Healer calls worth reviewing at the ready check.

  • Heavy Slams and Gust need planned throughput.
  • Track gauntlet bleeds/Poison by actual class capability.
  • Push Drain Fluids target above 90%.
  • Top before Awakening Slam.
  • Heal Severing Axe and Arc Lightning.
  • Curse/Magic dispels recover Hex/Frost Shock.
  • Shadow of Zul is a major preboss check.
  • Prepare Quaking Leap and Gilded Destruction.

DPS Cheat Sheet

Mechanics, utility, and priority damage are useful DPS—not only meter output.

  • Purge Minion shields to kill them instantly where available.
  • Kick Volley, Mending, Bind Soul, Discharge, Nova, and Roar.
  • Control Animated Gold and swap Healing Tide Totem.
  • Find the shaking coffin.
  • Kill Explosive Totem first.
  • Fill Shadow of Zul soaks and purge Minions.
  • Focus Reban.
  • Do not pad through priority casts or totems.

Blackwake Route

The recommended sequence, why it works, and where the plan can flex.

Blackwake Learning Route — Current Royal Sequence

Follow the current linear route, complete fixed royal waves, preserve coffin access, use the redesigned Council order, and treat Shadow of Zul as a planned miniboss. No BfA percentages are reused.

Open external route ↗

Dungeon visual · Route timeline

Blackwake Route Timeline

A scan-first companion to the detailed pull cards. Pull order, boss transitions, control checks, and planned Bloodlust uses come from the existing route.

  1. Start · Pull 1

    Guardian opener

    KICK
  2. Pull 2Boss

    Golden Serpent

    Bloodlust / Heroism
  3. Pull 3

    Royal gauntlet

    KICK
  4. Pull 4

    Construct halls

    DEFENSIVE
  5. Pull 5Boss

    Mchimba

    MOVE
  6. Pull 6

    Council approach

    KICK
  7. Pull 7Boss

    Council

    DEFENSIVE
  8. Pull 8

    Shadow of Zul

    DEFENSIVE
  9. Pull 9Boss

    Dazar

    Bloodlust / Heroism
  1. Pull 1

    Guardian opener

    Guardians, Hexer, Champion

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Volley and Slams.

    Cooldowns: Defensive plan.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  2. Pull 2Bloodlust / Heroism

    Golden Serpent

    Boss

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Gold adds.

    Cooldowns: First Bloodlust.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  3. Pull 3

    Royal gauntlet

    Fixed event waves

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Mending, Bind Soul, bleeds.

    Cooldowns: One wave at a time.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  4. Pull 4

    Construct halls

    Purification/Interment constructs and mummies

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Heavy Slams, Entomb, Discharge.

    Cooldowns: Keep coffins clear.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  5. Pull 5

    Mchimba

    Boss

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Entomb and mummies.

    Cooldowns: Boss cooldowns.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  6. Pull 6

    Council approach

    Shaman, Hex Priest, Berserker

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Totem and Hex.

    Cooldowns: Priority damage.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  7. Pull 7

    Council

    Three-boss fixed sequence

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Soak, Nova, totems.

    Cooldowns: Group defensives.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  8. Pull 8

    Shadow of Zul

    Required miniboss

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Two soaks and Revelation.

    Cooldowns: Major cooldowns.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.
  9. Pull 9Bloodlust / Heroism

    Dazar

    Final boss

    Purpose: Advance the route with one clearly assigned priority mechanic before chaining forward.

    Danger: Reban, busters, leaps.

    Cooldowns: Second Bloodlust.

    Tank

    • Set the pack in safe space and stop moving forward if control is exhausted.

    Healer

    • Confirm recovery and dispel coverage before the next chain.

    DPS

    • Priority damage and assigned utility come before broad AoE.

Why This Route Works

  • Current sequence only

    Legacy weekly Council and count assumptions are obsolete.

  • Waves stay isolated

    Each royal cast has a named answer.

  • Coffins remain accessible

    Ground effects are placed away.

  • Shadow of Zul is planned

    Soaks and cooldowns are assigned before pull.

  • Boss Bloodlust reduces add/buster cycles

    Golden Serpent and Dazar are repeatable defaults.

Bloodlust / Heroism Plan

  1. The Golden Serpent

    Reduces Gold add and Gust cycles.

    Alternative: Use on a difficult royal wave if boss control is stable.

    If timing is lost: If timing is lost, move the use to the next planned boss or dangerous mandatory pull rather than forcing the original script.

  2. Dazar

    Shortens mounted buster and leap phase.

    Alternative: Use on Council if totem/Nova execution is the wall.

    If timing is lost: If timing is lost, move the use to the next planned boss or dangerous mandatory pull rather than forcing the original script.

If It Goes Sideways

Recover the pull, adapt the route, and keep the run moving.

  • Gold reaches boss

    Purge/break shield and commit group defensives.

  • Gauntlet kick missed

    Purge heal or dispel control, then assign next cast.

  • Entomb player not found

    Spread immediately and watch shaking coffin.

  • Explosive Totem late

    All DPS swap; use personals before detonation.

  • Shadow soak empty

    Nearest healthy player fills it; use defensive.

  • Final Tank death

    Control Reban, battle-resurrect, and stop damage until boss facing is restored.

Common Mistakes

Patterns that repeatedly turn manageable moments into lost time.

  • Using a BfA route

    Season 2 changed forces and bosses.

  • Ignoring Gold adds

    They empower boss.

  • Kicking filler before Mending/Bind Soul

    Reserve priority kick.

  • Dropping fire by coffins

    Keep rescue paths clear.

  • Wrong totem order

    Explosive first.

  • Empty Darkness soak

    Both pools need players.

  • Ignoring Reban

    Kill him early.

  • Facing Gilded through group

    Tank points away.

Before You Run This Key

Reveal each answer when you are ready. No grades, scores, or completion tracking.

  1. What happens when Gold reaches boss?

  2. Which gauntlet heal is critical?

  3. How do you find Entomb?

  4. What is Council totem order?

  5. What must happen at Shadow pools?

  6. Where does Blackwake Bloodlust?

Blackwake Notes

Crew-specific calls and hard lessons that supplement the tactical Playbook.

Use only the Season 2 sequence. Every wing has one priority cast, add, totem, or soak that outranks meter damage.

Mythic+ Sessions

Dungeon workshops, role sessions, route workshops, and key nights with the crew.

No Mythic+ sessions are scheduled right now. The Learning Board can still rally a key crew.

Related Academy Content

Fundamentals stay in their own lessons so this page can remain tactical.

Need the fundamentals first?

Role paths teach the deeper fundamentals. They are suggestions, never prerequisites.

Need a hand?

Ask the Crew

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