The Motherlode Mythic+ Dungeon Guide

Instance Breakdown

Instance Timer: 39 minutes
Wowhead Link: Link



The Laborers are harmless. Feel free to pull both marked packs at once here. 

Key Interrupts: Iced Spritzer (channeled stun, DoT), Kaja'Cola Refresher (HoT). Both are cast by the Refreshment Vendors. The refresher HoT can be purged / spellstolen if you're low on interrupts.

After both packs are dead hug the left hand side and follow the arrow around the back of the house.
You only need the green pack for percentage but your AoE / cleave is almost certain to pull the Revelers so the tank can just pick them all up at the same time to keep the pull clean.

The Addled Thug will charge random allies and stun them. They also have an enrage effect that can be soothed or Tranq shotted. If you didn't bring a druid or hunter then make sure you're hitting the tank with big heals.
Hug the left so you don't pull any of the mobs to the right. You're going to end up with Rowdy Revelers no matter how hard you try but they don't give any percentage.

When dead, continue hugging left and head down the ramp.
Grab the laborer / Off-Duty Laborer pack and drag them to the left. You can pick up the Mechanized Peacekeeper whenever it's convenient for you. 

The Peacekeeper will throw down Tear Gas clouds that disorient and will occasionally block all attacks from one direction with Energy Shield. There's a big where the goblin inside the Peacekeeper has a different threat table and can't be picked up. The healer should expect random hits on melee sometimes.
We're clearing every pack on the left here, then skipping the pack behind the house. The Hired Assassin is a particularly dangerous mob that has a two part combo you need to interrupt. It'll start by poisoning its daggers with Toxic Blades, then follow with an AoE Hail of Flechettes cast that'll apply poison to the entire party. You can stun both casts, and should do so. Knockbacks work too.
The Mech Jockey mobs will run to nearby machines and become Mechanized Peacekeepers if not CC'd or displaced.
Sometimes it feels like we're sticking left through the entire instance. It's no different here and each pack can be pulled back into the bosses room for safety.

The Wanton Sappers will cast "Final Blast" when on low health. You can move out of it, or knock back / stun the mob to prevent the cast. This is actually a one shot on most key levels so take it seriously.
The patrol in the middle is an easy accidental pull but we'll grab it on the way through.

The Earthshaper mobs cast Earth Shield which will give them some annoying damage reduction. Interrupt the cast. Make sure you're moving out of any big red swirls as well - a WoW fundamental.
If you've got some great interrupts you can pull a few Stonefury packs at a time. The Shalebiters are harmless, but you'll need to interrupt the Stonefury's Furious Quake (big AoE) and Tectonic Barrier (interrupt immunity, Damage reduction) casts.
Here's where the instance gets a little tricky. We'll be clearing the pack on the left, the patrol and then cutting through the middle of the area. This minimizes the number of awful trash packs we need to pull but does require some fine tuned movement. There's more than enough room, but you can't be lazy with your positioning. 

The Test Subjects get stronger as they fight so AoE them down quickly. They're not overly dangerous. 

Key Interrupts: Transmute Enemy to Goo (Venture Co. Alchemist, 10s Polymorph); Transfiguration Serum (Feckless Assistant)
Frontal Cone: Feckless Assistant (Blow Torch).
Tank the Test Subject pack where they stand. Watch your positioning. It's acceptable to grab the Mastermind patrol to your right if you want to make the trip safer. He can be avoided, but you might not trust your party to do so.

When the Test Subjects are dead, check for any patrols before moving as a party to the Alchemist pack. Pull them behind where they stand so you have some distance between yourself and other packs.

Finally, run to the double Mastermind pack before the boss. The Masterminds are horrific mobs that'll channel Energy Lash on random targets (usually the tank, but it can vary). They'll need heavy spot healing. They also send out a purple orb that'll damage anyone it hits and heal him for the same amount. Prioritize the Masterminds before the other mobs. 

Key Purge or Spellsteal: Azerite Injection (+dmg, heal)
It's usually safest to grab these as two packs. The War Machines deal heavy tank damage. The Expert Technicians will repair the war machine and give it a huge haste buff - both of which are interruptable casts. Consider letting the Overcharge cast go through if you have a Mage since it can be spellstolen. 

Prioritize the Expert Technician. 

The Ordnance Specialists will conjure some red swirls for you to dodge. You can also interrupt the cast if your interrupts are better than your dodging skills.
Continue up the right. The Venture Co. Skyscorcher will target a random target with a red laser that'll fire several seconds later. It can be intercepted by anyone in the party and deals pretty heavy damage. It also leaves a -healing debuff so avoid soaking it with your tank if you can help it.
Prioritize the Expert Technician, and then the Skyscorcher. If you've missed a pack and are below 100% still then grab the Expert Technician below you.

Method Dungeon Tools Strings

Classic Path (pictured above)



  • Coin-Operated Crowd Pummeler

    Did I capture his face in the picture below? Does he even have a face?

