Maisara Caverns Mythic+ Dungeon Guide

maisara-caverns Boss Image
Tactyks
Last Updated: 23rd Feb, 2026

Introduction

Hey everyone, and welcome to the Maisara Caverns dungeon guide for season 1 of Midnight! 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 most of this article will apply 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 numerous times on 5 different specs, as well as competing in The Great Push in season 4 of Shadowlands. I also create M+, Raid, and tank guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!

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Special Buffs and Benefits

Spread across the first half of the dungeon are multiple different items you can interact with to gain various benefits, often for a short duration. Depending on how you route, some of these will be available while others will not.

Starting with if you go left immediately after starting the dungeon, you’ll find a Cauldron located in the leftmost troll house that players can interact with to gain the Ritual Concoction buff for 10mins, causing spells and abilities to sometimes deal bonus nature damage. In my testing this did extremely minimal damage and isn’t worth adjusting your route to pick up.

If you instead opted to go down the right path, the rightmost troll house will contain a Cooking Pot that will grant players the Hearty Vilebranch Stew buff for 30mins, which increases both leech and avoidance by 3% and persists through death. This is definitely a much better buff to get since it’ll essentially be active for the remainder of the dungeon if you’re on pace to time the key, but again the impact remains quite small.

Outside of these longer buffs, both sides of this initial part of the dungeon have Massive Freezing Traps that players can interact with, pacifying the player and slowing them by 50%, but giving them an extra action button they can use to stun their target for 5s, even if it’s otherwise immune to CCs. This is a pretty powerful effect if timed correctly, allowing you to stop casts that otherwise couldn’t be. Even if you don’t use these optimally though, it’s still a free 5s stun!

Finally, in the first room after defeating Muro’jin and Nekraxx there’s a mini boss near an altar in the centre of it. If you look towards the outside walls of the room closest to that altar you’ll notice 4 Ritual Incense that players can interact with, which will spawn a friendly Vengeful Shade on the altar once all of them have been touched. A player out of combat can talk to this shade, granting them it as a combat pet for 60s, though similar to the damage buff we mentioned previously the output here is fairly underwhelming and not worth going out of your way to obtain.

Video Guide

Muro’jin and Nekraxx Trash

To start the dungeon you’ll need to free 8 of the 12 Witherbark Prisoners spread across this initial area, which can only be done while out of combat, meaning you’ll need to make sure you clear any trash packs near them.

These are evenly split between the left and right path, giving you the flexibility to go whichever direction you prefer, where I recommend heading to the right to take advantage of the previously mentioned Hearty Vilebranch Stew buff.

Regardless of which side you go down, both have the same set of mobs just in different pack compositions.

  • Healing reduction effects are can save you some time against these mobs to counter their Regeneratin’ passive
  • Tanks beware of when these mobs are buffed by Blood Frenzy and use soothes to remove it if you have them
  • This mob is immune to CC
  • Necrotic Wave arcs to all nearby players, be ready to stagger defensives and healing CDs to clear the healing absorb it applies
  • Avoid the circles created by Rain of Toads
  • Healing reduction effects are can save you some time against these mobs to counter their Regeneratin’ passive
  • Be ready to interrupt or use a freedom effect on the target of Hooked Snare
  • Throw Spear targets a random player, if possible stack in melee as this spell has a minimum range
  • This mob is immune to CC
  • Rending Gore targets the tank, use a defensive or Bleed cleanse if you have one
  • Watch your health and make sure you stop casting when Deafening Roar completes
  • Crunch Armor targets the tank, be ready with defensives as your stack count increases
  • Tanks beware that these mobs deal additional plague damage on their melees thanks to the Diseased Claws passive
  • Avoid the random target leap and frontal channel in Shredding Talons, and if needed use a CC to stop it
  • Make sure to interrupt every cast of Hex or use a Magic dispel if it goes off
  • Use any spare interrupts on the random target Shadow Bolt cast
  • Sear targets random players, beware when these mobs are pulled with other mobs that deal group damage
  • This mob is immune to CC
  • Be ready with offensive, defensive, and healing CDs when pulling these mobs as they constantly pulse for AoE damage due to the Searing Presence passive
  • Magma Surge shoots a line at a random player, make sure not to cleave your allies
  • Ritual Firebrand applies a Magic debuff to 2 players, avoid the circles it drops and use a Magic dispels as needed
  • Shrink channels into a random player, use an interrupt or CC to stop the cast
  • Shadow Burst targets a random player, spread out to avoid cleaving allies

Muro’jin and Nekraxx Boss Fight

For this duo boss fight you’ll want to make sure to split your damage evenly between Muro’jin and Nekraxx as they do not share health and will cause your group problems if only one is alive for even just a short period of time.

