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Table of Contents

The War Within Mythic+ Season 2 – Ultimate Guide

Updated 08 Apr 2025 | Author: Dmitro | ~24 min

Welcome to Mythic+ Season 2 of The War Within! If you’re itching to dive into dungeons again, this guide has you covered. Season 2 brings a fresh rotation of dungeons (including a brand-new one), new affixes that shake up the gameplay, and a slew of rewards from shiny mounts to teleport portals.

In this guide, we’ll walk through everything you need for success in Mythic+ Season 2: the dungeons in the rotation (with key mechanics and strategies), the seasonal affixes (and how to handle them), general tips to conquer your keystones, a breakdown of rewards (and how to get them), and even a few handy community-sourced tricks!

Season 2 Mythic+ Dungeons & Timers

As always, a WoW Mythic+ season brings 8 dungeons for players to conquer and Season 2 is not an exception in that rule. However, there’s one notable shift from the usual formula: in past seasons, we’ve seen an even mix of 4 new dungeons from the current expansion and 4 returning favorites from older World of Warcraft days. This time, though, the lineup is a little different.

Instead of a return of 4 classic dungeons, The War Within Season 2 introduces a fresh addition with the brand-new Patch 11.1 dungeon called "Operation: Floodgate". While this will surely excite players who enjoy tackling newer content, it may leave those hoping for revamped versions of the older dungeons feeling a bit left out.

Dungeon Timer (+1) +2 +3
Cinderbrew Meadery (TWW) 30:00 24:00 18:00
Darkflame Cleft (TWW) 30:00 24:00 18:00
The Rookery (TWW) 30:00 24:00 18:00
Priory of the Sacred Flame (TWW) 30:00 24:00 18:00
Operation: Floodgate (TWW) 32:00 25:36 19:12
The MOTHERLODE!! (BFA) 39:00 31:12 23:24
Theater of Pain (Shadowlands) 38:00 30:24 22:48
Operation: Mechagon - Workshop (BFA) 32:00 25:36 19:12

Each dungeon has a fixed time limit and required times for +2 or +3 completion. For example, most TWW dungeons have a 30:00 timer (need to finish in 24:00 for +2, 18:00 for +3), while larger ones like The MOTHERLODE!! have around 39:00.

Now let’s break down each dungeon with key mechanics and strategies to keep in mind:

Cinderbrew Meadery - Guide

Cinderbrew Meadery is a fun, brew-fueled brawl – but don’t let the party vibe fool you. Trash mobs in the early area can enrage (gaining the "Thirsty" buff), which makes them hit much harder. Tanks should be cautious about pulling too many at once – use Soothe effects to remove enrages or defensive cooldowns to survive the burst.

In the tasting room, watch out for Hired Muscle mobs: they periodically throw out Volatile Keg, a dungeon-wide DoT to all players. Fighting more than one Hired Muscle at the same time can overwhelm your healer, so try to avoid pulling multiples together. Also interrupt or CC the Venture Co. Pyromaniacs – their Boiling Flames cast can roast a party member if not stopped.

Boss-wise, each of the four bosses has a unique twist:

  • Brew Master Aldryr will sling ale and fire – avoid ground effects and burn down his adds quickly during intermission (their mead spills cause big AoE damage if not handled).
  • I’pa involves chaotic movement – dodge her rolling barrels and coordinate stuns or knockbacks to stop her Buzzing Charge if it targets allies.
  • Benk Buzzbee unleashes angry bees – spread out to minimize chain damage from swarms and use defensives when he enrages the hive.
  • Goldie Baronbottom (last boss) rains down fiery brew; line-of-sight behind pillars during her big Flaming Brew cast to avoid getting chunked, and kill the hopling adds that spawn to reduce chaos.

Tip: If someone in your group has at least 25 Khaz Algar Cooking or Alchemy, there’s an interactable Sticky Honey pot before the first boss that gives a special one-time use ability. It’s a sticky snare that drastically slows enemies movement and haste for a short time. It’s not a game-changer (and it can even hit players if used carelessly), but it can help in a pinch to soften a large pull or boss burn phase. Grab it if you want a little extra honey-coated crowd control!

Darkflame Cleft - Guide

Darkflame Cleft plunges you into a shadowy cavern filled with cultists and fiery foes. The dungeon has plenty of area denial and frontal attacks, so spatial awareness is key. Trash mobs include Blazebound Cultists who cast Blazing Eruption – interrupt or stun this, or be ready to sidestep the patches of fire it leaves.

