Table of Contents

Information on this page is written with the assumption that the rest of the guide has been read in full. If you haven’t, we highly recommend reading the priority list, talents, and traits section of the guide before continuing here.


There are a few viable builds for Mythic+ that you might consider, taking into account that your group composition, the dungeon, and the week’s affixes will all play a role in determining the build that you’ll want.

“Standard” Build

The standard build offers a good balance between strong single target damage and good AOE, with minimal reliance on cooldowns to do damage outside of Stormkeeper and/or Essence of the Focusing Iris. The recent buffs to Worldvein Resonance make it a potential contender for the major slot, with its ability to buff both Stormkeeper and Liquid Magma Totem each use.


Major Essences: Worldvein Resonance / Essence of the Focusing Iris

Minor Essences: Conflict and Strife / Essence of the Focusing Iris / Purification Protocol / Breath of the Dying

Storm Elemental / BotE / VoP

This build offers extremely strong burst AOE every 2 minutes, while still being fairly solid single target. This build optimizes around lining up Storm Elemental’s Eye of the Storm with Blood of the Enemy and Stormkeeper. Your damage profile will be a bit more reliant on cooldowns overall, but this build shines when your group can pull large packs of mobs planned around your cooldowns.

Major Essences: Blood of the Enemy

Minor Essences: Vision of Perfection / Conflict and Strife / Essence of the Focusing Iris / Purification Protocol / Breath of the Dying


Always take 3x Igneous Potential. It’s our best trait for 1-4 targets.

Any combination of the following traits will do very well in general:

It can be beneficial to run a single copy of Ancestral Resonance for the increased duration of Bloodlust/Heroism, especially for Tyrannical weeks on the more challenging bosses. You should avoid stacking this trait.

Additionally, Tectonic Thunder is a controversial trait. It can be quite powerful for frequent heavy AoE, but it provides nothing for single target. For Fortified this trait will do quite well. However, the main issue with this trait is there are very few pieces of gear with both Igneous Potential and Tectonic Thunder available at the same time, and there aren’t many situations in which you would want to drop an Igneous Potential in favor of a Tectonic Thunder. The only situation that comes to mind would be a Fortified Motherlode.

Click/tap on a dungeon's header image to expand it.


Priestess Alun’za - Pool Maelstrom for the Spirit of Gold adds, and use Capacitor Totem or Thunderstorm to keep the adds away from blood puddles.

Vol’kaal - Pool Maelstrom when applicable to use Earth Shock when you have to move, but do not cap your Maelstrom.

Rezan - Use Tremor Totem to cleanse every other Terrifying Visage fear cast. If you get eaten during Pursuit, you will be unable to cast damaging spells, so make sure you use Healing Surge on yourself!

Yazma - Save Stormkeeper for the Soulspawn adds, and ensure your group stacks them well to get the most value out of AOE and stuns. The adds can be stunned with Capacitor Totem and slowed with Earthbind Totem.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • For Feasting Skyscreamer packs, dump Maelstrom into Earth Shock on the screamers and use Chain Lightning on the small birds to maximize group damage. However, on higher level keys you may want to use Earthquake to minimize the danger of the saurids. If you have no interrupts available, you can use Tremor Totem to dispel the fear. Try to stun with Capacitor Totem immediately before the birds jump.
  • If you're going the top route to Vol'kaal first, make sure you have CDs up for the trash pack before the boss.
  • The two Zanchuli Witch-Doctors are especially dangerous. This doesn't impact your damage on Vol'kaal too much, because the start of the fight is simply attacking the totems.
  • If you're going along the top route to Priestess Alun'za, purge the Dazar'al Colossus and focus your Maelstrom into it with Earth Shock casts.


Skycap’n Kragg - Ghost Wolf works very well for moving out of Vile Bombardment.

Council o’ Captains - Try to pool Maelstrom for Blackout Barrel, as you will need to burst it down very quickly with Earth Shock . Powder Shot can be line-of-sighted with the building next to the boss (use the pillars).

Ring of Booty - Frost Shock will be very helpful for damage while moving if you are targeted by a shark. If you have one or more Igneous Potential take advantage of the training dummies just outside the boss area, apply Flame Shock to them for additional Lava Burst procs.

Harlan Sweete - Use Earthbind Totem or Capacitor Totem on the Irontide Grenadier and he can kill himself away from your group.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • It's generally fine to use CDs on trash before every boss with the exception of Council o' Captains.
  • Consider priority damage with Earth Shock on the Irontide Enforcers before Skycap'n Kragg due to the immense tank damage these mobs put out.
  • If you aren't skipping the pack before Harlan Sweete, you should use cooldowns there as there is no (mechanical) urgency to killing Harlan Sweete quickly.

Kings' Rest

The Golden Serpent - use Stormkeeper + Chain Lightning on the slimes for extra Maelstrom.

Mchimba the Embalmber - Use Ghost Wolf if you’re about to be imprisoned to gain stacks of Spirit Wolf.

