The Everbloom Mythic+ Dungeon Guide

the-everbloom Boss Image
Tactyks
Last Updated: 14th Oct, 2023

Introduction

Hey everyone, and welcome to the Everbloom M+ guide for season 3 of Dragonflight! In this article  I’ll be covering the abilities of all the trash mobs and bosses throughout the dungeon, as well as how I recommend you deal with them. Notably, this dungeon received a significant rework from the Warlords of Draenor version, so large portions of the dungeon are now completely different. I will also be including a recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.

A bit about me, my name is Tactyks and I am an avid M+ player, achieving every 0.1% M+ title that has existed as well as competing in The Great Push in season 4 of Shadowlands. I also create M+ and Raid guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!

Video Guide

Witherbark Trash

  • Choking Vines targets a random player, interrupt or stop the cast with a CC
  • Dancing Thorns targets the tank, use spare interrupts on this
  • Enraged Growth enrages a random mob, interrupt the cast or soothe the effect
  • Dreadpetal Pollen stacks up on your tank, use a movement freeing effect like Blessing of Freedom or Tiger’s Lust to clear the debuff
  • Jumps to a random player with Venom Burst, use a poison dispel on the effect or stay away from your party to avoid dealing splash damage to them
  • Use an interrupt or CC to stop the Healing Waters cast

In addition, there is a mini boss that patrols through this area which you will want to avoid.

  • This mini boss is immune to CC
  • Stack up to quickly cleave down the Gnarled Roots
  • Move out of the Living Leaves vortex

Witherbark Boss Fight

Tanks pull the boss to the side of the room opposite the water and face the boss towards the wall to give you more time in the intermission and to make sure the Parched Gasp frontal doesn’t hit your party.

Other players fan out behind the boss, avoid the Agitated Water swirlies, and attempt to make a wall of Unchecked Growth vines between the water and the boss. Targeted players are designated with a yellow arrow above their head.

When the boss reaches 0 energy he gains Brittle Bark, so save damage CDs for this phase. 

Aqueous Globes appear from the water and begin to travel towards the boss, giving him 25 energy on contact, with the intermission ending at 100 energy. These globes can be killed by players or by touching Unchecked Growth vines, where the latter spawns an add that needs to be tanked.

Ancient Protectors Trash

  • Will jump to a random ranged and channel Bounding Whirl, move out of the AoE and if you can use a stop so the mob runs back to the tank
  • Enrage at low health, soothe it off or focus the mob down
  • This mob is immune to CC
  • Poisonous Claws targets the tank and applies a poison DoT, dispel the DoT and use a defensive if needed
  • Heal through the party damage from Noxious Eruption

Trash packs in this area also include Everbloom Cultivators, Everbloom Naturalists, and Dreadpetals which were discussed in a previous section.

Ancient Protectors Boss Fight

Tanks grab Dulhu, the other 2 bosses are stationary and alternate between channeling party damage and casting an interruptible random target hit, always starting with Earthshaper Telu doing the latter.

Make sure Telu’s Toxic Bloom and Gola’s Revitalize are always interrupted, with spares going into Nature’s Wrath and Water Bolt respectively.

Tanks should always bring Dulhu on top of the boss that currently needs to be interrupted, this means you start on Earthshaper Telu and then move to Life Warden Gola when the Terrestrial Fury channel begins, move back to Telu when the Torrential Fury channel begins, etc.

Dulhu will target the tank with a heavy hit in Noxious Charge, which also spawns a 10yd Noxious Discharge puddle underneath all players. When this goes out make sure all players back away from the active caster boss so that melee can still cleave without standing in a puddle. Tanks also be sure to use a defensive on this initial hit.

