Sunken Temple Overview
The Temple of Atal'Hakkar, most commonly referred to as Sunken Temple, is a level 50-55 dungeon originally introduced in Vanilla WoW. In Season of Discovery the 5 man dungeon has been re-worked into a 20-player raid instance, offering some new, powerful rewards for the increased difficulty across 8 boss encounters.
With Phase 3 of Season of Discovery, The Temple of Atal'Hakkar has been re-envisioned as the premier raid players can tackle once reaching level 50. Commonly referred to Sunken Temple, this is the first 20-man raiding content we have seen so far during SoD, with the previous raids being made for 10 players. Prepare yourself as much as possible before entering the raid with our fully detailed guide on each of the new challenging encounters!
Bosses in Season of Discovery Sunken Temple Raid
With the return of The Sunken Temple, we have seven of the old fights from the original dungeon returning, and one entirely brand new encounter, added exclusively for Season of Discovery! Below you will find all of the information you need to understand and complete this raid with ease.
Atal'alarion
Returning as the first boss inside The Temple of Atal'Hakkar, Atal'alarion serves as a great entry level introduction to the new raid.
- Pillars of Might
- Pillars of Might
- Demolishing Smash
Start the fight off by tanking Atal'alarion in the middle of the room, having your raid spread out around the entire area to cover as much of the space as possible. Atal'alarion will frequently cast Pillars of Might during the fight, dealing damage to the raid and spawning in pillars. For each pillar that is active, Atal'alarion will gain a stack of Pillars of Might, increasing his damage dealt by 5% per stack.
Periodically throughout the fight, Atal'alarion will cast Demolishing Smash. This deals moderately-high damage to the entire raid and knocks everyone back and slows them by 99%. If a players body makes contact with one of the pillars during this knock back, the pillar will be destroyed. The current tank will also have their threat wiped after the Demolishing Smash cast, so be ready to taunt when you land or have an off-tank ready.
It is important to destroy all pillars with every cast of Demolishing Smash, or the stacks of Pillars of Might will quickly overwhelm your healers through the raid-wide AoE damage. Be aware of your surroundings and always try to position yourself between a pillar and Atal'alarion, but be aware that the pillars can cause line of sight issues.
The Festering Rotslime
The Festering Rotslime is the new boss in the raid, being a unique encounter that requires a high amount of movement and quick reactions.
Festering Rotslime starts off by patrolling the corridors in a large circle patrol; be careful not to run into it as you are coming up the stairs. This is not the traditional tank-and-spank fight, instead Festering Rotslime will slowly walk at your group, instantly killing anyone that it touches. For this reason, you must kite the boss around the corridors and avoid getting hit by it. While this might sound easy, the boss has a few abilities that aim to hinder you from kiting it.
- Festering Rotslime will gain a stack of Slime Time every 3 seconds, gaining 5% increased movement speed per stack. To stop these stacks from growing too high and letting the boss run your raid group down, you will need to "feed" the slime and satisfy its hunger. To do this, you must destroy the nearby Atal'ai Candles, Atal'ai Drums, and Atal'ai Slabs. Once destroyed, these objects will fall on the path in front of Festering Rotslime, and it will devour these objects as it passes over them. Feed the boss enough of these objects and it will lose all stacks, returning its movement speed to normal.
- Your raid will also be frequently debuffed by Gunk, dealing some Nature damage over time. More importantly, this slows the movement speed of the afflicted players by 75%, making them extremely vulnerable to getting eaten. Luckily this disease can be dispelled and should be your main priority if you are capable of removing it.
- The entire time you are engaged in combat with Festering Rotslime it will be throwing out large Nauseous Gas poison pools, greatly reducing the amount of space you have as a raid to stand on and move through. These poison pools do not despawn until the fight is over, making the amount of room you have to stand and fight very limited towards the end of the encounter.
Atal'ai Defenders
Making a return as a council style fight, the Atal'ai Defenders are the third encounter you must face in this raid.
- Zul'Lor
- Corrupted Slam
- Frailty
- Mijan
- Serpent Totem
- Healing Ward
- Healing Wave
- Renew
- Thorns
- Zolo
- Atal'ai Totem
- Chain Lightning
- Unstable Cask
- Gasher
- Spinning Axes
- Loro
- Disarm
- Shield Spike
- Hukku
- Hukku's Guardians
- Shadow Bolt
- Shadow Bolt Volley
Unlike traditional "council style" fights, in this encounter you will only fight one enemy at a time. However, once you have defeated 1 of the 6 bosses, they will respawn as an Undead version of themselves and keep fighting. Luckily these Undead versions can, and should, be crowd controlled so you can keep focusing on whichever Humanoid boss is currently active and get through the fight as quickly as possible.
