Introduction
Hey everyone, and welcome to the Grim Batol dungeon guide for season 1 of The War Within! In this guide I’ll be going over the abilities of all the trash mobs and bosses throughout the dungeon as well as how I recommend you handle them. I’ll be focusing on the mythic and M+ versions of the dungeon, but it still applies to both normal and heroic difficulties as well. I’ll also be including my recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.
Some background on myself, my name is Tactyks and I am an avid M+ player, achieving the 0.1% M+ title in every season it 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!
If you are using the Mythic Dungeon Tools addon, you can import my recommended route using the following link: https://wago.io/6F8HjRn-E
Video Guide
General Umbriss Trash
Twilight Brute
- Brutal Strike targets the tank, beware if several of these cast in a short window
- Avoid the swirlies spawned under random players by Obsidian Stomp
Twilight Earthcaller
- Make sure to interrupt every cast of Mass Tremor
- Earth Bolt targets random players, use spare interrupts on this
Twilight Destroyer
- This mob is immune to CC
- Note that there are several Deceased Red Drake bodies throughout the dungeon, which will spawn one of these mobs if you go near them
- Umbral Wind hits all players and knocks them back, if possible LoS this hit to avoid it entirely
- Twilight Flame targets a random player, try and drop the puddles this debuff spawns away from potential LoS spots for Umbral Wind and use a defensive if needed
Twilight Overseer
- This mob is immune to CC
- Rive targets the tank, beware of the stacking physical damage amp it applies and use defensives or kite as stacks increase
- Reckless Tactic enrages all nearby mobs, use soothes and kite if needed
Dragon Bombing Event
Halfway to the first boss, you’ll find 5 red dragons trapped in nets. Killing the trash nearby frees them, allowing you to mount them and damage the remaining trash before General Umbriss. When mounted you have 2 abilities, with the more important one being Engulfing Flames, which deals heavy damage to mobs within the targeted area but only has 5 uses per player, meaning you’ll need to think carefully of where you want to aim these shots. When you are out of Engulfing Flames uses you can use Searing Ember, which does relatively low damage to targets hit.
In terms of where you should be aiming, the highest priority pack is the one on the boss platform, as this has 2 Overseer mobs and 3 Earthcallers, making it extremely dangerous to fight on its own. From there you can opt to spread out damage evenly, or focus down one of the other potentially dangerous packs, including one that has 3 Earthcallers, one that has a Twilight Destroyer (either of these can be big value if you also hit the Overseer patrol at the same time), or one that has an Overseer and 2 Earthcallers.
General Umbriss Boss Fight
This boss fight is all about space management, as there are a couple mechanics which both limit where you can stand and force you to move to a certain area of the platform.
To start there’s Commanding Roar, which deals sonic damage to all players and causes 3 drakes to use Shadowflame Breath across 1/4 of the platform each after 8s, then again roughly 12s later. This means your entire group will need to move to the safe lane quickly before this happens, using speed boosts if necessary. Be sure to move back towards the centre of the platform after each breath, just to make it easier to get to the next safe lane.
After each odd dragon breath cast the boss will follow it with Rock Spike, which debuffs 3 players and causes them to be knocked forward slightly and spawn a Rumbling Earth puddle for 2mins on expiration.
After every even dragon breath the boss will instead follow it up with the Skullsplitter tank buster, which stacks up a nasty bleed in the process, so make sure you have defensives or bleed cleanses ready for when this happens.
In terms of positioning on this fight, I recommend starting on the western side of the arena, so the same side you come in at, dropping Rumbling Earth puddles on the same side and slowly moving East across the platform. This makes it so that each ¼ of the platform always has some clear space for your party to move to, as opposed to dropping puddles only on the Northern or Southern side of the platform which can eliminate a lane entirely. Remember to try and overlap new puddles with already existing puddles in order to maximize your space!
Forgemaster Throngus Trash
While fighting in this area, Forgemaster Throngus will occasionally disturb the lava, causing multiple swirlies to appear randomly around the entire room which you’ll want to make sure you avoid. The boss will also occasionally patrol through this entire platform, so be aware of where he currently is and hide in one of the outcroppings to avoid him if needed.
Twilight Beguiler
- Sear Mind targets a random player, use an interrupt or CC after the channel starts
- Shadowflame Bolt targets a random player, use spare interrupts on this cast
Molten Giant
- This mob is immune to CC
- Sometimes this mob is stunned by Beguile on pull, make sure to focus it
- Make sure players are topped for the Molten Wake hit and beware the vulnerability it applies
- Lava Fist targets the tank, make sure you have a defensive running especially if you have the Molten Wake vulnerability
Twilight Flamerender
- Blazing Shadowflame aims a cone at a random player, be ready to move out of this effect
- Shadowflame Slash targets the tank, use defensives and bleed cleanses as needed
Forgemaster Throngus Boss Fight
In this encounter the boss will rotate between 3 different weapons, gaining a unique ability that he uses one time before rotating to the next. This always happens in the same order, starting with the Axe, followed by the Sword, then finally the Mace before repeating the cycle. When switching weapons Throngus will use Forge Weapon, dealing heavy group damage over 4s, so healers make sure you are prepared for this.
