Kings Rest Mythic+ Dungeon Guide

Kings Rest Instance Breakdown

Instance Timer: 39 minutes
Wowhead Link: Link



King's Rest is a mostly linear dungeon and you don't have much choice when it comes to where you get your trash percentage. We're opening with a Shroud (or invis pot). This trash isn't particularly dangerous but it's easy to skip and you'll appreciate saving two minutes here later in the dungeon. It does mean you can't wipe until you kill the Golden Serpent or you'll have to clear it anyway.

The Animated Guardians will turn to face random players and do a large frontal cleave that stuns. Rotate around the mob to dodge it.
If you're shrouding then walk around the edge of the Minions and then through the middle of the Animated Guardians. Distract can help but it shouldn't be dangerous if you're careful.
Bang the gong once your party is close to summon the next set of trash.
I strongly recommend pulling these packs one at a time. The Minions of Zul will occasionally patrol around and should be dispelled or chain CC'd since getting feared in this room is instant death (and you used your invis potion just getting here!).

The Shadow-Borne Warriors will send out little tornadoes. Dodge them and you'll do great. 
The Shadow-Borne Witch Doctors are a little more dangerous. You'll need to interrupt the 'Shadowbolt Volley' they cast or you'll find yourself in an infirmary. 
The Shadow-Borne Champions will cast a soothe-able enrage effect that greatly increases their tank damage. I did mention bringing a Druid, didn't I?
On Fortified this hallway might just be the biggest challenge of the instance. The order you'll fight each mini-boss is random but you'll always get all four. They'll glow briefly before becoming active so the tank needs to be really quick to pick them up. Ranged DPS and healers should stand near the center of the room so you don't get auto-one shot by a stray melee attack.
From left to right (but remember your order will look different):

The Council
  • King Rahu'ai: Channels a heavy AoE lightning around him. Move out of it. It'll destroy your soul.
  • Seneschal M'bara: Interrupt or Purge the Induce Regeneration cast. It's a big single target HoT.
  • Guard Captain Atu: Stun Interrupt: Axe Barrage (heavy AoE DoT)
The Kings Guard
  • King 'Aakul: Will put Hidden Blade on random party members. It's a poison dispel and causes the afflicted player to drop poison pools behind them. Dispel if you can, or run it away from the group.
  • Bloodsworn Agent: Move away from the purple swirls and AoE them down. Not that dangerous.
A Queen and her mount
  • Queen Patlaa: Don't stand in the big purple pools. Easy.
  • Skeletal Hunting Raptor: Will leap to a random player and spam cleave. Just move from it.
Pure chaos in Royal form
  • King Timalji: Bladestorm will wreck your life. Dread it. Run from it. Bladestorm arrives all the same.
  • Queen Wasi: Will Mind Control a random player. Dispel it. Don't kill them.
The Purification Construct will drop little lava pools that you'll need to dodge. It also does a large clockwise fire beam. Don't be lazy here because it will kill you. Follow it around. It's preferable to take a tick of the pool than a tick of the beam.
The Embalming Fluid pull in small packs of two or three but you can grab as many as you can handle. They'll drop poison pools that slow you and stack a heavy DoT. Dispel it - or better yet just don't stand in the puddles.

The constructs aren't too dangerous, but they'll shut someone in a coffin (horrifying, I know) and the rest of the party has to click it to break them out. This is basically practice for the boss.
This hallway is pretty nasty and your tank will really feel it in the morning. 

The Beserker will stack a heavy DoT on the tank, or whoever is closest to them. They'll need heavy healing. The Hex Priests aren't too bad. Just interrupt the Hex cast since it's a pretty long CC.
Honored Raptors will just cleave in a random direction, and the Brute will do a huge AoE slam that's easily dodgeable. You've got several seconds once the swirl appears so don't panic.
The Spectral Witch Doctors put down a Healing Tide totem that you need to kill. You can pull this as one big pack if low on time and if your interrupts are on point. Just be ready to kite it if necessary.
The two Beserkers actually pull separately so feel free to kill them one by one if you still have a lot of time left, or if you're having doubts about your tank.

Two Beserkers means twice the bleed stacks and if you kite them excessively they'll hit melee instead so you need to kite as a party or pop heavy tank cooldowns.
Cross the path toward the last boss.
Come to think of it, this just isn't a tank friendly instance. The Shadow of Zul will shred your tank - mostly through a persistent magic DoT. You don't need to soak the black pools since they have a very small range. Just have the party move away from it so you don't lose any DPS. Run out the Dark Revelation debuff and kill or dispel the add that it spawns.

Method Dungeon Tools Strings

Classic Path (pictured above)
Advanced Path (difficult skips or specific class requirements):



  • The Golden Serpent

    5000 small golden blobs omitted from picture

    Dungeon Journal+

    Spit Gold (Cast every ~10 seconds, break after three casts) Magic Damage Debuff (Heavy DoT, drops Molten Gold pool on expiry)

    Tail Thrash Physical Damage Tank-Only 

    Serpentine Gust Magic Damage Dodgeable (15 yd circle) Knockback

    Lucre’s Call


    You should know

    • Put up a raid marker near the gong and then tank the boss at least 20 yards from it. Whenever a player is afflicted by the Spit Gold debuff they’ll run to the marker and drop the golden pool as closely as they can to it. When the boss turns the pools into blob adds with Lucre’s Call you want them to be tightly packed for CC.
    • Use your AoE burst damage and CC on the adds the moment they spawn. They turn into golden puddles again when they die so you want to keep them tightly packed.
    • After they’re dead, anyone afflicted with Spit Gold should aim to drop the puddle off among the others. Keep the puddles together at all times.
    • Obvious Dodge: Serpentine Gust (large blue circle around the boss, 3.5s cast). No excuse here.
    • If Disaster Strikes: If a blob reaches the boss he’ll gain a pretty big shield and a huge damage increase until you burn through it.


