Trash Mobs Before Elder Leaxa (1st boss)
Chose Blood Matron (lieutenant)
Ability | Counter | Notes |
Sidestep frontal | Blood Harvest charges to a party member, prefers ranged. Usually followed by Savage Cleave - frontal bleed. Sidestep | |
Warcry | Soothe | Enrages them and nearby mobs. Soothable. |
Fetid Maggot
Ability | Counter | Notes |
Rotten Bile | Must Stop | Very large AoE frontal, random target. Must stop. Can sidestep but area really wide. |
Fanatical Headhunter
Ability | Counter | Notes |
Barbed Spear | Must Stop | Random target physical hit |
Hooked Snare | Can Stop | Random target snare - watch for combo with frontals |
Devout Blood Priest
Ability | Counter | Notes |
Blood Bolt | Can Interrupt | Tank targeted cast, use extra kicks |
Dark Reconstitution | Must Interrupt/Stop | Heals mob |
Gift of G'huun | Must Interrupt/Stop/Purge | Prevents target from dying for 20s |
Devout Blood Priest
Ability | Counter | Notes |
Blood Maw | Stacking bleed on tank | |
Blood Burst | Exploding on death. DONT PULL THESE |
Befouled Spirit (lieutenant)
Ability | Counter | Notes |
Dark Omen | Move away from target | Heavy AoE damage around channel target |
Harrowing Despair | Must Interrupt | Group wide AoE, highest priority interrupt |
Trash to 2nd Boss
Living Rot
Ability | Counter | Notes |
Wave of Decay | Move Out | Green Swirly, under mob, 4 yard |
Foul Sludge | Move Out | Green Swirly under random party member |
Diseased Lasher
Ability | Counter | Notes |
Decaying Mind | Must Interrupt/Stop | Disease that stuns and gives healing absorb. Can dispel |
Feral Bloodswarmer
Ability | Counter | Notes |
Thirst for Blood | CC/run | Fixate on random party member |
Sonic Screech | Must Interrupt/Stop | Big 45 yard AoE party phys damage and silence |
2nd Boss
In the murky depths of the Underrot, one of the most challenging dungeons in World of Warcraft, lies Cragmaw the Infested. This formidable beast is the second boss to grace the dungeon's eerie corridors, requiring a careful blend of strategy and quick reflexes to overcome. Today, we're here to arm you with the know-how needed to crush Cragmaw and his horde of Blood Tick Larvae.
One of the distinctive features of this fight is the constant threat of Blood Tick Larvae. These ground-crawling nuisances are more than just a minor inconvenience - left unchecked, they will metamorphose into additional foes. To prevent this, you must take a hands-on (or rather, feet-on) approach and stomp on them whenever they appear.
But it's not just the Larvae that you need to watch out for. Cragmaw's own abilities - Charge, Indigestion, and Tantrum - present a range of challenges that must be navigated carefully.
When Cragmaw targets a non-tank player with Charge, swift footwork is key. Sidestep the attack, luring Cragmaw towards a wall or boulder. This not only helps dodge the incoming attack but also minimizes the distance Cragmaw travels, increasing your DPS uptime and reducing the number of Larvae you need to squash.
Indigestion is a dangerous ability that Cragmaw directs towards the tank. This frontal, magic damage attack is unavoidable but can be dodged by a quick jump back. The tricky part? The tank must simultaneously deal with the Larvae spawned by this attack and avoid directing it at allies.
When Cragmaw's energy reaches 100, he goes into a Tantrum, causing party-wide physical AoE damage and a wave of new Larvae. This is a high damage phase where your party must spread out, each taking responsibility for a quadrant to squash the spawned Larvae. Healers, this is your time to shine - pop those defensive cooldowns and keep your party alive.
As a tank, position Cragmaw on the side of the room. DPS and healers should flank him, standing to his left and right with their backs against the wall. This setup allows for efficient evasion when Cragmaw charges, again reducing travel distance and maximizing DPS time.
Tanks, remember: Indigestion can be dodged. Once Cragmaw starts casting, sidestep swiftly and return to your original position.
When Tantrum hits, remember to spread out and assign each party member to a quadrant for Larvae stomping duty. If played correctly, this should be the only phase where your party takes damage.
Defeating Cragmaw the Infested isn't just about the raw power of your party. It requires keen awareness, swift reactions, and strategic positioning. Tanks must avoid directing Indigestion towards allies and take care of any Larvae it spawns. All players must spread out and squash Larvae during Tantrum. Your strategic positioning - tanking Cragmaw on the side of the room and DPS and healers flanking him - can make a huge difference in your DPS uptime and the number of Larvae you have to deal with.
Armed with these strategies and tips, your party is ready to face Cragmaw. Now go forth, brave adventurers, and show Cragmaw the Infested who the real bosses of The Underrot Dungeon are!
Trash Mobs to 3rd Boss
Fallen Deathspeaker
Ability | Counter | Notes |
Raise Dead | Must Interrupt/stop | Summons Reanimated Guardian |
Wicked Assault | Must Dispel | Magic dot on random player |
Wicked Frenzy | Can Interrupt/Stop/Soothe | 100% haste+move speed on a nearby mob |
Reanimated Guardian
Ability | Counter | Notes |
Bone Shield | Can Purge | Absorbs all damage |
Grotesque Horror
Ability | Counter | Notes |
Void Spit | Can Interrupt/Stop | Random target shadow hit |
Dark Echoes | Must Interrupt/Stop | Channeled AoE party damage, magic |
Bloodsworn Defiler (lieutenant)
Ability | Counter | Notes |
Shadow Bolt Volley | Must Interrupt | Volley of shadow bolts, partywide damage |
Summon Spirit Drain Totem | Move Away | Totem stuns/kills after 4 sec channel finishes. 6yrds. |
3rd Boss
Clear green mushrooms (boundless rot) around platform before Festering Harvest (on full energy)
Tank frontal shockwave can be used to clear mushrooms - tank around circumference
Upheaval - swirly on 2 random players - can be used to clear mushrooms
Avoid Balls shooting out periodically