Maw of Souls Mythic+ Guide (Legion 7.2.5) (2025)

Table of Contents

  • +1. Mythic+ Affixes
    • 1.1. Tier 1 Affixes (Active at 4+ Keystones)
    • 1.2. Tier 2 Affixes (Active at 7+ Keystones)
    • 1.3. Tier 3 Affixes (Active at 10+ Keystones)
  • 2. Maw of Souls Timer: 24 minutes
  • +3. Ymiron, the Fallen King
    • 3.1. Important Trash to Note
      • 3.1.1. Enslaved Shieldmaiden
      • 3.1.2. Seacursed Slaver
      • 3.1.3. Cursed Falke
      • 3.1.4. Seacursed Soulkeeper
    • 3.2. Ymiron, the Fallen King Encounter
      • 3.2.1. Quick TL;DR
      • 3.2.2. Overview
      • 3.2.3. Bane
  • +4. Harbaron
    • 4.1. Important Trash to Note
      • 4.1.1. Waterlogged Soul Guard
      • 4.1.2. Seacursed Swiftblade
      • 4.1.3. Night Watch Mariner
      • 4.1.4. Shroud Hound
      • 4.1.5. Seacursed Mistmender/Skeletal Warrior
      • 4.1.6. Helarjar Champion
    • 4.2. Harbaron Encounter
      • 4.2.1. Quick TL;DR
      • 4.2.2. Overview
  • +5. Helya
    • 5.1. Important Trash to Note
      • 5.1.1. Helarjar Mistcaller
      • 5.1.2. Skjal
      • 5.1.3. Skeletal Warrior/Skeletal Sorcerer
    • 5.2. Helya Encounter
      • 5.2.1. Quick TL;DR
      • 5.2.2. Overview
      • 5.2.3. Phase One
      • 5.2.4. Intermission
      • 5.2.5. Phase Two
  • 6. Changelog

1.

Mythic+ Affixes

When you reach level 4 in your Mythic+ dungeons, you will start to seeaffixes attached to the keystone which add additional effects to enemies withinthe dungeon. Each tier (4, 7, and 10) cannot be duplicated within onekeystone, so you will have one of each at higher levels and they will cycleeach week. Combinations can vary in difficulty and how much they synergise witheach other and the instance in question, but all of them have an impact andhave to be dealt with in different ways.

1.1.

Tier 1 Affixes (Active at 4+ Keystones)

Raging. When targets reach 30% health, they Enrage, and deal 100%bonus damage. This encourages burning enemies down individually when theyreach this point, or saving hard crowd control like stuns for when they reachthis point during AoE.

Bolstering. Whenever an enemy dies, it buffs other enemies in combatwith an additional 20% health and damage, which heavily encourages killing themat the same time, or within a small window of each other. In larger groups,this can be deadly if mis-managed. Note this does not, however, interact withadds summoned via boss mechanics.

Sanguine. When enemies die, they leave a small pool on the groundwhich deals damage to players and heals enemies standing within them. Thisincreases the awareness requirement, and means you need to reposition groupsquickly around them.

Teeming. The dungeon itself will generate additional lesser adds,which increases the number of targets in pulls. This mostly increases thedifficulty of pulls as additional enemies will be active in each pack.

Bursting. When minions die within the dungeon, all party membersinside will receive a stacking debuff that deals 5% of their maximum healthevery 2 seconds for 4 seconds. This requires the party to kill targets in astaggered fashion to prevent it stacking too high and killing off players,and for the healer to be acutely aware of the state of the party health whenit is applied.

1.2.

Tier 2 Affixes (Active at 7+ Keystones)

Volcanic. This causes random patches on the ground to spawn that willdeal high pulsing damage if standing within them. Managing this is mostly onplayers avoiding them whenever they appear, and will by extension result inreduced DPS due to players avoiding them.

Necrotic. All enemies will apply a stacking debuff that deals flatticking damage, and reduces healing/absorption received by 3%, stacking up to10 with additional hits. This increases the intensity of tank healing and addsan additional component to the damage they receive.

Skittish. Enemies will randomly drop all threat on their currenttarget. This makes it significantly more dangerous for DPS and adds an extrafactor for tanks to account for, as dangerous mobs will require additionalattention to keep in check.

Explosive. Enemies will occasionally spawn Explosive Orbs nearbywith a small amount of health. These will will detonate after 6 seconds ifnot killed, dealing 50% of the all party members' maximum health. These orbsare immune to AoE and crowd control, so need to be switched to and killedquickly throughout the dungeon.

