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