Archmage Sol Trash

  • Fungal Fist targets the tank, be aware if there are multiple of these mobs in a pull and use a defensive if needed
  • This mob is immune to CC
  • Pyroblast targets a random player, interrupt this as the highest priority in this area and dispel the magic DoT if it goes off
  • Heal through the random target damage from Cinderbolt Salvo
  • This mob is immune to CC
  • Arcane Blast targets a random player, be sure to interrupt this as the damage is very high
  • Spatial Disruption shoots towards the furthest player in range, make sure someone baits it far enough so that they have time to dodge the lethal AoE
  • This mob is immune to CC
  • Frostbolt targets a random player, use any spare interrupts to stop this cast and dispel or use a movement freeing effect on the magic slow if it goes off
  • Dodge through the orbs created by Cold Fusion, dispel the magic stun if someone is hit

Archmage Sol Boss Fight

This boss has similar abilities as the Pyromancer, Icecaller, and Arcanomancer trash mobs, but slightly altered.

Every 20s, starting shortly after pull, Unstable Affinity causes the boss to use one of her ultimate abilities and remain attuned to that element until her next ultimate cast. This always rotates in the same order, starting with Fire, then Frost, then Arcane before repeating again from the start at Fire.

Starting with the 2nd ultimate cast, Growing Infestation causes the previous ultimate ability to be cast again, meaning you’ll need to deal with 2 ultimate abilities at the same time.

When attuned to Fire her ultimate is Cinderbolt Storm, random damage that has to be healed through while dodging fire swirlies on the ground. On top of this she will cast Fireball at the tank.

When attuned to Frost her ultimate is Glacial Fusion, spawning orbs around 2 players that must be avoided. She also casts Frostbolt at the tank.

When attuned to Arcane, her ultimate is Spatial Compression at the furthest player in range, bait this as far as you can so that the pull-in it does to all players doesn’t overlap with dodging Glacial Fusion or Cinderbolt Storm.

Yalnu Boss Fight

During the fight you are assisted by several Kirin Tor Battle-Mages, which channel Brushfire into the boss, causing him to take 300% increased damage.

Tanks face the boss away from the group and move out of the Colossal Blow frontal.

Move out of the Verdant Eruption swirly and focus down the Flourishing Ancient add it spawns ASAP, as the Brushfire damage amp is not active while this mob is alive. This mob cannot be tanked and always aggros on a nearby Kirin Tor Battle-Mage, using a frontal in Lumbering Swipe on them and dealing ticking party damage in Vibrant Flourish.

Be aware of and use defensives on the overlap where a Flourishing Ancient is alive and a Colossal Blow raid hit goes off.

When Yalnu starts channeling Genesis, split up and step on the dormant Feral Lashers to prevent them from spawning. If you miss any, make sure the tank picks them up and you interrupt the Lasher Venom cast.

The Everbloom Mythic+ Dungeon Route

If you are using the Mythic Dungeon Tools addon, you can import this route using the following string:

To start I like to do a big pull since all CDs and bloodlust is available, just make sure you interrupt the Everbloom Naturalist in G1 to make grouping easier, and don’t forget to tag the patrolling Melded Berserker as this will make pull 7 down the line a bit more forgiving. From there you’ll want to hug the right hand wall as you make your way towards Witherbark, as this allows you to skip the patrolling mini boss Gnarlroot. Note that pack G12 in Witherbark’s room is also a patrol, so you can add this on to any of the pulls here just depending on where they are when you arrive.

After defeating Witherbark, you can run up the path to the north to quickly get back to the start of the dungeon and move towards the Ancient Protectors. Again, be sure you are hugging the right wall in this area after defeating pull 7, as this allows you to get past pack G23 and some stray mobs. Beware of pack G25 as it patrols up and down the hill, ideally you want to fight this in pull 9 to avoid having 2 Twisted Abomination mobs in a single pull. After making your way up the hill you’ll be able to fight the second boss.

Moving on you’ll make your way up yet another hill, where the dangerous Lieutenant spellcasters are. The recommended route is very conservative in this area, pulling only 1 of these mobs at a time until you are forced to engage 3, however if you are comfortable with interrupts feel free to pull multiple at a time. I also recommend doing pull 16 before the boss fight, as it opens up more room to dodge during the encounter. After defeating Archmage Sol you can just walk straight to Yalnu, just note that (at least currently) you are automatically put into boss combat once you walk through the portal.