The Council of Tribes - Interrupt as soon as Zanzal the Wise spawns, and purge the Earthwall Totem’s shield. Pool Maelstrom before the totems spawn so you can quickly kill the Explosive Totem.

Dazar, the First King - use Tremor Totem to counter the fear from T’zala.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • In The Golden Serpent's room, you can have one person interrupt a single mob's Shadow Bolt Volley casts assuming they have a low (~15 sec) cooldown interrupt.
  • On the trash before Mchimba, use Stormkeeper as the tank starts to gather slimes. Do not get hit by the swirls, no matter what. With a large pull, getting hit by a single swirl will almost certainly mean your death.
  • In the hallway between Mchimba and Council, make sure you use Earth Elemental to help the tank with damage intake.

Operation: Mechagon - Junkyard

King Gobbamak - Use Stormkeeper + Chain Lightning on the adds that spawn for extra Maelstrom.

Trixie & Naeno - Use Wind Shear to interrupt Trixie’s “Taze” spell.

Gunker - Try and stay inside one of the safe zones provided by the bots during this fight. Use bursty spells like Earth Shock or Stormkeeper-buffed Lightning Bolts to break out any bots that get gunked up quickly.

HK-8 Aerial Oppression Unit - Save cooldowns for the burn phase of the boss. Use Earthbind Totem and Capacitor Totem to help crowd-control the bots that spawn. Use Ghost Wolf to run the maze during the intermission (remember: you can jump over the beams if timed correctly, but not the grates or the detector bots).

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • Towards Gunker and HK-8 Aerial Oppression Unit's rooms, there are mobs that can shrink your allies, allowing them to be trampled by friendlies (like the Mekkatorque encounter from Battle of Dazar'alor). Be careful not to trample your friends.
  • Throughout the instance, there are clickable bots that can be found and used by one person, providing a buff that should last the rest of the instance (until death). The "shock bots" are the most powerful here, contributing a significant amount of free damage if you have the buff. The "grease bots" are also beneficial, providing additional haste. Keep an eye out for where these spawn.

Operation: Mechagon - Workshop

Tussle Tonks - It is important to try and position yourself behind Gnomercy 4.U. when the Flame Vents ability is cast to reduce the incoming damage on this encounter. If Gnomercy 4.U. is chasing you during this ability, utilize Astral Shift.

K.U.-J.0. - Use Ghost Wolf to quickly move behind or away from containers. If you position carefully near a corner during Venting Flames, you can pop out in between damage ticks to cast instant cast abilities.

Machinist’s Garden - Dodge mechanics and burst down Inconspicuous Plant when it spawns.

King Mechagon - When targeted with Giga-Zap, it is best to remain still and let your other group members move away from you. Speed boosts like and Ghost Wolf can be handy during the pull-in from Magneto Arm, especially as its damage increases the closer you get to the arm itself.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • You can utilize the energy shield some mobs spawn to negate the damage of several abilities throughout the instance. This will be particularly important on Fortified weeks.

Shrine of the Storms

Aqu’sirr - when the boss splits into three parts, Earth Elemental can tank one to prevent a Sea Blast cast. With Primal Elementalist, your Earth Elemental can stun Grasp of the Depths

Tidesage Council - Earth Elemental can tank Galecaller Faye, making it significantly easier for melee to avoid cleaves and be in range for interrupts, as well as reducing damage to the tank. However, this requires micromanagement of the pet to move Faye out of the Reinforcing Ward.

Lord Stormsong - Using Ghost Wolf before the mind control allows you to run through orbs at a slightly faster pace. Pool Maelstrom for the mind control in the event it goes on your healer, as you’ll want to break it faster.

Vol’Zith the Whispherer - During the add phase, you can interrupt two casts from Forgotten Denizens in a row with some coordination. You will need to interrupt the first one within the first four seconds of the cast and a play with a long interrupt (such as mage or boomkin) will need to interrupt the second one close to the end of the cast. If that is done correctly you will be able to interrupt the second one near the end of its second cast. You can use Capacitor Totem, Earthbind Totem, and Thunderstorm to keep the Manifestation of the Deep adds from reaching the boss.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • The damage taken buffer before Hex breaks is decent, and using this spell on the Templars throughout the dungeon can significantly help the tank and healer.
  • Water Walking helps reach the final boss approximately 3 seconds faster (we didn't actually time this, sorry).

Siege of Boralus

Sergeant Bainbridge - Use Hex on the adds where necessary.

Dread Captain Lockwood - Keep Earthbind Totem down on the boss to keep her from jumping around due to her mechanic called Evasive. The adds that appear during the fight can be CCed (Hex), which will cause no further adds to spawn.

Hadal Darkfathom - No Elemental-specific tips.