Cleft Scorchers do a nasty frontal cone; tanks should face these away from the party and everyone should dodge the cone. There are also Shadowblade Ambushers that stealth and backstab players – use AoE reveals (like Flare or AoE CC) if possible, and don’t let them pick off your healer.

Darkflame has three bosses:

  • Ol’ Waxbeard starts the dungeon, a wax construct with fire mechanics. He periodically becomes immune to damage until you burn away his wax shield – this is a good time to kill any remaining adds or just dodge his attacks. Avoid the pools of molten wax on the ground.
  • Blazikon is an elemental boss with heavy fire AoE. Spread out to reduce splash damage, and kick his Flame Gout cast when you can (it reduces healing taken on the tank). When Blazikon ignites the room, quickly move to the safe spot (usually a corner that isn’t burning) to survive the inferno.
  • The Candle King is the final boss – a mix of shadow and fire. He will split into multiple candle minions; focus down those adds to reduce incoming damage. The boss also casts Darkfire Rush on a random player – if it’s on you, kite away to the edge because it leaves a trail of fire. At low health, The Candle King frenzies and fires beams in all directions; keep moving to avoid these beams while finishing him off.

Tip: Many trash mobs here are susceptible to Crowd Control – don’t hesitate to use stuns, fears, and slows liberally. In fact, coordinated CC can trivialize some of the tougher pulls (like large groups of cultists), letting you fight them in smaller, safer chunks. This is especially useful in Darkflame’s tight corridors where one over-pull can spell an immediate disaster.

Priory of the Sacred Flame - Guide

The Priory of the Sacred Flame is a temple-themed dungeon where zealots harness holy fire. Expect lots of cleansing flames and purifying light – which in gameplay terms translates to dispels and positioning challenges.

On trash, watch for Sacred Priests who channel Blinding Faith – line-of-sight or interrupt this cast, as it disorients the whole party. Flame Wardens put up shields on themselves or allies; use a Purge or Mass Dispel to remove these defensive buffs quickly. Also beware the Magmataur mini-boss wandering the halls – it does heavy tank damage and has an enrage; consider using a soothe ability or saving big defensives for it.

Notable Priory of the Sacred Flame bosses:

  • High Inquisitor Rell employs light and dark mechanics. When he casts Judgment Flame, spread out so only the targeted player takes the brunt of it, and others help soak the smaller motes of light that split off. When he shields himself in darkness, pick up the orbs of light around the room to break his shield faster.
  • Sister Evala is accompanied by a large phoenix. You’ll need to split your attention – one DPS should focus on interrupting Evala’s heals (Flame Mend), while others take down her pet phoenix (which keeps rebirthing until Evala is defeated). Avoid phoenix fire patches on the ground and be ready to soak orbs when the phoenix dies (to prevent it from reviving).
  • Ardent Canoness is the final boss. She cycles between phases of channeled Sacred Flame (heal through the party-wide damage or use personals) and summoning fiery angel adds. Kite or slow the angelic adds so they don’t all hit the tank at once, and kill them near simultaneously if possible – if one remains alive alone, it enrages and can one-shot people. In her last phase, the Canoness lights nearly the entire arena on fire except small safe zones – move as a group to each safe spot and finish her quickly.

Tip: The Priory has many buffs and debuffs flying around. Having classes that can dispel magic effects (to remove nasty DoTs from mobs or to cleanse players of fire debuffs) will make your life a lot easier. Likewise, a Bloodlust is great to burn through the final boss’s tough last phase – consider saving lust for Ardent Canoness unless you struggle with an earlier boss.

Completing even the highest Mythic+ Keys fast and easy.

The Rookery - Guide

The Rookery is a dark, winding dungeon teeming with creepy crawlies and forbidden experiments. If you have arachnophobia… brace yourself, there are definitely spiders involved! On trash, your biggest threats are swarming packs of little creatures that can overwhelm unwary groups. Spiderlings explode with venom on death – make sure the group is not standing too close together when a bunch of them die, or everyone will eat multiple poison hits. Rookery Researchers cast Mutate on allies to enrage them – interrupt or purge Mutate to keep things manageable, otherwise that mutated lab assistant might turn into a much bigger problem (literally!).

