M+ Tips & Tricks Cheatsheet for Mythic+ Keys 2025
Table of Contents
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Overview
Overview
M+ Tips and tricks Cheatsheet by WujuGames. This is aimed towards higher M+ Keys, but
many Tips will help in everyday keys. I did a similar Document last Season but it quickly was
outdated. This time around I have more time :)
If you have more Tips or spot some mistakes please contact me and I’ll change it. I try to keep it
up to date as best as I can. For some things I might add short videos later.
Navigate this sheet by using the tabs on the left side or clicking the links below (these are linked
tabs)
General
Ara Kara
Dawnbreaker
Eco Dome Aldani
Floodgate
Gambit
Streets
Halls of Atonement
Priory
As usual with such lists: They are subjective about the things that should be incorporated. Some
Tips and Tricks are old news for some of you. Some are missing because I might think that
everyone knows it. I’ll try to be as consistent about it as I can.
Contact:
Mail: Wujagames04@gmail.com
Twitch: https://www.twitch.tv/wujagames
P.S. English is my third language. If there are some mistakes or you spot unspecific sections
please be so kind and tell me!
General
some general tips/tricks
Jumper Cable can be used by everybody and you can combatrez someone saving a key.
Umbral Essentia. carry a few potions with you. It helps when you add some trashmobs on
accident or some for skips.
A very good kick macro that doesn’t receive the recognition it deserves. It automatically targets
a CASTING target, kicks it and targets back to you original target. If you have a focus target it
will however prioritize your focus. reddit post
Ara Kara
Bosses
Avanoxx (1)
Position the boss close to the Edge of Eggs and the whole group stands between Boss and
eggs. Don’t kite the adds. This allows for funnel and more melee uptime. They don’t do too
much dmg and it keeps you stacked for easier healing. It is imperative that the group doesn’t
move around for this tactic to work.
When using the tip from above you should ping a direction and move in the same direction in
order to conserve space when he casts Gossamer Onslaught.
Anubzekt (2)
Infestation (debuff) always jumps on a player that wasn’t inflicted by it in a given set. Once every
player had it, a new set begins and it jumps around again. It starts with the one pulling the boss.
Burrow Charge always targets a player that is not in Melee range. You can bait it on the same
person every time. You can get double hit if you stand at the end of his charge, because the
reappearing of the boss is a second dmg event. This means it can be beneficial to just eat the
charge but not standing at the end of his path to avoid additional dmg. Stand outside is a high
risk high reward play. (death or no dmg), while being closer is often safer if you can avoid being
oneshotted.
In the Intermission the tank usually stands on the right side of the circle in order to bait frontals
there. Stay clear if you want an easier time.
Kikatal The Harvester (3)
Cosmic Singularity doesn’t kill but debuffs you with 75% more dmg taken and you do 75% less
dmg. If you can, avoid it, but if you do plays that might kill you, then it is better to receive the
debuff. (Being dead is a 100% dmg loss)
Cultivated Poisons only shoot in cardinal directions. With a melee stack for example you can
box the boss in and this allows for instant dispels and max uptime.
Trash
Ixin, Nakt and (to a lesser degree Atik) have SAFE ZONES behind them. Move there as fast as
you can and stay there. This is your top priority (other than kicks). This makes the usual first pull
for Ixin a lot easier because everything will be stacked and it solves a lot of aggro issues in that
pull. If you die outside of that safezone (either due to frontal or aggro) it is your own fault. For
Nakt it means that all Jabbing flyers spawn stacked. Don’t break the eggs that are there,
because that means the safe zone is no longer usable resulting in chaos.
Hulking Bloodguards have a dmg reduction aura around them. Focusing them is the biggest
dmg increase since everything else in the pull will receive more dmg then.
You can attack Anubzekt and the whole group will teleport to you, allowing you to skip the
hulking bloodguard in front. You can reach it with either very long range or by heroic leaping/
gating etc. the stairs when you move down into the arena.
Winged Carriers only charge Players that are not in their melee range.
Reinforced Drone leave a debuff on the tank, that is also a slow and can be cleared with slow
removals (Freedom gives Immunity to the debuff)
Tailors can take the buff to stun a target before the key starts (you retain the buff). This means
you can stun one additional time for free.
Talent recommendations
Dispels – as many as you can
Dawnbreaker
Bosses
Speaker Shadowcrown (1)
Collapsing Night only targets ranged players. They should bait it outside. The boss has a weird
spell queue and is sometimes not moveable.