    Dungeon Journal+

    Static Pulse    AoE Magic Damage    Avoidance

    Shocking Claw    Magic Damage (Frontal Cone)    Debuff (Stun)    Dodgeable 

    Coin Magnet    Boss Buff (+dmg)


    You should know

    • Every Footbomb you kick back at the boss gives him a damage taken debuff. You therefore want to save your significant DPS cooldowns (including Heroism / Bloodlust) until he has three stacks. It’s a substantial increase so hold back as many as you can.
    • Obvious Dodge: Shocking Claw is a pretty straightforward frontal cleave ability with a cast time. It will stun or kill you so pay a little bit of attention to it.
    • Coin Magnet sucks up all coins in a 15 yard radius and the damage increase they give the boss applies to both his melee attack and all abilities. This can turn Static Pulse especially into an unavoidable cannon of an ability. You’ll avoid it by dragging the boss away from the coins. He stops to cast a lot so start moving early and make sure you don’t point him toward the party at any stage. The coins never disappear so it’ll turn the boss into a light DPS check.


  • Azerokk

    In my headcanon this is Rokmoras younger brother.

    Dungeon Journal+

    Azerite Infusion    Add Buff (+50% dmg, +150% dmg tkn)

    Tectonic Smash    Physical Damage (Frontal Cone)    Dodgeable

    Resonant Quake (Earthrager)    Physical Damage    Dodgeable

    Jagged Cut (Earthrager)    Physical Damage    Debuff (DoT, Stacks)


    You should know

    • This boss has one mechanic that you need to care about (ok two if you include his frontal cleave). The adds summoned will all fixate a random target. When they reach the person they’ll melee them and apply an incredibly dangerous bleed that stacks. Avoid this and the fight is won. You can CC them, you can run away and eventually you’ll kill them.
    • The Resonant Quake Earthrager cast looks much more dangerous than it actually is. When the boss casts Resonant Pulse they’ll all start AoE’ing but the trick here is that it has an incredibly small radius and you’re already running away from them. You can basically ignore the mechanic entirely so long as you aren’t standing directly on top of them.
    • The strategy here is to kill 1-2 of them so that you don’t spend the entire fight running away and then focus on Azerokk himself. The boss will also occasionally give one a buff that increases damage done by 50% and damage taken by 150%. Kill whichever one he “buffs” and continue hitting the boss. Take advantage of any multi-DoTs or cleave you have access to.


  • Rixxa Fluxflame

    Has the same voice actress as the Pegleg Partycrasher from Hearthstone. Also Mercy from Overwatch I guess.

    Dungeon Journal+

    Chemical Burn    Magic Damage    Debuff (Magic, DoT)

    Azerite Catalyst    Magic Damage    Dodgeable

    Propellant Blast    Magic Damage    Dodgeable


    You should know

    • The key to the fight is to overlap as much of the Azerite Catalyst as possible. Whenever she’s about to cast Azerite Catalyst you’ll rotate around to the biggest patch of the orange goo and keep it contained in one place. Then when she casts Propellant Blast you’ll stand in the same place and clear all of it at once.
    • This isn’t quite foolproof because the pipe above you will randomly spray out patches of its own but it should keep your platform pretty clear.
    • Chemical Burn will always go on the tank and one other player. It’s a dispellable Magic Debuff and the healer should dispel the non-tank target.
    • The tar deals significant damage. Don’t even think about going for a swim.
    • Tank: Most of its single target damage to you is Magic. Plan your defensives around it.


  • Mogul Razdunk

    The leader of the Venture Company that we’ve been battling since the game came out 12 years ago.

    Dungeon Journal+

    Phase 1

    Gatling Gun    Physical Damage    Dodgeable    Dangerous

    Homing Missile    Magic Damage    Debuff (Moderate DoT)

    Micro Missiles (BOOMBA)    Magic Damage    Dodgeable    Fatal


    Phase 2

    Drill Smash    Physical Damage    Avoidance    Partially Dodgeable

    Big Red Rocket    Magic Damage    Debuff (DoT)    Dodgeable

    Azerite Heartseeker (Venture Co. Skyscorcher)    Physical Damage    Debuff (-Healing taken)

    Concussion Charge (Venture Co. Skyscorcher)    Magic Damage    Dodgeable    Knock Back


    You should know

    • Let’s cover some basics first since getting them wrong can greatly increase the fights difficulty.
      • Homing Missile prefers ranged players. Run it out. You can technically avoid it entirely but only at great difficulty. If it just hits the person it’s fixated on then you’re winning.
      • Gatling Gun actually does incredibly high damage. You’ll quickly get to a key level where standing in the wrong place will be fatal. The Gatling Gun can rotate both clockwise and anti-clockwise.
      • In phase 2 you need to run the Drill Smash over the giant closets (they’re actually rockets… apparently). When the red arrow appears over your head you have very little time before the Drill comes down to stand close to one before the ability is cast.
    • You’ll have an easier time hard focusing on one add at a time in phase 2. They’re pretty dangerous and taking one out quickly greatly increases your odds of surviving the phase.
    • If one person is targeted by both Azerite Heartseekers at once then one must be intercepted by standing in between the mob and its target.
    • Healer: You’ll spend most of phase 1 DPS’ing and looking after the Homing Missile targets. In phase 2 you need to be immediately triaging anyone hit by Azerite Heartseeker. The combination of the Heartseeker and Drill Smash can be deadly. This is made more difficult by the healing debuff it applies. Your DPS should be using their defensive cooldowns here too and you can intercept the damage yourself if you’re feeling tanky (Druids are perfect here…. and everywhere).


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