The Rookery’s bosses include some horror-themed encounters:

  • Doctor Hallows is a mad scientist who periodically retreats to mix potions. During this phase, kill the bubbling concoctions he spawns before they reach him – each one absorbed powers him up. He’ll also throw out purple ooze pools that slowly move around; steer clear of these or you’ll take heavy damage and be slowed.
  • Blackwidow is, unsurprisingly, a giant spider. She will fixate on a player with Spider’s Kiss – kite her during this or she’ll deal increasing melee damage. Throughout the fight, spiders will drop from above; step on the small spiders to squish them before they grow, and avoid the larger ones’ frontal Venom Spray. If you get the Wrapped! web debuff, teammates need to damage the web to free you.
  • Armsmaster Ogh is the final boss, a Frankenstein-like amalgamation with interchangeable arms. His gimmick: he switches combat styles by attaching different arms from the laboratory racks. When he wields the blade arms, he does a spinning attack – run out to avoid massive damage. When he uses shield arms, he reflects damage – hold off big attacks during this or you’ll hurt yourself. And with flame arms, he shoots fire everywhere – spread out and keep moving to dodge fire patches. The key is to watch which arms he attaches and adjust your strategy on the fly. Once he hits 30% health, he goes berserk with all arms at once (yikes!) – blow all remaining defensive cooldowns and burn him down to end the fight before things get out of control.

Tip: The Rookery is full of tight spaces and line-of-sight corners. Use this to your advantage! You can line-of-sight pull certain ranged trash packs around corners to cluster them up for AoE and interrupts. Just be careful not to backpedal into another pack. Steady, controlled pulling and target prioritization (e.g., kill the alchemists and mutants before dealing with endless little spider adds) will prevent this dungeon from overwhelming your party.

Operation: Floodgate - Guide

Operation: Floodgate is the shiny new dungeon introduced in Patch 11.1, and it’s only available in Mythic difficulty and up. The setting is an underground Titan facility in the Ringing Deeps that’s been overrun by elemental water and Void creatures – expect a mix of aquatic threats and Old God minions. Because it’s new, many players are learning it for the first time this season, so don’t feel bad about taking a moment to explain boss mechanics in pugs.

Key trash points: The first area has Unstable Aquaelementals that fixate players and explode on death – kite them away from the group before they die to avoid taking heavy AoE damage. There are also Voidmancers who cast Umbral Torrent, which fears players; make sure to interrupt or stun that cast, or your group might get scattered into more enemies. In the underwater tunnel section, beware of stealthy eels that patrol – if you’re not careful, they’ll surprise engage you from behind.

Boss highlights:

  • Commander Sarannis – This boss rides a water elemental and will periodically create swirling water tornadoes. Stay out of the twisters (they knock you around), and when she casts Tidal Lockdown, each player gets a water bubble above their head – spread out so the bubbles don’t overlap (they burst and do splash damage). DPS should focus the boss while cleaving down her water elemental mount, as killing the mount temporarily stuns her (a great window to push for damage).
  • The Forgotten Experiment – A Void monster that has two distinct phases. In phase 1, it’s stationary in a containment field and summons adds; kill the adds quickly while dodging the boss’s eye beams that sweep across the room. In phase 2, the experiment breaks free and chases players – it fixates one person at a time; that person should kite while others DPS from behind. Every so often it emits Maddening Whispers, causing players to run in fear – use Tremor Totem or other fear breaks here if you have them, or pre-spread so you don’t run off into additional trash.
  • Khaz’goroth’s Avatar – The final boss is an embodiment of the Titanic keeper of floods. This fight is all about managing space. The boss will flood parts of the arena; move as a team to the safe zones as the fight progresses. He also uses Crushing Depths (a big hit on the tank that splashes damage to everyone) – tanks should use a big defensive and face him away from the group for this. At 50% health, he goes into an enraged state, causing waves to crash across the platform – use Heroism in this final phase and burn him down, weaving between waves to avoid getting washed away.

Tip: Operation: Floodgate has some sneaky shortcuts – after certain bosses, you can unlock teleporters that take you deeper into the facility. Make sure to click these teleport consoles once a boss is dead, so you don’t have to run all the way back if you wipe later. Also note that because it’s brand new, this dungeon might feel a bit longer or harder until everyone learns it; don’t be afraid to spend a little extra time planning pulls or marking priority targets (like those Voidmancers) on your first runs.