The obsidian beam is also a tank buster.
Try to phase the boss when the heal absorb has been dealt with. Don't start flying too early
when you have the debuff.
Anubikkaj (2)
As a tank you can negate the knockback when aligning yourself with a lantern.
Play in Melee range in order for Animated Shadows to spawn under the boss. This makes it
easier for the tank to establish Threat and give Melee more uptime. CC is also easier and The
healer has an easier job to heal the party if people are stacked. Animated shadow cast can also
be feigned resulting in no adds spawning.
The third AOE cast has an overlap with the orb. Use your best defensives here.
Rashanan (3)
The tank and the healer can stand directly underneath the boss in phase 1 and phase 2 to avoid
any dmg from Expel Webs. This means there is absolutely no movement necessary.
In the flying phase you can land and attack webs in order to build ressources.
In P2 you don’t have to interrupt the boss because it does very little dmg. You can even play
Trash between Phase 1 and Phase 2 of the boss.
In P2 you can drop puddles behind the boss (down one level) if you are able to come back up.
(Shadowstep, Alter time, Transcendence, feral leap etc.)
Trash
Nightfall tacticians enrage can be soothed, drastically reducing the dmg done.
Be careful: On the ship during the 2
nd pull you can aggro bystanders and they start chaincasting
you. Some knockbacks also lead to mobs flying away, bricking the key. When flying there are
several bugs where you can either not see the side ships, randomly teleport you inside ships, fly
through them or they can be in a different position.
Nightfall Dark Architect Tormenting Eruption targets 2 Players and with the next cast it will be
2 different Players.
Some People like to use a Stinky Bright potion in order to see dark purple effects better.
Talent recommendations
Soothe (remove enrage effects)
Bleed removals (evoker)
Eco Dome Aldani
Bosses
Azhiccar (1)
The small adds spawn every 30 seconds. Stacking close to the boss helps with killing them. The
boss has a bigger hitbox which sometimes leads to abilities not hitting the small ones if people
stand too far out.
A’wazj and Taah’bat (2)
Everytime you get hit by the line attack in the intermission you receive a stacking dmg debuff.
Avoid standing close to the boss all the time. Mobile classes can stand further out to make it
easier for others.
You can reduce dmg greatly from the spear mechanic. Simply walk into the other spear while
outranging your own. The spears have to be Ven-diagrammed. Megasett Video
Soul Scribe (3)
Use a defensive during his circles. Never get hit twice. It is better to receive the dmg penalty
than to risk dying. You only receive the dmg penalty when YOUR Circle clips you ghost. You can
safely run out and collect your ghost afterwards without receiving the dmg penalty.
In the Intermission the frontals move clockwise. You can soak Echo 1 and 2 immediately giving
you more uptime and dmg amp on the boss. You will naturally refresh your stack when you have
to soak Echo 3.
There are faint silver lines that show the frontal dmg area during the intermission.
Trash
Overgorged Mites cast engorge which gives them stacks. When they die they deal dmg to the
group based on the number of stacks gathered.
The 2 Voracious Gorger (G12) after the first Boss are not linked with the sentinel. You can
attack them and they move towards you for easy count.
Overcharged Sentinels: Arcane Slash (Frontal) can be outranged. When the shield breaks it
will briefly stun them and prompt a recast. Once the shield breaks people start dropping void
puddles.
Tamed Ruinstalker teleports behind a random player. Their line attack goes through your back.
The Players Orientation influences the direction. You can also just CC them to abort their line
attack and they don’t recast.
Wastes Creeper Burrowing Eruption is targeted on a player. If you stack closely to melee then
they don’t travel too far out. Gloom Bite can be outranged, but they recast if they reach the tank
yet again. They will prefer to cast Burrowing Eruption, skipping Gloom Bite casts.
Some people like to use the inky Black potion to combat the Brightness in the last area.
Floodgate
Bosses
Bront and Keeza Quickfuse (1)
Bronts 3rd chard always goes on the tank. The best way to let him charge is in a triangular
pattern (assuming you have bombs to clear). If the second charge goes towards the tank, then
you lose tank dmg because he has to move far (a short 3rd charge makes Bront stop mid
Arena) AND the Boss will be separated meaning less uptime for everybody. This is especially
relevant when melees have the second charge. Move out.
Big Momma (2)
In highly coordinated groups there are positions where mechadrones will spawn completely
stacked.
You can optimize the drones movements by letting them first charge the long way. They will then
end their movement in the pack and start casting there.
