
Liberation of Undermine
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Choose your roles:
Vexie and the Geargrinders
Balance Vexie Talents
Feral Vexie Talents
- Hold your 3rd use of
Force of Nature and your 2nd use of
CA/
Incarnation to make use of both inside lust for intermission damage amp.
- Pool AP for easy movement if you're targeted by
Spew Oil.
- Can use
Mass Entanglement on the Support Rig adds in intermission on mythic difficulty.
- Use first set of cooldowns on pull, and if necessary, hold
Berserk/
Convoke the Spirits for intermissions. Continue to use
Tiger's Fury on cooldown.
- Use
Barkskin when soaking
Oil Canister on mythic difficulty.
- You can back away from the boss and utilize
Wild Charge in
Cat Form to get behind the boss quickly for intermission, if there is still an oil puddle in the way.
- Use
Predatory Swiftness proc on
Entangling Roots during intermission to keep Support Rig's away from melee. If you're on the first one, you'll need to refresh later in the phase.
- For the third Support Rig of each phase, you can use
Mass Entanglement or
Ursol's Vortex paired with
Entangling Vortex and it will last long enough.
Cauldron of Carnage
Balance Cauldron Talents
Feral Cauldron Talents
- Can swap out
Stellar Flare for
Wild Surges if it makes the fight easier for you.
Stellar Flare can gain some value in intermission if you manage to keep it up on both targets.
- On Torq (gorilla) side, pool AP for easier movement to better dodge swirlies before boss uses
Thunderdrum Salvo. Do not get cut off and don't cut off others with your swirlie!
- Can use
Mass Entanglement on the
Voltaic Image adds as they fixate players.
- On Flarendo (dino) side, position close to boss and
Wild Charge to the bomb soak.
- During the intermissions, make sure to dot up both Flarendo and Torq.
- After intermissions, use
Skull Bash or
Wild Charge to charge to whichever boss you are attacking. Be mindful of the ground when you do so.
- On Torq (gorilla) side, stack with melee, and stagger
Pool Drops in a predictable direction across the boss.
- Any
Voltaic Images you miss with
Mass Entanglement can instead be rooted with
Entangling Roots, using
Predatory Swiftness procs.
- If you're forced out of melee on Flarendo (dino) side, take advantage of
Lunar Inspiration, bad casts and overcapping combo points is better than overcapping energy. (That being said, try to not be stuck out of melee)
- Use defensives for
Scrapbomb detonations. This will still damage you on Torq's side of the arena.

Rik Reverb
Balance Rik Reverb Talents
Feral Rik Reverb Talents
- Commit defensives when soaking Amplifier Pylons.
- On mythic difficulty, be proactive when targeted by
Faulty Zap to break the shield on the pylons.
- The boss is immune during the intermission, save cooldowns for after it ends!
- Intermissions are a superb time to use
Bear Form into
Frenzied Regeneration.
- When the boss casts
Sparkblast Ignition, try to
Primal Wrath as many Pyrotechnics as you can.
- Be mindful that
Primal Wrath will not trigger the haste buff when hitting Pyrotechnics as it is considered multiple rip procs. Due to this, make sure you hit them with
Brutal Slash and/or
Thrash too.
Stix Bunkjunker
Balance Stix Talents
Feral Stix Talents
- You should probably play Balance instead.
- You can optionally replace
Lunar Inspiration with
Rampant Ferocity for more AoE, if you're able to get the mobs stacked well enough.
- Use lorrgs to double check which add sets to use cooldowns on. Generally the first set of adds are not necessary to send your cooldowns on as your raid has lust running for this.
- If you are the only Moonkin on your team, you can use
Growl to taunt the boss before he uses the first
Electromagnetic Sorting of the fight so you are not eligible to get picked for ball on the harder sets of the fight until the very end when the boss has cycled through every player.
- You should cap on AP before the boss is about to use
Electromagnetic Sorting and start casting
Starfall a few seconds before the boss starts casting and use your cooldowns as he begins casting and keep casting
Starfall.
- Your Starfall will rip aggro on the Junkyard Hyena's that spawn around the room. Be careful of your positioning here. Try to be close to a tank that can take the threat from you. Consider using
Ursol's Vortex or ask for an external if you're in danger.
- Make sure to prioritize damaging Territorial Bombshells. These are the highest priority add, as running into them will wipe your raid.
- Stix Bunjunker Kill Video
- At the end of the fly-phase, you can quickly re-enter melee range via
Wild Charge.
Sprocketmonger Lockenstock
Feral Sprocketmonger Talents
Balance Sprocketmonger Talents
- Feral is generally a better spec for this fight as the heavy movement can feel rough for Moonkin and melee generally has an easier time on this boss.
- If you get chosen to soak a far mine, run out quickly as the timing on some of the mine sets are very tight.
- Consider getting a sound cue or countdown for when to run out and bait the
drill mechanic.
- Be wary of using Wild Charge as you can hit a mine on the conveyor belt, someone with another color or a drill on the ground.
- Sprocketmonger Kill Video.
- Hold your ~2minute
Tiger's Fury until after the knockback. (You will only have to hold for a few seconds). Your next
Berserk can be used prior to the second knockback, you have time.