Quaking. All players will periodically cause a Shockwave 8 yardsaround their character, dealing 20% of players' maximum health to any playersstanding inside it after 3 seconds and interrupting casts. Players should remainspread to avoid taking more than one hit.

Grievous. Any players that falls below 90% health will be afflictedby a Grievous Wound, dealing a percentage of the player's maximum health every3 seconds, stacking up to 5 times. This is permanent throughout the dungeon,so the healer needs to be aware of the stacks and heal players back above 90%to remove the debuff.

1.3.

Tier 3 Affixes (Active at 10+ Keystones)

Tyrannical. Increases the health of boss targets by 40%, and theirdamage by 20%. This intensifies bosses significantly and must be noted whendealing with some of the more dangerous ones, as it also affects abilitiesalongside extending the duration of the fights in question.

Fortified. Increases the health of minions within the dungeon by 20%,and the damage they deal by 40%. This intensifies the trash pulls significantlyand in some cases can limit how many extra you can pull at once, which willslow your pace between bosses.

2.

Maw of Souls Timer: 24 minutes

Maw of Souls is broken up into two sections, the Helmouth Cliffs and theNagalfar. There are a number of opportunities to pull extra packs and push thetimer, but just be wary of abilities and the danger that it could create whendoing so, as much of the trash have access to very punishing abilities.

The Helmouth Cliffs opening is entirely linear, so the path you will runwill generally look like this:

Maw of Souls Mythic+ Guide (Legion 7.2.5) (1)

The bottom deck of the Nagalfar has two different sides as you head up tothe stairs, presenting two different groups of enemies you can deal with beforereaching the upper deck, the left or the right:

Maw of Souls Mythic+ Guide (Legion 7.2.5) (2)

On the top deck of the ship, you should run down the left side for ease.Note the mini-boss will provide 8% of the enemy forces requirement, so ifyou need any extra forces you can pull additional enemies on the rightside:

Maw of Souls Mythic+ Guide (Legion 7.2.5) (3)

3.

Ymiron, the Fallen King

Leading up to Ymiron there are 4 total pulls that can be condensed into 2,depending on the comfort of your tank and healer. Note that the more you pulltogether, the more dangerous this is, and some affixes can make this even moredifficult, so you need to decide as a group how much you are comfortable doing.All of the Kvaldir on this pathway have some extremely dangerous abilities bothfor the tank and the group, so be aware of all of them when considering yourstrategy.

3.1.1.

Enslaved Shieldmaiden

Enslaved Shieldmaidens will cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (4) Breach Armor andMaw of Souls Mythic+ Guide (Legion 7.2.5) (5) Hew Soul, and are the most significant threat to tanks.Maw of Souls Mythic+ Guide (Legion 7.2.5) (6) Breach Armor will deal moderate Physical damage and leave a stackingdebuff, reducing armor by 10% for 9 seconds. This increases the intensity ofthe damage taken by the tank from all enemies engaged, so the longer the pullscontinue, the more damage will be taken. Maw of Souls Mythic+ Guide (Legion 7.2.5) (7) Hew Soul will deal low Shadowdamage, but leave a debuff that will absorb an amount of healing equal to thedamage dealt, so both tanks and healers should be acutely aware of this beingcast and react accordingly to prevent losing the tank in a quick burst. DPSshould also make sure to stay behind any Shieldmaidens, as Hew Soul will cleaveany targets in front of them when cast.

3.1.2.

Seacursed Slaver

Seacursed Slavers will spawn with the above Shieldmaidens, andpresent a higher threat to the group than to the tank, castingMaw of Souls Mythic+ Guide (Legion 7.2.5) (8) Barbed Spear, Maw of Souls Mythic+ Guide (Legion 7.2.5) (9) Fracture, and Maw of Souls Mythic+ Guide (Legion 7.2.5) (10) Swirling Muck.Barbed Spear begins with a cast toward a random ranged player that,after 3 seconds, will pull any players within 3 yards of the targeted area intomelee range of the Slaver, followed up with a secondary Barbed Spearcast. This hits any players around the slaver, dealing moderate Physical damageand leaving a DoT on those struck. Whilst healers should help to smooth thisout, DPS should attempt to avoid this if possible or, if hit, use defensivetools to survive the bleed. Fracture is a frontal cleave that will hitany players in front of the caster, so DPS should take special note to standbehind Slavers, and they should be positioned accordingly by the tank to makethis easy for the group to do to reduce damage intake. Finally,Swirling Muck is cast at a random group member, and will deal lowNature damage alongside leaving a patch on the ground. This will continuallyhit players remaining in the ground effect left behind, so players should moveout of it quickly.