Starting with the Axe, this enables the boss to cast Fiery Cleave, which is a random target frontal attack that leaves behind a Molten Pool for 5mins. Make sure your group is baiting this ability either towards a wall or over existing puddles to conserve space.
Moving on to the Sword ability, Throngus will target the tank with Molten Flurry, dealing heavy damage over 6s and debuffing a random player with Molten Spark every 2s. This DoT expires after 6s, dropping more Molten Pools on the ground which slowly grow over time, so debuffed players should drop these out of the way while also avoiding the direction your group is moving in.
For the final Mace ability, the boss buffs himself with Molten Mace for 10s, increasing his melee damage by 1000% but slowing him by 50%, meaning tanks should kite for the duration of this buff. When this happens he also constantly drops Molten Pools underneath his feet, so if possible kite him along a wall but this isn’t a huge priority as you can always fill in space with the other 2 abilities.
For positioning I recommend you tank this boss near the entrance of the room, initially baiting Molten Pools into that wall, then slowly moving deeper into this area as your space fills with puddles.
Drahga Shadowburner Trash
Twilight Enforcer
- Each attack stacks up the Ramping Rage Enrage, use a soothe, stun that is longer than 3s, or kite at high stacks to reduce the tank damage
Twilight Lavabender
- This mob is immune to CC
- Shadowlava Blast shoots a line at a random player, be ready to move out of this effect
- Spread out to avoid cleaving your allies with Dark Eruption
- Move out of the 8yd AoE created by Ascension and be prepared to use defensives and healing CDs to survive the additional ticking damage this does until the mob is dead
Twilight Warlock
- Enveloping Shadowflame targets 2 players, use a Curse dispel as often as possible or health through the absorb it applies to remove it
- Shadowflame Bolt targets random players, use spare interrupts on this cast
Drahga Shadowburner Boss Fight
This is a 2 phase encounter, where to start you’ll be fighting Drahga Shadowburner on his own. Keep interrupts on Shadowflame Bolt in this phase to help reduce tank damage, otherwise your priority is to kill the shadowflame spirit spawned by Invocation of Shadowflame. These mobs fixate a random player, dealing lethal damage to the group if they manage to reach them, so the targeted player should stay away from these mobs while the rest of your group focuses them down, using stuns, slows, and knockbacks as needed.
Outside of this the boss will occasionally debuff 3 players with Curse of Entropy, use dispels or freedom effects to remove these instantly or heal through the absorb, similar to the warlock curse earlier in the dungeon.
When the boss reaches 0 HP he will jump off the edge of the platform, mounting Valiona and returning to the fight to start phase 2. In this part of the fight you’ll need to deal with 2 shadowflame spirit mobs when Invocation of Shadowflame is cast, so make sure you are on top of your CCs and do your best to maximize cleave with the boss when possible. Curse of Entropy also continues in this phase however it is unchanged from phase 1.
In terms of new abilities, Valiona will use Twilight Buffet, a large group hit and knockback. Watch your positioning here so you don’t get knocked into an add that is fixating you or off the edge of the platform. Shortly after each cast of this ability the boss will aim the Devouring Flame frontal at the tank, so make sure you get knocked in a different direction than your group to safely point this away from them before stepping out of it yourself. Once you push Valiona to 50% HP she retreats, ending the encounter.
Erudax Trash
Mutated Hatchling
- On death applies the stacking Shadow Wound debuff to all players for 15s, beware of taking additional Shadow damage when this happens
Faceless Corruptor
- Avoid the swirlies spawned by Mind Piercer, otherwise you will become charmed for 10s
- Corrupt targets a random player, make sure to focus healing into this target and use defensives, especially if you are debuffed with Shadow Wound
Erudax Fight
Shortly into the fight and approximately every 45s afterwards the boss will channel Void Surge, dealing moderate damage to the group but importantly spawning many Void Tendrils throughout the boss arena. These tendrils are stationary, however any player who steps onto them will be hit with Depth’s Grasp, stunning them and dealing heavy damage over 4s. If space is needed you can use immunities to clear several of these tendrils at one time, otherwise you’ll want to do your best to avoid them.
Shortly after each Void Surge cast Erudax will use Shadow Gale, forcing your group to maneuver through the tendril filled room as all but a small eye is covered in a storm over 15s. This eye remains the only safe area for your group for 6s before the storm dissipates, however in that time the boss will debuff 3 players with Abyssal Corruption, dealing pulsing damage to players within 6yds each second. You have little room but you’ll want to do your best to spread here so that debuffed players don’t cleave each other, plus they will likely need healer attention or to use a defensive to survive.
After the storm has ended the boss will use Void Infusion to corrupt nearby eggs, causing multiple Mutated Hatchling adds to spawn, which are the same as the previously mentioned trash mob. Tanks be sure to pick these up, and beware of cleaving these down too quickly as it can be quite dangerous to have stacks of Shadow Wound when Void Surge is cast.
If you’re a bit fast here it can be a good spot for a group defensive or healing CDs. Shortly after using Void Infusion the boss will cast Crush at the tank, dealing heavy physical and shadow damage while also knocking them back a fair distance, so watch your positioning and make sure you don’t get thrown into one of the many tendrils.