If Muro’jin is the only boss left he will attempt to cast Revive Pet, giving you 10s to defeat him before he resurrects Nekraxx at 35% health. If Nekraxx is the last alive they instead begin to gain a stacking 20% damage increase every 4s until defeated. Either way you’ll want to minimize the time spent with only a single boss alive.

As for their actual abilities, starting with Muro’jin he will occasionally disengage away and cast Flanking Spear at the tank, knocking them back and applying a 10s Bleed, so be ready with a defensive as well as with movement abilities to either cancel the knockback or close the gap. You’ll also want to make sure you position yourself to avoid being knocked into any of the Freezing Traps the boss drops underneath all players, as touching one will incapacitate you for 8s.

A couple important notes on these traps, first they will automatically detonate after 40s, leaving behind a sizable frost puddle for 3mins, so you’ll need to rotate around the room as your space gets filled up. Second is that they are spawned near player locations, so you’ll want your party to play relatively close together and move as a group in order to maximize your space and prevent any puddles from spawning in places that block your movement.

Muro’jin’s final ability is Barrage, which channels a frontal at a random player and stacks up a Magic debuff that slows with each hit. This frontal will follow the target, so I recommend loosely spreading out to minimize cleaving, then have the target stand still while anyone who may be in the effect quickly moves out of it. You also don’t necessarily need to dispel this Magic debuff as there’s no damage tied to it, allowing you to either leave it until it expires or remove it with a freedom effect instead.

A major reason to leave it is because there’s another dispel to handle on this encounter, which comes from Nekraxx’s Infected Pinions cast. This applies a 30s Disease to the entire group and acts as the main form of party damage, so the more disease dispels you have in your party the more you’re able to mitigate the damage intake.

The other important ability from Nekraxx is Carrion Swoop, a random target line attack and charge that deals massive damage and knocks anyone hit extremely high up into the air. While the target isn’t able to dodge this attack, they are able to block it by stepping into a Freezing Trap before it goes off, causing Nekraxx to instead charge into the ice and be stunned for 5s. It’s important you step into the trap yourself as Nekraxx needs to hit the ice block and will not activate a trap by charging over it.

Outside of that, Nekraxx will occasionally leap towards a random player and do an AoE hit in Fetid Quillstorm which also spawns several circles to dodge, so make sure you’re ready to dodge. This is another reason to have your group play relatively close together, to ensure the boss charge is fairly close in order to reduce the amount of time spent unable to cleave.

Vordaza Trash

  • If possible stagger purges on the Grim Ward Magic shield these mobs have, just try not to break too many at once as they do deal a moderate hit of group damage on removal
  • This mob is immune to CC
  • Healers beware that this mob also deals AoE shadow damage on its melee swings thanks to the Spectral Strikes passive
  • Staggering Blow targets the tank, be ready with defensives as needed
  • Avoid the circle and puddle created by Ancestral Crush
  • Tanks beware of the stacking damage increase these mobs gain after using the Dread Slash tank buster and be ready with defensives near the end of pulls
  • Use an interrupt or CC to stop the Reanimation channel
  • Spirit Rend targets a random player, use interrupts on as many casts as possible, and use Magic dispels to remove the DoT applied by successful casts
  • This mob is immune to CC
  • Healers beware that this mob also deals AoE shadow damage on its melee swings thanks to the Spectral Strikes passive
  • Avoid the Soulstorms that rotate around the mob
  • Tanks make sure to point the mob away from your group to prevent Vigilant Defense from reflecting their attacks

In this initial room you enter you’ll notice several Lost Souls pathing away from an altar, deeper into the dungeon. While these souls can’t be engaged, they will explode upon contact with a player, dealing shadow damage and rooting them with Cries of the Fallen, so do your best to avoid them.

You’ll also notice that the exit to this initial room is sealed, requiring you to defeat a mini boss in order to progress further.

  • This mob is immune to CC
  • Ritual Sacrifice targets a random player and roots them on the nearby altar, use a freedom effect or destroy the shackles holding them to end the effect
  • Fight the pull effect and avoid the AoE from Invoke Shadow
  • This mob is immune to CC
  • Shadowfrost Blast targets the tank, use any spare interrupts on this
  • Avoid any nearby Lost Souls during the Rend Souls channel as it will cause them to explode
  • Move away from allies if targeted by Frost Nova and use a Magic dispel to remove the root, or use a freedom effect to immune the hit entirely
  • Piercing Screech shoots a line towards the tank, ideally use interrupts to prevent this cast, but tanks should make sure to point them away from the rest of the group in case a cast goes off

Vordaza Boss Fight

This encounter is a tough healing check, with multiple different forms of AoE damage that sometimes overlap. To start, the boss has the Withering Miasma passive, which pulse for group damage every couple seconds for the entire fight, meaning there’s always something for your healer to do.