3.1.3.

Cursed Falke

Cursed Falkes will spawn and attack the party when you cross over thebridge as a group of 4. Each will cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (11) Ravenous Bite that will dealmoderate Nature damage to their current target, and leave a light Nature DoT.Each application is individual as opposed to a stacking effect, so players canhave multiple instances of this on them at the same time.

3.1.4.

Seacursed Soulkeeper

Seacursed Soulkeepers are also extremely dangerous, with their castsall being potentially lethal, especially players in melee range of the targetdue to Maw of Souls Mythic+ Guide (Legion 7.2.5) (12) Defiant Strike. When this is cast by the Soulkeeper, it willbegin marching forward, dealing extremely high Physical damage to those caughtin its wake. When this begins, players should quickly get out of the way, andwhen the cast ends it will finish with another Maw of Souls Mythic+ Guide (Legion 7.2.5) (13) Defiant Strike, dealingmassive Physical damage to all players within 7 yards of the Soulkeeper.Maw of Souls Mythic+ Guide (Legion 7.2.5) (14) Brackwater Blast will also be cast routinely by the Soulkeeper,applying a short 3-second debuff on a random non-tank player. When thisexpires, it will deal moderate Frost damage to the targeted player and anyallies within 8 yards. The afflicted player should get out of the group quicklyto avoid additional damage to the group.

3.2.

Ymiron, the Fallen King Encounter

3.2.1.

Quick TL;DR

Melee and Tanks avoid Maw of Souls Mythic+ Guide (Legion 7.2.5) (15) Screams of the Dead. Heal throughMaw of Souls Mythic+ Guide (Legion 7.2.5) (16) Winds of Northrend and be careful of knockbacks into Maw of Souls Mythic+ Guide (Legion 7.2.5) (17) Banetelegraphs. Try to soak some ranged orbs with defensive abilities to reduce addspawns. Cleave down any Risen Soldiers that spawn with Maw of Souls Mythic+ Guide (Legion 7.2.5) (18) Arise, Fallen.Tanks use active mitigation and defensive tools to surviveMaw of Souls Mythic+ Guide (Legion 7.2.5) (19) Dark Slash.

3.2.2.

Overview

Ymiron, the Fallen King presents an increasingly powerful tank checkthe further up in Mythic+ you reach, as his base damage dealt becomes extremelypunishing. The tank should always pay attention to upcoming Maw of Souls Mythic+ Guide (Legion 7.2.5) (20) Dark Slashcasts, as this deals massive Shadow damage to Ymiron's current target.Defensive tools should be used for this to prevent getting instantly killed bythese, especially at higher keystone levels.

Generally it is advised to use cooldowns at the start and burn him down asquickly as possible to reduce the encounter time as much as possible. Any AoEcooldowns should be saved for the add period following Maw of Souls Mythic+ Guide (Legion 7.2.5) (21) Bane, andtanks/healers should organise cooldowns for this as tank damage will spikevery high.

Ymiron will routinely cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (22) Screams of the Dead, starting 5 secondsinto the encounter and then every 30 afterwards. This will deal heavy Shadowdamage and fear any players remaining in the telegraph circle around Ymironafter 2 seconds. Players should avoid this to reduce risk from other mechanicsand reduce downtime.

Maw of Souls Mythic+ Guide (Legion 7.2.5) (23) Winds of Northrend will be cast shortly after each cast ofMaw of Souls Mythic+ Guide (Legion 7.2.5) (24) Screams of the Dead, that will deal high Frost damage to the group andknock everyone back 20 yards. Be aware of your position during this to avoidbeing knocked back into Maw of Souls Mythic+ Guide (Legion 7.2.5) (25) Bane orbs, as this can be lethal.

