Pit of Saron Mythic+ Dungeon Guide

pit-of-saron Boss Image
Tactyks
Last Updated: 3rd Mar, 2026

Introduction

Hey everyone, and welcome to the Pit of Saron 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 guide 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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Quarry Trash

In this initial open part of the dungeon you have the option of making your way left towards Ick and Krick or right towards Forgemaster Garfrost, where both directions have the same set of trash mobs but in different compositions.

While I generally recommend heading towards Garfrost, regardless of which path you choose, you’ll want to make sure that you are pathing past the 6 Quarry Camps spread throughout this area as you’ll need to liberate all of them in order to progress to the final boss.

  • Use curse dispels on the random target Curse Of Torment or heal the absorb to remove it
  • Tanks beware that their melee attacks deal bonus shadow damage if you are above 65% health
  • Melee attacks have a chance to apply Sunderstrike, tanks watch your stacks and use defensives as needed
  • Melee attacks apply a stack of Rotting Strikes, tanks watch you stacks and be ready to kite if you don’t have a disease dispel
  • Shadow Bolt targets a random player, use spare interrupts on this cast
  • Loosely spread to avoid cleaving allies with the Leaping Maul attack
  • This mob is immune to CC
  • Icy Blast targets the tank, keep interrupts on this cast as it hits extremely hard
  • Torrent Of Misery targets a random player, be ready with a defensive and focus healing into them
  • At 50% health the mob does Dread Pulse hits every 2s, beware of this extra damage and use group defensives or healing cooldowns as needed
  • Make sure to focus this mob as it’s minions are immune until you defeat it due to Deathless Bond
  • Necromantic Infusion buffs a random minion, use a purge to remove it if you can
  • Beware of the random target charge and physical hit from Charging Slash
  • Netherburst does a large AoE hit, make sure to interrupt every cast
  • Use spare interrupts on the random target Icebolt cast
  • Permeating Cold debuffs 2 random players, use magic dispels or freedom effects to remove them
  • This mob is immune to CC
  • Frost Breath targets a random player, be ready to move out of this cone
  • Tanks beware that this mobs melees deal bonus Frost damage thanks to Icy Strikes

Forgemaster Garfrost Boss Fight

This fight is all about positioning, both for tanks and the remainder of your party.

To start, you’ll notice 2 forges located around the edge of the arena, where the boss will channel into the nearest one at full energy with Glacial Overload, dealing massive damage to players and applying a stacking 75% frost damage taken increase. The only way to avoid this is by using line of sight, which can be gained from Ore Chunks spawned by Throw Saronite, which the boss does on 2 players at a time.

The spawning of these ores is shortly followed by the Orebreaker tank hit, an AoE around them that will stun for 8s if they don’t destroy an ore with it, meaning you’ll only have one ore left when the Glacial Overload channel begins. When ores are destroyed they also leave behind a puddle for 2mins, so not only do they need to be in a good spot to line of sight the active forge, they also need to be far enough away from each other such that the puddle won’t overlap the remaining ore.

After each Glacial Overload the boss uses Cryostomp, destroying the last ore and debuffing 2 players with a Magic debuff that slows and increases frost damage taken by 50%, which is quite dangerous due to the constant pulsing damage from the bosses Siphoning Chill passive, so be ready with dispels or freedom effects to remove these debuffs.

Ick and Krick Boss Fight

This duo fight is split between 2 phases, where you start with an add phase, triggered by the Shade Shift group DoT, which also spawns 2 Shades of Krick nearby.

Tanks will need to grab Ick and drag him to the shades to cleave them down; if they live for too long they’ll explode for AoE damage. Once they’re defeated you should drag Ick on top of Krick to maximize cleave, as the bosses share health thanks to the Necrolink passive.

In this first phase there are a lot of interrupts going out, with the most important one being the random target Death Bolt from the real Krick, so make sure every cast of that is stopped. The shades have a random target channel in Shadowbind, which can be removed with a curse dispel, freedom effect, combat drop, or spare interrupt. This channel also isn’t nearly as dangerous as the bolts, so if you can’t stop a channel just watch your health and use a defensive if needed.

For Tanks, you’ll be dealing with the Blight Smash hit, which does an AoE hit on you that leaves behind a puddle for 75s, so try and put these out of the way or in existing puddles. To add to the area denial, Ick also has the Plague Explosion cast, an AoE hit that spawns the same puddles under 4 players on completion, so again positioning these in good spots is important.

Eventually Krick will use Get 'em, Ick!, starting the next phase by leaping on top of Ick and causing him to fixate a random player for 7s at a time over 28s. At the same time Krick is dealing random target shadow damage to players and Ick is spawning additional puddles, so you need to safely kite the boss while minimizing damage taken by puddles and cleaving the bosses as best you can.

Once the 28s has ended, Ick casts Shade Shift once again, and the fight repeats from there.

Scourgelord Tyrannus Trash

After both previous bosses have been defeated and all 6 camps have been liberated, you can make your way up the hill and through an ice cave towards the final boss, where you’ll encounter many familiar mobs as well as a single new mini boss.

  • This mob is immune to CC
  • Cryoburst targets all players, loosely spread to avoid cleaving each other and move as a group away from the puddles you spawned
  • Focused Guard points at a random player, avoid the shield and try to save damage for this channel as you get guaranteed crits while behind the mob

Scourgelord Tyrannus Boss Fight

At the end of the ice cave you’ll find Scourgelord Tyrannus, where you’ll notice several Bone Piles spread across the arena, with 5 of them having a green pillar of light, indicating they are infused.

Eventually, these piles turn into adds when the boss casts Army Of The Dead, but you’re able to prevent some of these spawns by having the players targeted by Rime Blast cleave them, encasing them in ice. This cast happens twice per phase, targeting each of your non-tank players once, so ideally you freeze 4 of the infused piles so you only need to fight one of the empowered Scourge Plaguespreaders.

As for the add abilities:

The Plaguespreaders deal heavy group damage with their Festering Pulse passive, plus they have a random target interrupt in Plague Bolt, so you’ll want to focus them down ASAP and keep a kick rotation on their cast.

Rotlings spawn from all the regular Bone Piles, and these guys just have the same Rotting Strikes debuff from earlier in the dungeon, so tanks watch your stacks and if possible remove them with a Disease dispel.

For tanks you’ll have to handle the Scourgelord's Brand buster, where the boss knocks you back with the initial hit then leaps at your location with an avoidable AoE. Do your best not to get knocked on top of allies, and save movement to avoid the second hit.

Outside of this there are several circles to dodge, created by the Death's Grasp cast and Ice Barrage channel, so make sure you are avoiding them.

Next Dungeon Seat of the Triumvirate