The MOTHERLODE!! - Guide

The MOTHERLODE!! is a blast from the past – literally, as it’s a Battle for Azeroth dungeon loaded with explosives, goblin mech-suits, and cash-hungry mobs. It’s one of the larger dungeons in the rotation, with 4 bosses and a lot of trash in between. The timer is generous (39 minutes), but the pulls can be tricky if done recklessly.

MOTHERLODE!! boss tips:

  • Coin-Operated Crowd Pummeler – This mechanical boss has a fun mechanic: he occasionally throws out coins that players can pick up for a damage buff. However, he also does AoE stomps (jump to avoid his Coin Shower which is deadly if you stand in it) and Vent Jets that spew flames. Notably, both of his vent jet add-ons must be defeated around the same time, otherwise the remaining one enrages. In Season 2, the devs actually removed the heavy AoE from the Vent Jets, so dealing with both at once is more manageable than it was originally – still, coordinate DPS to destroy them together when the time comes.
  • Azerokk – A tanky earth elemental that periodically spawns mining adds which channel a protective shield onto him. Swap to the adds and stun or kill them to break the shield, then resume boss damage. Tanks, be careful of his Tantrum ability (lots of small explosions); try to position Azerokk away from any left-over explosives on the ground.
  • Rixxa Fluxflame – This goblin alchemist will cover the arena in fiery chem trails. Keep moving in a circle around the room to always fight in a safe spot clear of fire. Rixxa’s Propellant Blast knocks everyone back – make sure you’re not backed up against fire or a wall when it happens. If targeted by Azerite Heartseeker (a nasty DoT), pop a defensive or have a healer ready with extra heals/dispels.
  • Mogul Razdunk – The final boss, a classic greedy goblin in a giant mech suit. Phase 1, he’ll ride his mech landing bombs and drilling – avoid bomb explosions and don’t stand in front of his drill. After enough damage, he flies into the air for Phase 2 and summons two aerial weapons, the Gatling Gun and Missile Pods. Pick up jetpacks around the platform to fly up and fight these weapons (players usually split 2 and 2 to handle them simultaneously). Once the pods are down, Razdunk crashes back down for Phase 3 – it’s like Phase 1 but more intense, with additional missiles raining. Use Bloodlust if available in this final stretch and finish him off.

Trash tips: at the start, you’ll face hordes of goblin mobs. Mechanized Peacekeepers do a charge and stun – tank should be ready to pick them up quickly and sidestep their charges. Venture Co. War Machines cast Gatling Gun, a lethal frontal spray of bullets – stun or line-of-sight this cast behind terrain, or someone’s gonna get mowed down. Throughout the mine, watch out for Assassins who stealth and stun players from behind – keep an eye out for subtle shimmer effects and use AoE abilities to reveal them.

Completing even the highest Mythic+ Keys fast and easy.

Theater of Pain - Guide

Theater of Pain is a gladiatorial arena where only the strongest survive. It’s non-linear – after the first boss, you can tackle the next two wings in any order. The atmosphere is chaotic fun, but some bosses here are real pug killers if you’re not prepared.

The dungeon is split into sections. In the upper stands (before the first boss), control the Dessia’s warriors – they whirlwind (don’t stand in their spin) and enrage at low health (use a soothe or kite them). In Xav’s wing, Gorechop’s butchers will hook players in – stun or nuke them before they cleaver your whole team. In Kul’tharok’s wing, beware of Spectral Mages casting Shadow Bolt Volley – interrupt that, or everyone eats a chunk of damage plus a DoT.

Boss breakdowns:

  • An Affront of Challengers – This is a three-boss fight kicking off the dungeon. You fight Dessia, Paceran, and Sathel simultaneously at first. Interrupt Sathel’s necromantic bolts and dodge Paceran’s spinning glaives. When one boss dies, the remaining ones gain new abilities (Dessia whirlwinds more viciously, etc.), so try to bring them down around the same time. Focus Dessia last since she enrages. Healers, dispel Sathel’s Withering Blight curse if it targets someone. This fight is hectic, so use AoE stuns and cleave damage smartly.
  • Gorechop – Found in the pit of abominations wing. He will periodically drag everyone to him and start a deadly meat hook gauntlet – dodge the series of hooks that sweep across the room (stand in the safe gaps). If you get hit, you’ll be gripped and take heavy damage. Gorechop also casts Hateful Strike on the tank – tanks should use a cooldown for this, and nobody else stand near the tank due to the cleave. Burn him down quickly after surviving each hook phase.
  • Xav the Unfallen – In the gladiator’s wing, Xav will randomly challenge a DPS and a healer (or tank) to fight each other in the duel arena! If you’re pulled into the duel, you must damage the enemy NPC to break out (and try to "win" the duel by bringing it to low health). Outside, the rest of the party deals with Xav’s massive Colossal Smash (a huge hit – mitigate or avoid) and slams that spawn swirly zones – don’t stand in those. Winning the duel gives your party a damage buff, so it’s actually beneficial if the chosen players can down their duel opponent quickly. If you lose the duel, Xav gets angry – not the end of the world, but you miss the buff.
  • Kul’tharok – In the spirit realm wing, Kul’tharok is a flying ghost that loves to steal players’ souls. When he casts Draw Soul on you, run away and toward your soul echo – you have to retrieve your soul by running over it, or Kul’tharok will deal massive damage to you. The boss also creates Phantasmal Oblivion zones; if you’re carrying someone’s soul (say you picked up an ally’s soul for them), don’t run through these zones or you’ll drop it. This fight is about communication – call out if you need help grabbing your soul (maybe you got rooted or something). Other than that, avoid his frontal cone and kill the add he summons.
  • Mordretha, the Endless Empress – The final boss is notorious. She has multiple mechanics overlapping: a frontal cone (Dark Devastation) that must be avoided and ghostly charge adds that line up at the edges of the arena and charge straight across. These charges are the number-one killer: watch the positioning of the four ghost riders and get out of their path as they rush by. It’s easier said than done in the heat of battle – as many players note, it’s hard to gauge where they’re going and you’re simultaneously dodging the frontal beam. To survive, keep the boss roughly centered so you have room to maneuver, and call out one side of the room as a "safe spot" to regroup after the charges. At 50%, Mordretha also summons tornadoes that persist – try to kite the boss away from too many tornadoes cluttering the field. When she casts Grasping Rift, run away to avoid being sucked in and instantly killed. This fight tests your awareness; don’t hesitate to use personal defensives if you find yourself caught in a bad spot with an add charging at you. It’s chaotic, but once you learn the dance, it’s very satisfying to defeat her.

Tip: Many players find Mordretha the trickiest part. So take a deep breath before pulling her, explain the charge mechanic if anyone is new, and consider using a Battle Res on a key damage dealer if they die to an early charge – you’ll likely need all hands on deck to push through the final phase. Also, ensure someone interrupts her occasional Death Bolts (they hurt!).

Operation: Mechagon Workshop - Guide

Finally, we return to the high-tech halls of Mechagon for the Workshop wing. This dungeon is a gauntlet of mechanical bosses and quirky gadgets. It was originally part of the Mythic-only Mechagon megadungeon in BFA; in Season 2, it’s been tuned for The War Within Mythic+ scene with a few changes to make it fit modern Mythic+ balance.

Notable trash and changes: In the opening scrapyard, you’ll fight Rocket Tonks and Blastatron X-80 units – these have very telegraphed attacks (like big red targeting circles); simply keep moving and they’re not too bad. The pistonhead mechanics will try to repair robots or throw bombs – focus them first. There’s an infamous first boss in Workshop (the twin mech units, Plagueborer and Gunker in the original) which now must be killed simultaneously on Mythic+ difficulty. The good news is Blizzard removed the brutal AoE from their vent jets, so handling them together isn’t as dangerous as it once was – still, coordinate DPS to bring them down evenly. Another small mercy: a certain trash mob nicknamed the "peck mob" no longer does a big knockback, so you don’t have to send your tank in alone to eat it first. Overall, expect slightly faster cast times and harder hits from many enemies compared to the BFA version, but also some quality-of-life nerfs to annoying mechanics, making it a fair challenge.