Finally, Maw of Souls Mythic+ Guide (Legion 7.2.5) (26) Bane will be cast after the above two abilities, that willspawn a number of purple orbs that will rotate around the room. These will dealhigh damage if players come into contact with them and hit all other playersfor a smaller amount. Each orb that remains when Maw of Souls Mythic+ Guide (Legion 7.2.5) (27) Arise, Fallen is castwill create a purple telegraph on the ground that will deal heavy Shadow damageto players when they land after 2 seconds, and spawn a Risen Warrior.These should be picked up quickly by the tank and AoEd down, as they becomeincreasingly dangerous due to the stacking Maw of Souls Mythic+ Guide (Legion 7.2.5) (28) Vigor effect, increasingdamage dealt by 10% per stack.

3.2.3.

Bane

These patches can be soaked up by players to reduce the number ofRisen Warriors triggered by Maw of Souls Mythic+ Guide (Legion 7.2.5) (29) Arise, Fallen, but be wary of howmuch damage an orb will deal. Plan this out beforehand based on how much helpthe tank will need with incoming damage versus the Healer's ability to managethe orb hits.

4.

Harbaron

4.1.

Important Trash to Note

Following Ymiron, you will summon the Nagalfar via the horn on the hilltop,and enter the final area of the dungeon. There is a number of rooms in the lowerdeck containing a variety of pulls, and the staircase that leads youup the final path to the upper deck and Harbaron.

4.1.1.

Waterlogged Soul Guard

Waterlogged Soul Guards will deal moderate tank damage, and castthree different spells, Maw of Souls Mythic+ Guide (Legion 7.2.5) (30) Six Pound Barrel and Maw of Souls Mythic+ Guide (Legion 7.2.5) (31) Soul Siphon. Barrelcasts cannot be interrupted, and will launch a barrel rolling toward a randomplayer in the group that will detonate on impact, and also deal damage to anyplayer it comes into contact with. This deals heavy Frost damage when thishappens, or 5 yards around the impact point when it reaches the player'slocation, so spread out to mitigate the effect of this. Soul Siphon isinterruptible, and will deal light Shadow damage every half second to a randomplayer in the group. This also heals the Soul Guard for any damage dealt.Finally, Maw of Souls Mythic+ Guide (Legion 7.2.5) (32) Curse of Hope will be applied to random players, reducingdamage by a percent relative to their current health remaining, which should bedecursed immediately if possible, but if not then the player should be kepthealthy so as to mitigate the damage reduction effect.

4.1.2.

Seacursed Swiftblade

Seacursed Swiftblades are a particular annoyance due to theirMaw of Souls Mythic+ Guide (Legion 7.2.5) (33) Sea Legs effect granting a 50% chance to deflect spells and abilitiescast upon them.

Tanks should be wary of Seacursed Swiftblades due toMaw of Souls Mythic+ Guide (Legion 7.2.5) (34) Very Sinister Strike, which deals massive Shadow damage to their currenttarget. Swiftblades will also cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (35) Deceptive Strike after reaching 50%health, becoming invisible and spawning two ghosts behind a random player.After 3 seconds, these will deal a massive Physical damage cleave in front ofboth copies to any players in the area, so get away from these quickly. Afterre-appearing, they will gain Maw of Souls Mythic+ Guide (Legion 7.2.5) (36) Sea Legs for 6 seconds, granting a 50%chance to deflect spells and abilities cast upon them. This can be dispelled,but the deflect chance also applies to dispel casts so this is difficult toremove.

4.1.3.

Night Watch Mariner

Night Watch Mariners present a large danger to the group with a veryhigh damage AoE ability in Maw of Souls Mythic+ Guide (Legion 7.2.5) (37) Lantern of Darkness. This cannot beinterrupted, and will hit the entire group for massive periodic Shadow damageover 6 seconds. This will require defensive and healing cooldowns to make itthrough comfortably and should be used whenever this is cast. On top of this, itwill frequently cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (38) Bind on the tank, dealing heavy Physical damagefollowed up by a moderate Bleed lasting 12 seconds.

4.1.4.

Shroud Hound

Shroud Hounds will be in a large group of six in the second room ofthe lower deck, and also as a patrolling group of 3 around theThe Grimewalker. These will all deal heavy Physical damage to theircurrent target, and are easy to lose track of due to Maw of Souls Mythic+ Guide (Legion 7.2.5) (39) Shroud Strikecasts, causing them to teleport to a random player in the group and dealmoderate Nature damage. Try to stun them when pulled and keep them grouped upto AoE them down.

4.1.5.

