Windrunner Spire Mythic+ Dungeon Guide

windrunner-spire Boss Image
Tactyks
Last Updated: 23rd Feb, 2026

Introduction

Hey everyone, and welcome to the Windrunner Spire 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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Video Guide

Starting Trash

When you initially enter the dungeon, before deciding which wing to head into first you’ll need to take down a few different types of spectral mobs.

  • Melee attacks apply a stack of Shear Armor, tanks watch these and use defensives or kite as needed
  • Keep as many interrupts as possible on the random target Spirit Bolt cast
  • Soul Torment debuffs 2 random players, use a Magic dispel to remove on ASAP then focus healing or use defensives for the other
  • This mob is immune to CC
  • Healers be ready for the group damage from Arcane Salvo
  • At 50% health these mobs use Spellguard’s Protection to drop a 99% DR zone, tanks be ready to move them and any other mobs you’re fighting away when this happens

Emberdawn Trash

Eventually you’ll need to choose between heading north towards Emberdawn, or south towards the Derelict Duo. Generally I recommend heading up towards Emberdawn, which contains some additional spectral mobs alongside some beasts.

  • Fire Spit channels into a random player, use a CC to stop the cast
  • Watch out for the Bolstering Flames buff and use a Purge to remove it if you have one
  • Move out of the puddles these mobs create on death with Acidic Demise
  • Poison Spray targets a random player, use Poison dispels to remove them
  • Move out of the puddles these mobs create on death with Acidic Demise
  • This mob is immune to CC
  • Puncturing Bite targets the tank, use a defensive or bleed cleanse if you have one
  • Ferocious Pounce causes the mob to leap between 3 players, loosely spread near the pack to prevent splashing to allies while allowing you to still cleave the mob
  • Avoid the Freezing Trap these mobs occasionally throw at random players
  • Fungal Bolt targets a random player, keep interrupts on this cast
  • Healers be ready with cooldowns when Spore Dispersal is cast, and tanks beware that this will empower the melee swings of nearby Pesty Lashlings for 8s, so use defensives as needed

Emberdawn Boss Fight

Once you’ve fought your way through the beasts you’ll reach Emberdawn herself, which alternates between a main boss phase and an intermission with a lot of dodging.

Starting off with the boss, for tanks there’s just the Searing Beak cast, so try and time your defensive such that it covers the initial hit and the DoT that follows. For everyone else, she’ll occasionally debuff 2 players with Flaming Updraft, which explodes after 6s and leaves behind a patch of fire, so targeted players will want to drop these off towards the outer edges of the room and potentially use a defensive in the process.

This is very important as whenever the boss gets to 100 energy she starts the Burning Gale intermission, which not only deals heavy fire damage over the 16s duration, but also causes those Flaming Updraft puddles to shoot out Flaming Twisters every 4s that will deal fire damage to and knockback anyone they hit.

On top of that, the boss will also shoot out 4 Fire Breath frontals over the course of the intermission, with the first always aiming towards the tank and the others rotating to cover different parts of the room.

All these mechanics combined make it very important that you play close to the boss during this intermission, as it’ll reduce the amount of movement required to dodge while also maximizing the time you have to do so, which is especially good for healers who need to balance dodging with keeping the team alive during this dangerous phase.

Derelict Duo Trash

After Emberdawn is defeated you can click on the nearby Soul Conduit to go back to the start of the instance, where you can now head down towards the Derelict Duo, who are guarded by a few new undead mobs.

  • Melee attacks have a chance to apply stacks of Precise Cut, tanks watch these and use CCs or kite as needed
  • Make sure to interrupt every cast of Poison Blades
  • Shadowrive targets a random player, try to play closer to the pack to make cleaving these mobs down easier
  • Avoid the AoE and puddle created by Phial Toss
  • Tanks beware that the melee attacks of these mobs have a chance to deal bonus damage with Fierce Slash
  • This mob is immune to CC
  • Keep as many interrupts on the random target Shadow Bolt as possible
  • Focus this mob during Pulsing Shriek so you can break the shield and interrupt the cast ASAP, healers be ready with cooldowns to keep your group healthy
  • This mob is immune to CC
  • Loosely spread to avoid cleaving allies with Fetid Spew, ideally dropping these puddles out of the way
  • Tanks be ready with a defensive when Brutal Chop is cast

Derelict Duo Boss Fight

Eventually you’ll reach a balcony with Kalis and Latch, a duo boss encounter where they do not share health and will gain a stacking buff from Broken Bond if one of them dies, so try to cleave them down evenly.

Starting with the abilities Kalis has, the most frequent is the random target Shadow Bolt cast which ideally you keep an interrupt rotation on so that it never goes off. Next is Curse of Darkness, which debuffs 2 players and forms a Dark Entity that fixates each player for 12s or until the curse is removed. If you have dispels then you should use them ASAP to prevent any excess damage, otherwise you’ll need to be ready with CCs and to kite if needed to avoid these mobs.

Her last ability is Debilitating Shriek, which she begins to channel at 100 energy after teleporting a short distance, dealing shadow damage every 2s that ramps up in damage the longer it ticks. While this cast can’t be interrupted by players, you are able to stop it with Latch’s Heaving Yank attack, which aims a line at a random player shortly after the shriek channel begins. This throws out a hook that will pull in the first thing it hits, including Kalis, and stun them for 6s, so it’s important that you clear a path and have the target stand behind her to interrupt the group damage ASAP. On top of this, healers will want to make sure they have cooldowns or are otherwise prepared for this boost in damage intake.

As for Latch’s other abilities, he has a tank channel in Bone Hack which you’ll want to make sure you use a defensive on, and more importantly he has the Splattering Spew ability which serves as the most frequent form of group damage as well as heavy area denial. This ability creates a circle around all players that applies a nature DoT and leaves behind a growing puddle, so players will want to loosely spread, overlapping their circles to prevent cleaving while conserving space.