Viq’Goth - If you ever get stuck in the water, spam jump and Water Walking. Earth Elemental can tank the Demolishing Terror tentacles, allowing your tank to help damage the Gripping Terror.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • On the Demolishers before Hadal Darkfathom, you can use Tremor Totem to dispel every other fear, assuming they last long enough. You can also line-of-sight this fear.
  • All of the trash before Hadal Darkfathom deal immense tank damage, making this an excellent section of the dungeon to use Earth Elemental.

Temple of Sethraliss

Adderis and Aspix - You can safely Flame Shock into Lightning Shield in most keys but will become increasingly dangerous on higher keys and tyrannical keys. If you decidce to Flame Shock avoid using it before Static Shock. Consider going into Ghost Wolf with Spirit Wolf before Static Shock, as it deals immense damage.

Merektha - Never stand in the toxic pools. If you are stunned with Knot of Snakes while in a toxic pool, you will likely die. Try and be near melee so they can quickly switch and kill or CC the Knot of Snakes if it’s applied to you.

Galvazzt - Astral Shift and Harden Skin are great for soaking a high number of stacks of the lightning beam.

Avatar of Sethraliss - Make sure you use Healing Surge on the boss between phases. Try to save mana for the use of Energy Fragments for additional healing.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • Some trash in the early parts of the dungeon apply a poison that puts you to sleep on movement. This can be dispelled with a proactive Tremor Totem, and greatly helps melee.
  • Krolusk Riders apply a lightning shield to themselves, which should be purged ASAP.
  • The Tenders before Merektha can be knocked back before they are start channeling. If you wait until after they start channeling, they will continue to channel from a distance.
  • In the orb gauntlet room, enter Ghost Wolf then grab the orb to prevent the slow effect.


Coin-operated Crowd Pummeler - Save cooldowns and pool Maelstrom for a few stacks of the Footbomb damage increase.

Azerokk - Use Stormkeeper and Capacitor Totem on the pull, stunning the 2 nearest Earthragerss. If two Earthragers fixate to the same area, you can use Thunderstorm to knock them closer to the boss for added cleave.

Rixxa Fluxflame - No elemental specific tips.

Mogul Razdunk - No elemental specific tips.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • Some ideal strats for The MOTHERLODE!! involve "corpse running" to skip trash. Avoid using Ankh so you can do this (and resurrect a healer for mass resurrection).

The Underrot

Elder Leaxa - The boss ramps up very hard, and you will want to have cooldowns for this boss.

Cragmaw the Infested - There’s a ton of movement in this fight, so try to pool Maelstrom to have an extra GCD of movement when soaking the larva.

Sporecaller Zancha - If your group is overwhelmed by spores and you desperately need to clear, just run through as many as possible and use Ankh. Upheaval does quite a bit of damage, so save Astral Shift and spec Spirit Wolf if you’re afraid you might get one-shot. You can technically dodge it but without burst mobility if you are not far from the boss it will be unreliable.

Unbound Abomination - Chain Lightning is exceptional for clearing spores and generation Maelstrom.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • The fear applied by the two large mobs before Unbound Abomination can be cleansed with Tremor Totem.

Tol Dagor

The Sand Queen - Earth Elemental does a great job of tanking the drone adds. Upheavel can get out of control pretty quickly, so consider using Spirit Wolf to survive. Save Stormkeeper for drone spawns, and don’t bother with Earthquake on these unless it’s a Necrotic week or Tyrannical week.

Jes Howlis - During the second phase anyone can interrupt Bobby on his stun even before the shield is broken. Be ready to tremor totem if there are no available ranged interrupts and Bobby runs away to cast his fear.

Knight Captain Valyri - Ghost Wolf makes moving barrels quite easy. Move two of the closest barrels out of the room before pulling the boss to make the start easier.

Overseer Korgus - Positioning is key in this fight, but there are no elemental specific tips.

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • Purge the Looters immediately after pulling if you have no Blood Elves or no Priest.
  • You can do an incredibly large pull to the cannons and have Earth Elemental tank the mobs, as it will not take friendly fire damage from the cannon.

Waycrest Manor

Heartsbane Triad - you can dispel Runic Mark, so communicate with your healer if you want to dispel it or not as it deals damage upon expiration or removal. Make sure to purge buffs from your friends if they are mind controlled, especially if it’s a big cooldown like Bloodlust or Icy Veins, as they will finally admit that you play the better class.

Soulbound Goliath - Pool Maelstrom to kill Soul Thorns.

Raal the Gluttonous - Chain Lightning works very well on this boss, as his hitbox is very large you can reliably hit every expulsion and any servants that get close.

Lord and Lady Waycrest - If you have one or more you can stand near the edge of the room and apply Flame Shock to Lady Waycrest throughout the encounter for more Lava Burst procs. There is a barrier there so don’t worry about falling off.

Gorak’Tul - You can interrupt every Darkened Light (unless you are stunned).

Trash mobs - below are some notes on how to handle the rest of the dungeon:

  • Much of the trash in this dungeon apply curses, so use your decurse liberally.
  • Due to the variance added with the different door openings, there are no good recommendations to be made for cooldown usage.