Swampface (3)
Everyone except the healer stacks in order to avoid the Mudslide frontal. The healer can bait it
elsewhere. The community decided to move LEFT when the frontal is cast towards them.
Try to position yourself advantageously before the blobs move. This makes it safer and gives
you more time for dodges. The link might even fade before they reach you.
Geezle Gigazap (4)
Sparks can be immuned. The tank has a tighter timing with his spark because the tankbuster
follows shortly after (which has a knockback and he can’t be knocked into a puddle).
Prot paladins can negate one round of the double lightning dots by spellwarding the gigazap's
first target before they get damaged. Hunters can do the same with turtle if they are the first
target (they won't get the dot either way, but will negate the second dot if the hunter is the first
target). This is also possible with Shadowmeld.
Trash
Shreddinator 3000 Sawblades can be stacked to conserve space. They spawn beneath a
player at the end of the cast. You can also Z-axis them specifically for the pulls where the boxes
are that you have to blow up. (the usual pull 1)
Loaderbots Wind Up can be stunned, once they start spinning. They will recast if interrupted
too early.
Darkfuse Hyenas do more dmg the more Hyenas are in a given pull (pack tactics).
The last Pack of 2 Jumpstarters, before the end boss, can be meld skipped. You get into
Combat but it is fake. Kira short doing the skip
Darkfuse Demolitionists cast RPGG which leaves explosions (move out) underneath the
player. After that cast they need to reload (7 second cast) which can be stunned etc. This
prompts a recast. They need a successful reload cast before casting RPGG again. Interrupting
the reload makes them targetdummys.
Disturbed Kelp cast restorative Algae and can be purged. Keep stops for jettison.
Architects take reduced dmg when standing on scaffoldings. Kill the scaffolding and they
become moveable and take dmg.
Venture Co. Diver Harpoon is always desynced. There will always only be one casting. The
seaforium Charge (bomb) has a bigger radius than indicated. They will recast if CC. You can
just let the bomb through and move away. It requires one kick on the one casting Harpoon, so
that no on gets harpooned into existing bombs (all other Diver will follow the tank anyway. Save
CC when the architect is on his scaffolding to ensure melee uptime and free space.
Darkfuse Inspector’s frontal can be CCed and they don’t recast.
Mechadrone Sniper target random players. Everyone should be close in order to spread the
damage received because they only target nearby players.
Talent recommendations
Gambit
Gambit
Bosses
Hylbrande (1)
You can position the boss on one side where the adds spawn and taunt the other add making
establishing Threat easier.
The healer usually should be the one to press the console.
Timecaps’n Hooktail (2)
Usually the group is way more responsible for the fight going the right way than the tank is. The
tank only has to aim the frontal, but the group decides where the adds are going to, because
they get the fixate. It is advisable to start in one corner, in the group position themselves, tightly,
neatly stacked into the corner, with the dragon and the tank in front. This ensures that all the
adds move towards one single point. This also gives the frontal the widest margin where the
adds spawn, which makes it easier to hit them. After the first frontal you move clockwise on the
edge near the mountain wall of the room, while the tank moves with the group but slightly closer.
In order to not waste a ton of space the group should stack close to the burning areas. The
burning puddles should start to despawn once you reach the other end. This way it is possible
to hit every edge with a frontal and never even waste a GCD for CC or similar things.
You can increase the dmg output by gaming the debuff. It does dmg to the Player, but it also
increases Haste.
So’leah (3)
You can pull the boss to the side between the edge and a card which allows the assassins to
spawn in close proximity to the boss making establishing threat easier and nuking them down
faster. In P2 you can move the both to either side to give more space for the sparks. Although
this makes it harder for the collapsing Star soak. The tanky of fast range can do the soak while
the healer can heal, which makes quick work of the mechanic. If a range is not up to the task or
there is no range in the group, the healer can do it. But if he is not sure about it, anyone can do
it.
Trash
Scalebinders Fish Stick are priority targets. Or you can outrange their effective radius.
Stormforged Guardians Crackle (frontal) always goes on the tank, even if the mob itself
sometimes looks the other way.
Burly Deckhand cast Super Saison, which can be stunned prompting a recast. They enrage,
which greatly increases their dmg. Sooth them.
Adorned Starseer’s Wandering Pulsar are focus targets. Swapping fast and hard is key.