Mechagon Workshop bosses:

  • Trixie & Naeno – Two bosses at once. Trixie zooms around on a flying gyro-unit, casting Typhoon Strike (dodge the line) and Mega Taze (a long stun on a random player – interrupt or LOS Trixie to avoid this). Naeno drives a big drill machine; he’ll try to run people over with Burnout. Keep moving and don’t stand in his path. The twist: if you kill one boss before the other, the remaining boss enrages and likely wipes you. So you must bring them down together (within a few seconds of each other). Focus Naeno a bit more (since he has more health) and then finish them off with a synchronized strike.
  • HK-8 Aerial Oppression Unit – This encounter is uniquely interwoven with trash. The flying HK-8 robot starts invulnerable, zapping the group periodically. To engage it, you must clear one of three defense towers in the dungeon (side areas with extra trash). When you deactivate a tower, HK-8 lands and you can fight it for a while. In Phase 2 on the ground, HK-8 summons a bunch of bombs (Discom-BOMB-ulator) – these chase players and explode, causing a disorient if they hit. They used to be easier to avoid, but now their radius is bigger and they’re faster, so quickly kite bombs away and use immunities or personal CDs if one is about to pop on you. Also, someone needs to pilot the plasma orbs on the edges to shoot down HK-8’s shield during the fight – coordinate who will do this (often two players taking turns). It’s a complex fight, but after a short time HK-8 will fly off again. You then go deactivate the next tower, fight HK-8 again, and so on. On the final phase, you’ll have the full fight with HK-8 – burn it down while handling bombs and add spawns. Good communication and assigning roles (bomb kiting, orb control, interrupting the Machinist’s Garden adds) is critical here.
  • Head Machinist Sparkflux - He guards one of the towers and has a simple pattern: he stands in the middle of a spinning laser turret grid. Navigate through the gaps in the rotating lasers to reach him. While fighting Sparkflux, avoid the lasers (instant heavy damage) and interrupt his Shock Coil. Defeat him to shut down the tower.
  • Machinist’s Garden – This is an optional miniboss (one of HK-8’s defense tower encounters). It’s basically a killer lawnmower robot named Garden of Genesis. It will spawn flowers that shoot lasers in lines – keep an eye on the pattern and position yourself safe. The boss also has a big charge attack; if you see it winding up, get out of its path.
  • King Mechagon - The final boss. Phase 1: King Mechagon fights you in his spider-tank mech. He casts Micro Missiles (avoid the marked spots on the ground) and Giga-Zap (a huge blast at a random player – that person should run away from others to avoid splash, and use a defensive cooldown). At 0% mech health, he ejects and Phase 2 begins. Phase 2: Now it’s just the mad gnome himself, but don’t underestimate him – he gains new abilities. He’ll throw out spinning sawblades that ricochet around – keep an eye on these and sidestep them. He also targets a player with Haywire (electricity debuff) – spread out so it doesn’t chain. Finally, he periodically becomes immune and connects himself to a giant tesla coil in the back, triggering Charged Smash: you must hide behind pillars (at the corners of the room) to LOS the huge smash, or you’ll be one-shot. After that, he’s stunned for a bit – unload all remaining damage and finish him off. This is a lengthy fight with lots to dodge, so endurance is key. Use Heroism/Lust in Phase 2 to push through before the room gets too hazardous with spinning saws everywhere.

Tip: Mechagon Workshop is full of mechanics that used to require specific tricks (like using line-of-sight, or handling multiple objectives at once). Make sure to read dungeon journal entries or assign responsibilities before pulling complex bosses like HK-8. For example, decide who will handle the plasma orbs, who will kite bombs, etc. With a plan in place, even these complicated encounters become manageable. And remember, almost everything in Mechagon is mechanical, meaning classes that can damage or CC mechanicals (Hunter’s Tranquilizing Shot to remove enrage from Mechagon Troopers, or an Engineer player using combat tools) can have special value here.

The War Within Season 2 Affix Changes

Season 2 of TWW doesn’t have a traditional single “seasonal affix” like past expansions did – instead, it introduces Xal’atath’s Bargains, a set of rotating affixes that add extra challenges (and bonuses) at various key levels. Blizzard also made some big tuning changes to the Mythic+ affix system this season, so even Mythic+ veterans will find things a bit different.

New Affixes & Key Scaling

Keystone Level 2+: From keystone level 2 up through 6, you won’t see any special affix (just the baseline dungeon mechanics). Notably, the scaling per key level has been adjusted – each level from +2 to +10 now increases mobs health and damage by 7% instead of the old 10%. This means low-to-mid keystones are slightly less punishing to climb through, smoothing out progression.