Seacursed Mistmender/Skeletal Warrior

On the right side, you will encounter a group containing aSeacursed Mistmender and two Skeletal Warriors. Mistmenders arecasters and will constantly cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (40) Shroud Bolt at a random player,dealing light Shadow damage, chaining to nearby allies that should be healedthrough — do not waste interrupts on this. The most dangerous cast isMaw of Souls Mythic+ Guide (Legion 7.2.5) (41) Torrent of Souls, which will fire out projectiles at random players inthe group and splash around them, dealing moderate Frost damage. This will alsoheal any other enemies around the Mistmender for the damage dealt, so interruptthis cast this as a priority. Skeletal Warriors will deal heavy tank damage andrepeatedly cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (42) Mortal Strike for moderate Physical damage alongsidereducing incoming healing so defensives should be used when this is active tomake it easier on the healer. They will also Maw of Souls Mythic+ Guide (Legion 7.2.5) (43) Hamstring their currenttarget, dealing light Physical damage and reducing movement speed by asignificant amount. These are not a priority compared to other targets in thegroup and have lower health, so will generally be cleaved down.

4.1.6.

Helarjar Champion

In the final corridor up the stairs blocking the path to Harbaron,there will be two Helarjar Champions. These deal heavy tank damage, and willregularly cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (44) Ghostly Rage on themselves, increasing their size andattack speed by 30%. Maw of Souls Mythic+ Guide (Legion 7.2.5) (45) Bone Chilling Scream will be cast by both of themroughly every 20 seconds, and both should be interrupted as if a cast completesit will fear all players for 3 seconds.

4.2.

Harbaron Encounter

4.2.1.

Quick TL;DR

Focus down Shackled Servitor and Fragment adds when spawned. InterruptServitor's Maw of Souls Mythic+ Guide (Legion 7.2.5) (46) Void Snap, and avoid Maw of Souls Mythic+ Guide (Legion 7.2.5) (47) Cosmic Scythe while staying spreadout to avoid it being too disruptive. Move out of Maw of Souls Mythic+ Guide (Legion 7.2.5) (48) Nether Rip and avoidpatches left behind.

4.2.2.

Overview

Harbaron deals massive damage with his abilities following changesin 7.2, that players must pay attention to, especially during Tyrannical weeks.Dealing efficiently with additional targets spawned by him throughout theencounter is important, and mis-stepping here can not only lead to reduced thespace in the room but also deaths, so handling them as they come iscrucial.

Harbaron will spawn two separate types of adds, the first beingShackled Servitor. This will create a ghostly Vrykul that will attemptto chain cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (49) Void Snap, that will deal heavy Shadow damage to thegroup and must be interrupted. Kill these off quickly as they spawn to preventany extra damage risk to the group.

The second follows a cast of Maw of Souls Mythic+ Guide (Legion 7.2.5) (50) Fragment, that will stun the targetedplayer and spawn four copies of them that will slowly move to the edge of theroom. While these remain active, they will deal increasing Shadow damage tothe targeted player so should ideally be stunned when they spawn and AoEd downimmediately.

There are also two environmental mechanics, Maw of Souls Mythic+ Guide (Legion 7.2.5) (51) Cosmic Scythe andMaw of Souls Mythic+ Guide (Legion 7.2.5) (52) Nether Rip. The first will target a player and spawn a line of scythesthat will swing down, dealing massive Shadow damage to any players in theirwake. This does not track the target, so simply side step the direction he isfacing when the cast begins. Maw of Souls Mythic+ Guide (Legion 7.2.5) (53) Nether Rip on the other hand will spawn apurple patch on the deck that will deal heavy Shadow damage every second to anyplayers who remain in the telegraphed area. These can be quite a problem whiledealing with adds but try to avoid being inside them. Reposition the boss tosafe areas to avoid these stacking up and blocking off areas in the arena.

5.

Helya

5.1.

Important Trash to Note

The top deck, leading to Helya, will contain an amalgam of trashfrom the lower decks, alongside a new enemy in the Helarjar Mistcaller,and a mini-boss, Skjal. It is advised moving down the left side. Stunsshould be used very liberally in this section, as there are a number ofextremely dangerous casts that your group may not be able to keepinterrupted.

5.1.1.