If there’s already puddles on the ground you can also overlap with them, however be careful with dropping anything directly on top of existing puddles as you will take double damage from the initial hit if doing so, meaning you should only do it if you’re a tank or have a defensive running.

Commander Kroluk Trash

Just like with Emberdawn, after defeating the Derelict Duo a Soul Conduit will form nearby that you can click on to return to the beginning of the dungeon, where you’ll now find a new path has opened up, allowing you to progress towards Commander Kroluk. The exact location of this path varies depending on the order you killed the previous bosses, however either option has the same set of mobs.

  • Shoot targets a random player, beware of this additional damage intake
  • Avoid the circles from Arrow Rain or use a CC to stop the channel entirely
  • This mob is immune to CC
  • Break Ranks causes the mob to charge towards a random player, try to aim this at a nearby wall to maximize cleave and step out of the effect itself
  • Beware of the AoE hit from Interrupting Screech and make sure to stop spellcasting
  • Tanks beware that if you leave melee range these mobs will use Intercepting Charge to close the gap
  • Throw Axe targets a random player, use defensives or bleed cleanses as needed, plus it can also be beneficial to chain AoE CCs in order to delay additional casts
  • Shred Flesh targets the tank, be ready with defensives, bleed cleanses, or self-healing to remove the healing absorb it applies
  • Avoid the Gore Whirl AoE or use a CC to stop the channel entirely
  • This mob is immune to CC
  • Chain Lightning targets a random player, make sure to interrupt every cast
  • Beware of the group hit in Flame Nova, especially when there’s other sources of random target damage in a pull
  • At 50% health this mob enrages everything nearby with Ephemeral Bloodlust, if you have them use soothes on this mob or axethrowers to minimize group damage

Commander Kroluk Boss Fight

After making your way into the spire and clearing out the boss arena you’ll be able to challenge Commander Kroluk, a spectral orc that occasionally calls some of the previously encountered trash mobs to his aid.

Starting with the boss himself, his main source of damage comes from Reckless Leap, which is always cast back-to-back and does a large AoE hit and DoT to the furthest target while spawning several circles to dodge. Because the targeting here is controllable, I recommend having the bulk of your group stacked in melee, with a single player that has an available defensive slightly further away to bait the first leap. If done right, this means the 2nd leap will always go on your tank, heavily reducing the danger of this mechanic.

Following these leaps the boss will begin to cast Intimidating Shout, which will fear anyone not near an ally for 6s on completion. The movement here can be a bit difficult as there are still circles to dodge from the 2nd leap, so I recommend saving movespeed abilities while also having 2 designated stack points - one for ranged and one for melee - allowing all players to maintain uptime while also minimizing movement. Outside of these 2 abilities, there’s also a tank channel in Rampage which you’ll just want to make sure you have a defensive ready for.

As for the add portion of the fight, at 66% and 33% health the boss will use Rallying Bellow, dealing a moderate hit of damage to your group while also spawning 4 Haunting Grunts, 1 Spectral Axethrower, and 1 Phantasmal Mystic. At the same time the boss gains 99% damage reduction and begins to Bladestorm, fixating random players until all the mobs are defeated.

In terms of how to handle them, tanks should pick up the grunts and then look to group everything together. If you have a death knight you can just grip the Axethrower towards the Mystic, otherwise you’ll need to interrupt the Mystic and drag it over towards the immobile Axethrower.

Once all of the adds are dead the boss will return to his regular phase and the fight repeats from there.

The Restless Heart Boss Fight

Once Commander Kroluk is defeated you’ll see one last Soul Conduit appear, which takes you straight to the final boss encounter at the top of the spire.

This fight is all about managing your stacks of Squall Leap, a DoT you gain occasionally after the boss repositions to a new location. This DoT has no duration, and instead is only removed when a player steps onto a Turbulent Arrow, small circles on the ground spawned by the Arrow Rain channel, which shoots anyone who touches them into the air and turns into a puddle in the process.

This area denial isn’t permanent though, as the Gust Shot AoE hit that debuffs your non-tank players will remove any of them it overlaps with, so I recommend loosely spreading to both prevent cleaving your allies and to remove as many puddles as possible. Healers beware this also applies a DoT to everyone hit, so you may need to be ready with some extra healing, especially if players have multiple stacks of the previously mentioned DoT.

Outside of clearing your debuff stacks, these arrows are also important for the Bullseye Windblast cast which the boss does at full energy. When this happens the boss leaps to the edge of the arena, applying a stack of Squall Leap to the party and creating a shockwave on the opposite side of the room that sweeps across it, applying a dangerous DoT and 5s stun to anyone it touches. Luckily this shockwave does not affect players above it, so you can step on an arrow just before it reaches you to safely get over it. Alternatively, if you have a blink or teleport ability you can use this as well.

In general it seems the damage taken by the Squall Leap DoT is more important to worry about than losing out on some space temporarily, plus there are more than enough arrows to handle multiple players clearing stacks before using another arrow to hop over the windblast, so don’t be afraid to clear your stacks early if you’re feeling in danger.

Beyond these mechanics there’s 2 other abilities to worry about. First is the Tempest Slash tank hit which also does a large knockback and applies a physical damage taken increase, so be ready to cancel the knockback or position such that you aren’t knocked into any puddles, plus have a defensive running to deal with the hit and amp that follows. If needed you can also aim yourself to be knocked into an arrow, which will cancel the knockback while also clearing any Squall Leap stacks you may have.

The second ability is Bolt Gale, which channels a frontal into a random player. I recommend standing still and using a defensive if you’re the target, allowing other players to move out of the way if needed.