Mythic+ Level Modifier Mythic+ Level Modifier
2 +7% 9 +72%
3 +14% 10 +84%
4 +23% 11 +102%
5 +31% 12 +122%
6 +40% 13 +132%
7 +50% 14 +142%
8 +61% 15 +152%

Keystone 4: Xal'atath's Bargain

At Mythic Keystone level 4, you will meet with your first affix: Xal'atath's Bargain: Ascendant, Xal'atath's Bargain: Voidbound, Xal'atath's Bargain: Pulsar or Xal'atath's Bargain: Devour depending on the week. Here's what these affixes do:

Xal'atath's Bargain: Ascendant: Approximately every minute, Xal'atath appears and summons 10 Orbs of Ascendance that cast Cosmic Ascension. If these casts complete, each orb grants nearby mobs a +20% boost to movement speed and Haste. However, if players interrupt, displace, crowd-control, or purge the orbs' casts, they instead receive a 2% movement speed and Haste buff per orb stopped—up to a maximum bonus of +20% that lasts for 30 seconds.

Xal'atath's Bargain: Voidbound: During combat, Xal'atath summons a Void Emissary that empowers nearby enemies with Dark Prayer. This effect causes any mob affected by Dark Prayer to reduce the damage they take by 10% every 3 seconds, and the reduction stacks over time. Once the Void Emissary is defeated, players receive a buff granting +30% ability cooldown rate and +20% Versatility for 30 seconds.

Xal'atath's Bargain: Pulsar: During combat, Xal'atath conjures pulsars that tether to and orbit around players for 15 seconds. The objective is to absorb each Void Pulsar before time runs out. Players who absorb these crystals gain increased Mastery and Leech for 30 seconds, while failing to do so grants nearby mobs a +10% damage bonus and 20% damage reduction per orb.

Xal'atath's Bargain: Devour: Periodically, Xal'atath casts Devouring Rift, which applies a shield debuff on all five players. This shield can be removed by healing or by using any type of dispel—it is not a healing absorb shield. If the shield isn’t removed, mobs heal for 10% of their health. However, removing the shield grants a stack of Rift Essence, boosting each player’s maximum health by 2% and Critical Strike by 4% for 30 seconds.

Learn how to deal even with the hardest affixes with the help of our PROs!

Keystone 7: Fortified Or Tyrannical

Starting at Keystone Level 7, either Tyrannical or Fortified will be active each week, alternating between the two. Tyrannical increases dungeon bosses’ health by 30% and their damage by 15%, while Fortified boosts non-boss enemies’ health by 20% and their damage by up to 20%. Because these two affixes rotate weekly, you won’t see Tyrannical or Fortified two weeks in a row.

Keystone 10: Fortified And Tyrannical

At Keystone Level 10, both Tyrannical and Fortified become active simultaneously. The affix that wasn’t present at Keystone Level 7 will now be active at Keystone Level 10. Since these two affixes rotate on a weekly basis, if Tyrannical is active one week at Keystone Level 7, then the following week it will appear at Keystone Level 10.

Keystone 12: Xal'atath's Guile

At 12 and above, Xal’atath stops making "bargains" with you. Instead, she imposes Xal’atath’s Guile, which is essentially the resurrection of the old Challenger’s Peril effect from Season 1. What does it do? Simply put, any time a player dies, the dungeon timer is reduced by 15 seconds. This is a persistent affix beyond +12, meaning the Bargain affixes no longer appear – your seasonal affix becomes the death penalty. The good news is that Blizzard decided not to also increase mob scaling further at +12 (previously there was an extra 10% stat bump at 12, which they removed). So, you won’t get more numerical scaling beyond the normal per-level increase. The challenge now is purely execution – deaths cost time, so clean runs are rewarded

Season 2 Keystone Changes

After receiving a wave of criticism from the playerbase during the first season of The War Within, Blizzard has decided to take feedback seriously. In response, they’ve made a few important adjustments to address player concerns and improve the overall experience. Here's what’s changing for the upcoming season:

Resilient Keystone

To get the achievement you simply need to complete all Mythic+ Season 2 Dungeons within the time limit at keystone level 12. You might be thinking: "It’s just an achievement, how does it really impact how we play Mythic+ ?". Well, it actually has a significant effect, thanks to the valuable perks it now unlocks:

  • Failing to clear a Mythic+ dungeon within the timer will no longer reduce the level of your Keystones below 12 for the entire season!!!
  • This repeats for Keystone Levels 13, 14, and so on (you'll need to finish all 13s, 14s e.t.c ).
  • Those who for some reason want to lower their keystone level below 12 can still do it by talking to Lindormi.