Helarjar Mistcaller

Much like Mistmenders from the lower decks, Helarjar Mistcaller arecasters that attempt to cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (54) Shroud Bolt as their primary attack.They, however, have two far more important casts to note,Maw of Souls Mythic+ Guide (Legion 7.2.5) (55) Surging Waters and Maw of Souls Mythic+ Guide (Legion 7.2.5) (56) Whirlpool of Souls. Whirlpool of Soulsfunctions in the same way as Maw of Souls Mythic+ Guide (Legion 7.2.5) (57) Torrent of Souls from Mistmenders, dealingmoderate Frost damage and healing allies nearby, and as such should beinterrupted. Surging Waters on the other hand is a targeted cast on a lowhealth enemy mob, that will heal them for a massive amount (usually around 50%)of their maximum health. When this begins casting it is a priority.

Note that none of the casts from surrounding enemies are moredangerous than Maw of Souls Mythic+ Guide (Legion 7.2.5) (58) Bone Chilling Scream from accompanyingHelarjar Champions, as this runs a massive risk of pulling additionalenemies via the fear and should always have an interrupt reserved for it.

5.1.2.

Skjal

Skjal is a mini-boss that on top of having some quite dangerousmechanics, will constantly spawn a mix of 2 Skeletal Warriors orSkeletal Sorcerers that also present a threat.

Skjal himself will deal heavy Tank damage and cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (59) Bindperiodically, which, like the lower deck Mariners, deals heavy Physical damageand applies a Bleed. He will also cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (60) Double, a cleaving attackdealing two moderate Physical damage hits to any players standing in front ofhim, so the tank should position him facing away from the rest of thegroup.

Skjal will also routinely cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (61) Debilitating Shout, that will dealmoderate Nature damage to all players within range, and increase all damagetaken by 5%. This effect stacks, but he should not cast this within the debuffperiod to refresh it. This can and should be interrupted whenever he attemptsto cast it.

Roughly every 15 seconds, he will select a non-Tank player (usually Ranged)with Maw of Souls Mythic+ Guide (Legion 7.2.5) (62) Give No Quarter, creating a line of ghostly Kvaldir that will AoEaround them in sequence, and finally teleport to the target destination dealingheavy Arcane damage to anyone in the path or nearby.

5.1.3.

Skeletal Warrior/Skeletal Sorcerer

When Skjal emotes, he will summon a combination of two differentSkeletons. Skeletal Warriors will apply Maw of Souls Mythic+ Guide (Legion 7.2.5) (63) Hamstring to the theirprimary target, and deal heavy melee damage if not picked up.Skeletal Sorcerers, on the other hand, will cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (64) Necrotic Bolt atrandom players with no threat table, dealing light Shadow damage and applyingMaw of Souls Mythic+ Guide (Legion 7.2.5) (65) Necrotic Infusion to the player hit, increasing damage dealt bysubsequent Bolts. If this debuff reaches 3 stacks, a Maw of Souls Mythic+ Guide (Legion 7.2.5) (66) Necrotic Barragewill be triggered, dealing massive Shadow damage to the group. Attempt tointerrupt these Necrotic Bolt casts with any spare crowd control abilities, andcontrol the adds with stuns to keep them in place and cleave them down, toprevent the spawns from overwhelming the group. If too many Sorcerers arepresent (especially during Fortified weeks), then focus them down and removethe threat of the Barrage.

5.2.

Helya Encounter

5.2.1.

Quick TL;DR

Healer dispel Maw of Souls Mythic+ Guide (Legion 7.2.5) (67) Taint of the Sea in a safe spot. FocusDestructor Tentacles, then Grasping Tentacles in Phase One,avoid gaps in the platform, and dodge Maw of Souls Mythic+ Guide (Legion 7.2.5) (68) Brackwater Blast. Avoid gapsduring intermission alongside telegraphs on the platform. InterruptMaw of Souls Mythic+ Guide (Legion 7.2.5) (69) Torrent, and dodge Maw of Souls Mythic+ Guide (Legion 7.2.5) (70) Corrupted Bellow.

5.2.2.

Overview

Helya contains two main phases separated by an intermission. Thisintermission will repeat in the second phase if you cannot kill her quicklyenough. The first phase is focused around burning tentacles to force Helya ontothe platform, and the second is a movement-heavy encounter that has high dangerAoE telegraphs to avoid. Gaps in the platform will form from casts ofMaw of Souls Mythic+ Guide (Legion 7.2.5) (71) Piercing Tentacles, and if players fall into these holes they will takeheavy Frost damage and be stunned for 3 seconds, which must be avoided for theremainder of the encounter.