The first 2 Starseer can be skipped by pulling one of them to the side and dropping combat
(feign, umbral potion etc.) Kira short doing the skip
Focused Ritualist cast unstable Rift which is a prio kick and you can hard assign people for it.
If you happen to be out of kicks you can delay it with stuns.
Talent recommendations
Sooth
Streets
Bosses
Zo’phex (1)
Interrogate can be immuned or avoided by being stun immune (melding only prompts a recast).
Menagerie (2)
Achillite’s Orbs can be stuck in different positions in the room, making the fight considerably
easier. It is important to clear the corner with Gluttonous Feast (dark circle around a player)
when he is still alive. This allows the tank to position him in that corner again. Once he dies his
corpse will remain there and orbs will be stuck in the corner. You can position the 3
rd boss Venza
in front of Achillite’s corpse and when the player with Gluttonous Feast positions himself
between them he will soak all orbs.
Gluttonous Feast Jumps to the nearest Player, which means you just swap positions with them.
Since this is a dmg gain you can give the buff to classes with more Single Target DMG
Chains of Damnation (prison) can be cleared from Players with effects that break roots.
POST Master (3)
There is no need to soak all Hazardous liquids in the room. Just leave some paths. The debuff
afterwards is dispellable. This is especially true if you don’t have to play Unstable Goods
(bombs) afterwards due to the boss being low on health.
Money Order (Soak) can be immuned. It is physical.
Zo’gron (4)
While playing drums you are immune to Crowd control (frontal) and Rotten Food (green circles).
(This is not true for Hardmode). You can also jump on the drums to be immune to the soak.
You should refresh the dmg buff during the encounter. Notes always spawns when he sucks
player in (you can use your extra ability in the last second to escape the dmg.) There also
spawn notes during the shield phase.
So’azmi (5)
Double Technique (long cast) requires 2 kicks. The second one can be late.
Optimal pathing to avoid Shuri: if you can choose between options
- generally less jumps the better
- prefer teleporting without crossing a wall (when room is in half) this allows caster
to start casting while he is running towards you
- double teleport. Sometimes it is better to teleport and use the same teleport back
in order to avoid triple teleporting
you can opt into moving the boss to the far side in order to kill him before shuri reaches you. Be
certain that you can kill it.
You can move through a portal right before Phase Slash (bleed) finishes. This completely avoids
the dmg from the bleed.
Trash
RP activates:
- The 1st door opens when you kill Gatewarden Zo’mazz
- 1st Boss spawns when Portalmancer Zo’honn dies
- Menagerie can be started when going to the left side and going to the closed
Door
- Postmaster
- Bazaar
- Endboss
Direhorn snap avoids charging, making it a target dummy. There are several spots and he
keeps on trying to charge, but it will constantly fail. For example the tank can snap it on the
wagon behind the second spawn of the Frenzied Nightclaws (cats).
Customs Security Hard Light Baton can be purged reducing tank dmg taken
You can guess the password during the last encounter in the bazaar section. This is only
possible if you fight the last Bazaar Overseer. This should only be done by the tank, because
guessing wrong does a lot of dmg to the player.
Commander Zo’far can be skipped by carefully jumping at the edge end pressing the console
behind him.
If you decide to play him, then the line connecting people does very little dmg and it often is
beneficial to just touch each other.
Peacekeeper only Charge on Players that are not in their Melee range
Peacekeeper Shield only reduces magical dmg
Talent recommendations
Purges
Halls of Atonement
Bosses
Halkias (1)
Crumbling slam (C) (tankbuster) and Heave Debris (H) (player baited) alternate. When you start
the boss it starts with C – D – C – D Beams D-C-D-C-D Beams D-C-D-C-D Beams etc.
You can Stack Crumbling slam on existing puddles, but you don’t need the space generally.
Echelon (2)
The Undying Stonefiend adds cast on the target that has Threat. Let them gather and Stun once
to ensure the tank has time to establish threat. Once the stun ends, they should recast on the
tank. Use kicks to help group them.
High Adjudicator Aleez (3)
If you pull trash onto this boss, let his casts through and kick the adds first.
Ghastly Parishioner (Ghost) can be sped up with Monks hasty provocation, which reduces the
DMG they do because they have less time to pulse their AOE.
If you can you should always use newly spawned lanterns, because then you will have more
options over the course of the fight. (there can always only be one new spawned lantern)
Lord Chamberlain (4)
After his Door of Shadows cast people can soak multiple beams by standing very close. This
does not increase the dmg taken from those Players, you only get dmg from one beam even if
you soak 2. This decreases dmg taken overall.