    Bonus: The “Druids are BiS” Strat

    Have a druid cast Mass Entanglement on the adds after the Lucre’s Call cast. The 30 second CC will hold them in place until the next Lucre’s Call, permanently removing them from the fight. Buy your Druid a beer afterwards. Frost Mages can do this as well for minimal effort. As always, removing the mechanic from the fight is better than having to do it.


  • Mchimba the Embalmer

    Does the name Mchimba sound kind of adorable to anyone else?

    Dungeon Journal+

    Burn Corruption Magic Damage Dodgeable (Red swirl, then fire on the floor)

    Drain Fluids Magic Damage Channeled – Leaves Dessication debuff

    Wretched Discharge (Half-Finished Mummy) Magic Damage Debuff (AoE Disease, DoT)


    You should know

    • Mchimba here is going to shut one of you in a crypt. Spam your action button to shake your coffin, alerting your party to where you are. Only DPS can be targeted by the ability. Opening the wrong one spawns a mummy. Interrupt its Wretched Discharge or pay the price.
    • Obvious Dodge: The fire that’s pretty much everywhere. You can usually afford to take a tick or two if it’ll get you to the coffin faster.
    • Defensive Cooldown: Drain Fluids. Will leave Dessication on you after the cast which must be healed off. The less damage you take during the Drain Fluids cast the easier it’ll be for your healer. You can pop Invisibility, Feign Death or Shadowmeld when targeted to break his cast.


  • The Council of Tribes

    Many tears will be shed at this boss. This is dread.

    Dungeon Journal+

    Kula the Butcher

    Whirling Axes Physical Damage Debuff (Minor Stacking DoT) Dodgeable 

    Severing Axe (Cast every ~20 seconds) Physical Damage Debuff (Strong, 20s DoT)


    Akal’ali the Conqueror

    Barrel Through Physical Damage Shared by everyone hit 

    Debilitating Backhand (Cast every ~22 seconds) Physical Damage Debuff (+200% damage taken)


    Zanazal the Wise

    Lightning Bolt Magic Damage Interruptable

    Poison Nova (Cast every ~30 seconds, 6 second cast) Magic Damage Interruptable Fatal

    Explode (Explosive Totem) 12s Cast Magic Damage Uninterruptible Fatal


    You should know

    • The bosses rotate every week. You’ll always get the same three, but you’ll fight them in a different order.
    • When a boss dies it’ll pop up again throughout the fight to cast its signature ability. They’re as follows:
      • Kula the Butcher: Whirling Axes (Spinny axes that circle the platform).
      • Aka’ali the Conqueror: Barrel Through (Picks a player and runs toward them. Needs to be soaked by the party.)
      • Zanazal the Wise: Call of the Elements (Summons four totems).
    • Let’s tackle every boss in turn:
      • When Kula the Butcher is active: stack in the path of Barrel Through. When the boss is casting Debilitating Backhand the tank should either pop a major defensive or kite the boss away. You’ll be taking triple damage.
        • To buy yourself more time you can consider having the Barrel Through target run to the opposite end of the platform. The boss casts Backhand immediately upon reaching the target so this gives the tank substantial extra kite room.
      • When Aka’ali the Conqueror is active:
        • Pop a defensive if targeted by Severing Axe. This is already stressful for your healer and it can be a high movement phase which makes it even more difficult.
        • Stay near the boss. The whirling blades make their way to the outsides of the platform. This also ensures you don’t outrange your healer. When she conjures up new blades (signified by a big swirl by her feet) move out, and then when the blades pass back in.
      • When Zanazal the Wise is active:
        • This is the most straightforward. Interrupt Poison Nova (I’d recommend assigning this to the tank specifically since they won’t be as distracted by the bosses totems).
        • When the totems spawn. Kill them in the following order: Explosive (will one shot you) > Earthwall > Multi-DoT while going back to the boss. If you have a purge or spellsteal then you can remove the Earthwall buff that way.


  • Dazar, the First King

    On Beta you had to kill him twice to get credit which I thought was quite fitting for an undead king.

    Dungeon Journal+

    Gale Slash Magic Damage Dodgeable

    Quaking Leap Physical Damage Partially Dodgeable Avoidance

    Blade Combo (Cast every ~15 seconds) Physical Damage Tank-Only

    Impaling Spear Physical Damage Stun Dodgeable

    Hunting Leap (Reban) Physical Damage Dodgeable

    Deathly Roar (T’zala) Debuff (Fear, 2s)


    You should know

    • This is a long fight with a lot of mechanics but compared to the tough bosses that came before him he isn’t too bad.
    • Focus down both dinosaurs as they spawn. They’ll be summoned at 80% and 60%. Reban does the classic “leap and cleave the spot where he lands” raptor attack. T’zala will fear your entire party for two seconds. T’zala actually absorbs any damage the boss takes so cleave them both.
    • Quaking Leap –  Run it out of the party. You shouldn’t need a defensive.
    • Obvious Dodge: A high number of tornados circle around the arena. They really hurt and you’ll end up with so many that they aren’t that easy to dodge either.
    • Tank: Have a defensive up for every Blade Combo. They occur as often as every 15 seconds. You don’t need a major defensive like Shield Wall, but have something.


    Positioning for Impaling Spear

    At 40% the boss will call spears down from the roof in two different patterns. If you stand to the north side of the room and move anticlockwise when the rotating pattern appears then you’ll effectively skip it entirely.




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