- Regardless of which color you are, after the knock you can safely use
Skull Bash in order to get into melee. Do NOT use
Wild Charge. In fact, do not even talent
Wild Charge, it will almost always be bad to use, as it puts you behind the boss.
- If you're finding yourself pretty healthy, you can use
Barkskin with
Berserk to maximize uptime on Dawnthread Lining embellishment.
- For the knockback mechanic, if your color is taking the gateway, stand out of range of the gate and get knocked into range of it. When the cast is nearing completion, spam your
Gateway Control Shard bind to reliably use the gateway.
One-Armed Bandit
One-Armed Bandit Wildstalker Talents
One-Armed Bandit Druid of the Claw Talents
One-Armed Bandit Talents
- Be proactive and quick when running out with
The Big Hit to drop the circle away from the raid.
- Don't bait
coins into the shocking field puddles on the floor.
- Run out quickly with
Withering Flames before asking to get dispelled.
Bear Form is very good for this as the debuff lowers your max health. Pay attention to where your flames are going and communicate if they are going into the ranged or melee camp. A lot wipes can be prevented by calling out to be careful for traveling flames.
- When playing
Incarnation your cooldowns are very flexible and you can change them around to fit your guild. Use Lorrgs to check where other moonkins are sending their cooldowns as well. Try and save charges of
CA/
Inc for the last phase as there is a DPS check.
- You can use
Mass Entanglement or
Ursol's Vortex on the final set of adds in the last phase. Communicate this with your team to make sure you have a plan on how to deal with those adds.
- Be mindful to bait coins prior to positioning yourself to kill adds
- If you stand in the center between two of the Reel Assistants and jump, you can reliably get
Primal Wrath up on both of those adds, and the boss.
- One-Armed Bandit Kill Video.
Mugzee
Feral Mug'Zee Talents
Mug'Zee Talents
- Make sure to not pre-pull since the boss will start on whichever side of the room the person pulling is standing on.
-
Convoke the Spirits and
Force of Nature can be tricky on this boss as the Mk II Electro Shocker adds have a 99% damage reduction shield on them until they get broken out by
Finger Gun and both your
Convoke the Spirits and your
Force of Nature treants will randomly use spells on them. Be careful of relying on
Force of Nature to refresh your
Moonfire whenever the adds are up.
- Make sure you're not in melee range of any shielded Mk II Electro Shockers when you Convoke, as they will take 99% reduced damage.
- Before pulling the boss, you should position yourself on the far wall on the dirt side of the room in order to outrange the adds during your first use of
Convoke the Spirits. If you are using a 1:30 cooldown trinket like
House of Cards you can hold your 3rd use of
Force of Nature so your cooldowns line up as the first set of adds shields are broken before the second set spawns. If you are using a 2:00 cooldown trinket like
Signet of the Priory you can try using it before the pull timer is over in order to have your second use happen before the second set of adds spawn.
- Utilize
Wild Charge during the intermission charges to decrease downtime. Save up AP and spend with
Starsurge for the intense movement parts. Don't be afraid to sacrifice some downtime in order to not get hit by the
Bulletstorm. In most situations you can pre-move to a safe spot before the boss charges to reduce the movement needed. Having a plan for this can reduce greatly reduce your deaths or wipes.
- Consider using
Bear Form whenever your team is stacking for the Frostshatter Spears. The application of this debuff can do a lot of damage if you're stacked on people.
- Use
Regrowth on yourself whenever the
Unstable Crawler Mines happen. Soaking the mines gives your entire raid a healing debuff, and the increased healing taken and damage reduction from
Protective Growth and
Forestwalk is good for this.
- Should use
Mass Entanglement to root the
Unstable Crawler Mines to make it easier for people to not accidentally soak them, and also make it easier to do the
Frostshatter Spears mechanic in the last phase.
- Alternatively, you can use
Predatory Swiftness on
Entangling Roots to root a singular
Unstable Crawler Mine for the same purpose.
- You can use non-form
Wild Charge to get out of
Gaols before it spawns. You can macro it to @focus target and focus a healer that is permanently staying out of the gaols. The timing for this can be tricky and it can be hard to get this consistently. Discuss with your guild or raid leader if this is a strategy you guys want to do. Being assigned Evoker's Rescue or Priest's Life Grip is also an option.
- Mug'Zee Kill Video.

Chrome King Gallywix
Feral Gallywix Talents
Gallywix Talents
- You can enter
Solar Eclipse on pull and delay your cooldowns by three
Wrath casts in order to use them on the
Total Destruction shield and to have
Convoke the Spirits for the tight movement section at the start of the fight.
- Can either send
Barkskin on pull to have it back for the first
Canister soak or use it during the
Total Destruction shield.
- You can hold your second set of
Celestial Alignment to line up with the second set of Technican adds or send it with your second use of
Force of Nature on the first set of adds.
- You can use your second
Convoke the Spirits into the third set of Technican adds.
-
Barkskin and
Regrowth are good defensives to use whenever you have a healing debuff.
- Have a plan for how to deal with
Suppression during the final parts of the fight.
- Pool AP to prepare for when you have to move from the swirlies during intermission.
- Use
Soothe to purge the
Lumbering Rage effect from the Wrenchmonger adds.
- Drop an
Ursol's Vortex whenever the Darkfuse Technican adds spawn in the intermission. You can also
Solar Beam these adds to help your tanks gather them.
- Gallywix kill video.