Tips and Tricks
Houndmaster have a dmg reduction Aura around them which lets Vicious Gargons take
dreduced dmg.
Before Halkias is active you can attack the 3 depraved collectors in front of him. But they reset
once the Energy reaches 100%
Try to kick depraved Obliterators wicked bolts and stun /CC depraved collectors Siphon life,
because Siphon life’s channel will not be recast.
Stoneborn Eviscerator’s Hurl Glaive has a 5y radius. Don’t stack.
Priests can MC a depraved dark blade to apply a stacking 2% damage amp debuff to mobs.
This works on bosses and greatly increases Killtimings.
When stoneborn Slashers are turned into stone they don’t aggro.
Inquisitor Sigar should be tanked alongside the adds in the room for better funnel dmg, but if
you have no funnel, then you can move to the left or right behind him and force adds to move
towards you, making the fight a bit easier. Mortal Strike effects (healing reduction) work on his
Dark Communion heal.
Talent recommendations
Soothe when houndmaster’s Loyal beasts happen to go through.
Mortal Strike effects (wound poison, WW rising sun kick, mortal strike, Havoc DH blade dance
MS, Hunter pet MS).
Priory
Bosses
Captain Dailcry (1)
They share their life.
The boss is kickable even if some platermods make it appear as if he isn’t.
Stack for better melee uptime when he jumps on a player and you have to break the shield. This
way you can also manage the space better.
Going right: Requires a lot of casts and you should make one player responsible for the boss
cast (can be a hunter) while the rest kicks the other one.
Going left: has some nasty overlaps and requires defensive cd management. It is also a bigger
strain on the tank, depending on the tank.
Baron Braunpyke (2)
Stack in order to bait Hammer of Purity. Move stacked towards a safe space. Don’t move too
close to the orbs you have to soak.
Soaks can be immuned. If you have no immune you can: soak before he casts Castigator’s
Shield (big AOE), let the debuff drop and then take the other orbs. When you are fast you can
take 2 Orbs before Castigator’s Shield, however you have to keep you groups HP in mind. This
should only really be done by the tank and if you have no immunity or AMS in the group to soak
it. It can be very risky if the damage occurs while Castigator’s shield goes out!
DK AMS can soak every 5 stacked orb. He may require an additional defensive CD.
Prioress Murrpray (3)
Don’t kick the boss in P1. If You kick it you will desync some abilities resulting in hard overlaps.
If everybody goes upstairs on the same side during the Intermission AND stays on that side it
greatly increases the probability for the add to go up on the same side. Warlocks can place a
gate up the stairs to save some time moving.
The adds in P2 die on their own. Just CC them. They fixate random Player, even if it is not
indicated the usual way.
Tips and Tricks
Sharpshooter jump close to Players. Stack in order to get them into the Fray. The Traps the
throw out are root effects which can be broken (root removal) avoiding the dmg.
Footman cast Defend, which reduces dmg taken in a small radius. Stunning it not only allows
for more dmg but debuffs the footman into receiving even more dmg than usual. Correctly and
promptly stunning them is a big dmg increase.
Arathi Knight Spear and AOE can just be LOSed. It doesn’t recast.
Holy paladin specifically can completely negate the damage from a knight’s AOE shout for the
whole party once every couple of minutes by using aura mastery with concentration aura (since
it makes everyone immune to any interrupt abilities).
Suleyman’s Thunderclap DMG (AOE), is tied to its snare effect. Pallies can pre-freedom the
thunderclap to prevent damage completely to the freedom’d target(s). Double freedom here is
very handy. MW monks can also use Chiji to prevent damage to themselves since it provides
immunity to movement impairing effects.
War Lynx’s Pounce also goes on Guardians (and Totems). Mages Mirror Image helps negate
their dmg. They jump on the furthest target. They are also sidesteppable if you are far enough
and lack the guardian option.
Shaynemail’s Jump is sidesteppable, avoiding the dmg completely.
Forge Master Damian Seal of Flame only makes pools appear when the melee hit hits a target.
Dodge and parry avoids pool spawns.
Lightspawns purification can be melded and feigned. The cast itself (not the channel) can be
LoS but it prompts a recast.
Ardent Paladins never overlap Sacred Tolls. They will always desync themselves.
Risen Footman in the end will explode when dying. You can avoid this dmg when you CC them
(when they die while stunned or during a knockback etc.)
Talent recommendations
Root removal for Sharpshooter traps