Maw of Souls Mythic+ Guide (Legion 7.2.5) (72) Taint of the Sea will be cast in both main phases, applying adispellable magic debuff on a random non-Tank player, dealing heavy Frostdamage every second followed by a heavy blast to all players in the room whenit expires. Players affected should move to a safe edge and be dispelled,which leaves behind Maw of Souls Mythic+ Guide (Legion 7.2.5) (73) Tainted Essence. This will be a large greentelegraph, that after 2.5 seconds will detonate for lethal Frost damage.Players should pay special attention to this patch when spawned and stay wellclear.

5.2.3.

Phase One

Two types of tentacles will spawn as you engage Helya,Destructor Tentacles and the Grasping Tentacles. Phase One willend after 6 total tentacles have been defeated, so do not spread damage onextra tentacles that spawn after this as it will be wasted.

Destructor Tentacles will spawn one at a time, and should be focuseddown when they are active. They will deal massive Tank damage, and castMaw of Souls Mythic+ Guide (Legion 7.2.5) (74) Rapid Rupture to their current target, leaving a very dangerous DoTthat requires heavy defensive tools and must be healed through as a priority.They will also repeatedly cast Maw of Souls Mythic+ Guide (Legion 7.2.5) (75) Smash if no player is in melee range ofit, meaning the tank must immediately move to newly spawned tentacles. Thispresents a time check, in that old tentacles must be defeated before new onesspawn, to prevent being overwhelmed.

Grasping Tentacles will be attached to the left and right side ofthe ship, and merely serve as an additional way to burn down Helya with noextra effect. These have large hitboxes, so cleave can be useful to chip themdown.

There are two dangerous area effects that Helya will cast in this phase, thefirst being Maw of Souls Mythic+ Guide (Legion 7.2.5) (76) Piercing Tentacle. These will breach the platform and dealheavy damage to any players who remain in the area after the animationcompletes, also creating a gap in the platform that must be avoided. Anyone whoenters this area after the breach is created will take heavy Frost damagethrough triggering Maw of Souls Mythic+ Guide (Legion 7.2.5) (77) Swirling Water. Helya will also castMaw of Souls Mythic+ Guide (Legion 7.2.5) (78) Brackwater Blast, that will charge up on either the left or rightside of the ship, indicated by the glowing hand Helya is holding up after thecast alert, that after 3 seconds will deal lethal Frost damage to anyone onthat side of the ship. Move to the other side quickly to prevent Phase Onedeaths.

5.2.4.

Intermission

After any combination of 6 tentacles are destroyed and Helya reaches 82%health, she will submerge and bombard the platform. A number ofMaw of Souls Mythic+ Guide (Legion 7.2.5) (79) Piercing Tentacles will rise through the deck, and there will be alarge amount of Maw of Souls Mythic+ Guide (Legion 7.2.5) (80) Turbulent Waters telegraphs littered in the area thatmust be avoided. Take note of the gaps created during Phase One, and make sureto avoid these as getting stunned in this phase is particularly lethal due toadditional effects that may hit you.

5.2.5.

Phase Two

Phase Two retains the Maw of Souls Mythic+ Guide (Legion 7.2.5) (81) Taint of the Sea mechanic alongside the gaps onthe deck that spawned during Phase One and the intermission, but Helya willengage the party directly dealing heavy tank damage; and the encounter will endwhen you reduce Helya to 70% health. You must also always make sure as a tankto remain in melee range, else Helya will begin repeatedly castingWing Buffet dealing heavy Physical damage to the group.

The two new mechanics of this phase are Maw of Souls Mythic+ Guide (Legion 7.2.5) (82) Torrent andMaw of Souls Mythic+ Guide (Legion 7.2.5) (83) Corrupted Bellow. The first can and should be interrupted in arotation between the group, as any successful cast will deal heavy Frost damageto the group. Maw of Souls Mythic+ Guide (Legion 7.2.5) (84) Corrupted Bellow will target one third of the platform(Left, Centre, or Right) and deal massive Shadow damage every half second toplayers in the area, increasing in intensity with each wave. Try to positionyourself in the centre of the platform to give yourself the best chance ofadjusting when she begins the channel, and plan your route based on where thegaps in the platform are; as a stun during this cast at a bad point will almostcertainly cause a death.

6.

Changelog

  • 22 Aug. 2017: Guide added.

+ show all entries- show only first 2 entries

Maw of Souls Mythic+ Guide (Legion 7.2.5) (2025)
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