To compound on that passive damage intake, the boss will intermittently use Wrest Phantoms to spawn 4 adds near the pillars on the outside of the arena, which have a 99% damage reduction and fixate a random player. If they touch any player they will explode in a lethal 3yd AoE that also applies a stacking 3s DoT to your entire group and leaves behind a large puddle for 20s, so you want to make sure you stay away from them, using CCs as needed. Instead, to safely remove these mobs you’ll want to kite phantoms such that they hit each other, as they’ll trigger the same effect if coming into contact with other adds.

Remember that each time you do this your group will get 2 stacks of that previously mentioned DoT, so your healer will need to be ready to handle this. It also means that you should give your healer some time between detonations to top your group, so try not to explode all 4 too close together. In a pinch you can also have a player with an immunity run through them to manually explode them, which may make things easier on your healer.

If that weren't enough group damage, shortly after every even cast of Wrest Phantoms, the boss will run to the centre of the room, gain a shield that prevents interrupts, and begin channeling Necrotic Convergence which deals increasing AoE damage the longer the cast goes on. You’ll want to make sure your group has damage ready to burst this shield down as quickly as possible and interrupt the cast before your healer gets overwhelmed.

A couple things to note that will make the Wrest Phantoms into Necrotic Convergence combo easier. First, make sure you aren’t colliding the phantoms near the centre of the room, as that could potentially hurt uptime for melee DPS. Second, if you’re not able to detonate the phantoms quickly enough, don’t be afraid to use long term CCs or kite the phantoms if you’re on a mobile class, in order to prevent their detonation DoT from overlapping with the heavy group damage from Necrotic Convergence.

Outside of these various AoE damage abilities, there’s also a tank targeted channel in Drain Soul which you’ll want to make sure you have a defensive ready for, as well as a random target line attack in Unmake that sweeps slowly across the room which you’ll want to be ready to avoid.

Rak’tul, Vessel of Souls Trash

After defeating Vordaza you’ll need to cross a bridge to reach the final boss, which is filled with mobs that you’ve already encountered. That being said, there is a single new mini boss at the far end of the bridge that makes traversing it much more difficult, as orbs of shadow will continuously bounce down the length of it until you’ve defeated him, dealing heavy damage and knocking back anyone hit, so make sure you avoid these as you make your way to Rak’tul.

  • This mob is immune to CC
  • All this mini boss does is channel Ritual Drums, dealing heavy pulsing sonic damage to players within 70yds while also sending orbs of shadow bouncing down the bridge below

Rak’tul, Vessel of Souls Boss Fight

Once you’ve made your way safely across the bridge you’ll be able to take on the final boss, where you’ll alternate between fighting the boss himself and an intermission where you have to run through a short gauntlet.

To start with the boss himself, similar to Vordaza he also does damage passively to your group with Deathgorged Vessel, though this also spawns additional circles to avoid for some added difficulty.

The main mechanic of this encounter is Crush Souls, which marks 3 players that the boss jumps to one-by-one, doing a 5yd AoE hit on impact which also spawns a Soulbind Totem. I recommend trying to place these totems as close together as possible, as that will allow you to cleave them down quickly to reduce the amount of damage players take from their random target Soulbind channel. On top of dealing damage, this channel also pulls the target in slightly, which you’ll want to make sure you fight as the totems deal heavy damage to anyone within 3yds of them.

At the same time, tanks will want to watch out for the Spiritbreaker combo attack, being sure to use a defensive for the channel itself while also moving away from their group as it drops a large puddle underneath the tank once completed. This final hit also does a large knock up and knockback on the tank, so you either need to be ready with mobility tools to cancel that effect, or position your back against one of the braziers near the entrance to prevent it entirely.

Following every even numbered cast of Crush Souls the boss will use Soulrending Roar, sending the souls of your group down to the bridge below where you must make your way back to the boss. This ability also shatters any remaining totems for heavy damage so you need to make sure you’ve destroyed them before it goes off, plus it leaves the boss stunned for 45s, giving you some free time to damage him when you get back.

As for what you’ll have to deal with on the bridge, to start, everyone will be taking increasing damage from Withering Soul, so the longer it takes you to get back to the boss the more dangerous it’ll be. It’s not just a straight shot back though, as Lost Souls randomly patrol around and use their Cries of the Fallen cast on anyone who touches them, plus larger Malignant Souls channel Eternal Suffering to create zones that slow anyone inside.

These Malignant Souls are quite important, as using an interrupt or CC on their cast destroys them entirely, removing the slowing area while applying a stacking 25% damage, healing, and move speed increase to your entire group, so you really want to make sure that you are stopping all 6 of these mobs in every intermission.

To min/max this buff duration further, you can destroy the first 5 souls and then leave behind your tank (or healer if you’re feeling brave) at the 6th, having them wait to destroy it until your group is just outside the boss arena so that you can refresh the buff just before re-engaging the boss. Just make sure that you don’t cross into the boss arena before your buff refreshes, as it only applies to players still in the spirit realm.