If you're a Keystone pusher who’s struggled with depleting keys once you hit the lvl 12 threshold, this is MASSIVE news! With the new changes, you’ll be able to retry and push your keys over and over without the fear of your precious key dropping lower and lower. Thanks Blizzard?

The only real "downside" to this change is the requirement to finish all the dungeons on key level 12 to unlock these awesome features. But don’t worry because ConquestCapped has got your back! Our PROs are ready to assist so you can conquer these dungeons fast and without the tiresome grind, making it a no-hassle experience to unlock all the perks that you need!

Season 2 Mythic+ Loot and Rewards

Let’s be honest – we’re not just here for the challenge, we’re here for the sweet rewards too! Season 2 offers higher item levels and new goodies to chase, from gear upgrades to titles, mounts, and more. Here’s a comprehensive breakdown of what you can earn and how:

Keystone Level End of Dungeon Initial Upgrade Level Great Vault Initial Upgrade Level Crest Rewarded
2 639 Champion 2/8 649 Hero 1/6 Runed Harbinger Crest x10
3 639 Champion 2/8 649 Hero 1/6 Runed Harbinger Crest x12
4 642 Champion 3/8 652 Hero 2/6 Runed Harbinger Crest x14
5 645 Champion 4/8 652 Hero 2/6 Runed Harbinger Crest x16
6 649 Hero 1/6 655 Hero 3/6 Runed Harbinger Crest x18
7 649 Hero 1/6 658 Hero 4/6 Gilded Harbinger Crest x10
8 652 Hero 2/6 658 Hero 4/6 Gilded Harbinger Crest x12
9 652 Hero 2/6 658 Hero 4/6 Gilded Harbinger Crest x14
10 655 Hero 3/6 662 Myth 1/6 Gilded Harbinger Crest x16
11 655 Hero 3/6 662 Myth 1/6 Gilded Harbinger Crest x18
12 655 Hero 3/6 662 Myth 1/6 Gilded Harbinger Crest x20
Sometimes we all would just prefer to skip the tedious Gear & Crest farming.

Season 2 Keystone Master

Earning the Keystone Master achievement by claiming 2000 rating in Mythic+ Season 2 will reward players with the Crimson Shreddertank mount.

Shred 1

Season 2 Keystone Legend

Claiming the brand new Keystone Legend achievement by earning 3000 rating in Mythic+ Season 2 will gift players the Enterprising Shreddertank mount. The mount looks somewhat similar to the Crimson Shreddertank, but it's coming with a Chrome polish instead of a Crimson one.

Shred 2

Other Mythic+ Season 2 Achievements

The War Within Keystone Conqueror: Season Two: Attain a Mythic+ Rating of at least 1500 during The War Within Season Two. Title Reward: the Enterprising.

The War Within Keystone Hero: Season Two Attain a Mythic+ Rating of at least 2500 during The War Within Season Two. Reward: Gallagio's HIghroller Bombstone.

Enterprising Hero: The War Within Season Two: End The War Within Season 2 with a Mythic+ Rating in the top 0.1% of all players in your region. Title Reward: the Enterprising Hero.

Mythic+ Season 2 Dungeon Portals

In The War Within Season 2, there are also individual achievements for completing each mythic+ dungeon on Keystone level 10 or higher within the time limit, each granting a portal to that dungeon’s entrance. Thanks to Warbands, once these portals are unlocked on one character, they become accessible to every character on your account!

Keystone Hero: Darkflame Cleft: Complete Darkflame Cleft at Mythic Level 10 or higher, within the time limit.

Keystone Hero: Cinderbrew Meadery: Complete Cinderbrew Meadery at Mythic Level 10 or higher, within the time limit.

Keystone Hero: Priory of the Sacred Flame: Complete Priory of the Sacred Flame at Mythic Level 10 or higher, within the time limit.

Keystone Hero: The Rookery: Complete The Rookery at Mythic Level 10 or higher, within the time limit.

Keystone Hero: Operation: Floodgate: Complete Operation: Floodgate at Mythic Level 10 or higher, within the time limit.

Keystone Hero: Operation: Mechagon - Workshop: Complete Operation: Mechagon - Workshop at Mythic Level 10 or higher, within the time limit.

Keystone Hero: Theater of Pain: Complete Theater of Pain at Mythic Level 10 or higher, within the time limit.

Keystone Hero: The MOTHERLODE!!: Complete The MOTHERLODE!! at Mythic Level 10 or higher, within the time limit.

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