As the resurrected versions of the bosses are Undead, this makes Priest strong during this fight as they can simply Shackle Undead the boss and remove them from the fight for 40 seconds. Hunters are also useful for their Trap Launcher — Freezing Trap combo. Ultimately, any form of crowd control that works on Undead mobs can and should be used here, including stuns and slows.
For individual bosses, Mijan needs to be interrupted as much as possible as he casts multiple heals on himself and injured allies. Mijan and Zolo both summon totems that should be quickly focused down before they can deal too much damage. Gasher should be kited by the tanks after the Spinning Axes come out as they deal fatal damage to nearby enemies every second.
This fight is much more about control than anything else. Keep the bosses crowd controlled, interrupted and away from the raid and you will easily breeze past this encounter.
Dreamscythe and Weaver
We see Dreamscythe and Weaver return as a dragon pair for the fourth boss fight in the raid. These two have a shared health pool, allowing you to attack whichever one is in range.
- Acid Breath
- Caustic Overflow
- Wing Buffet
- Delayed Wing Buffet
You will be fighting Dreamscythe and Weaver in the same room that you just fought the Atal'ai Defenders in. Activate the boss by walking towards the hole in the center of the room. Both dragons share the same health pool, so you can DPS whichever one is nearest without worry.
The fight starts off with the entire room, except a small circle in the middle, being covered in Caustic Overflow. This fire deals extremely fatal damage, ticking for 1,000 damage every 0.5 seconds. Be sure to use the little room available to avoid the fire at all costs.
In the middle of the safe space you are given, there is a small hole. If you fall down this hole you will die to fall damage; always be aware of your positioning regarding both the Caustic Overflow and this hole as you will be moving very often during this fight.
To make matters worse, both Dreamscythe and Weaver will be trying to knock you into the Caustic Overflow as well as the hole with their constant use of Wing Buffet and Delayed Wing Buffet. This can get very overwhelming after the bosses health reaches 60% and you are facing both dragons at once, taking 2 Delayed Wing Buffet back-to-back. Avoid standing with your back to the hole, or close to any fires as you can easily be knocked into both of them.
Lastly, tanks will need to worry about the Acid Breath. This places a stacking debuff on anyone hit, so be sure to always face both bosses away from other players. Before the bosses health reaches 60% you will only be fighting 1 dragon at a time, so you can simply tank swap after each breath. After 60% health however, you will be fighting both dragons at once, which can quickly lead to high stacks. Because of this, we recommend bringing 3 tanks to taunt swap tanking assignments every 2-3 stacks of Acid Breath, preventing them from stacking too high.
Jammal'an the Prophet and Ogom the Wretched
Jammal'an the Prophet and Ogom the Wretched return as a dynamic duo once again as the fifth boss inside the raid.
- Phase 1
- Ogom the Wretched
- Agonizing Weakness
- Mortal Lash
- Jammal'an the Prophet
- Holy Fire
- Smite
- Holy Nova
- Ogom the Wretched
- Phase 2
- Ogom the Wretched
- Consecration
- Divine Storm
- Hammers of Justice
- Holy Strike
- Jammal'an the Prophet
- Holy Nova
- Mass Penance
- Power Word: Shield
- Psychic Scream
- Shadow Sermon: Pain
- Ogom the Wretched
This fight is broken down into two phases where you will face off against both Jammal'an the Prophet and Ogom the Wretched at the same time. In the first phase one of either Jammal'an the Prophet or Ogom the Wretched will be immune to damage, forcing you to kill the other first. This will swap every week, giving you a slightly different boss encounter weekly. Ogom the Wretched himself is no real threat in Phase 1; simply keep the tank alive whenever he uses Mortal Lash and decurse the raids Agonizing Weakness debuffs to return their damage to normal.
Jammal'an the Prophet is much more of a threat, even during Phase 1. He will need to be tanked and interrupted whenever he casts Smite. He will also cast an AoE Holy Fire on multiple, random targets; be sure to keep these people topped up.
Jammal'an the Prophets main threat are the Holy Novas that he casts. These will target random players and spawn an explosion of light at the feet of the targeted players, dealing high Holy damage to all nearby enemies. Because of this, we recommend having players stack and move together so all you need to do is simply move as a group every time Holy Nova is cast.
Once either Ogom the Wretched or Jammal'an the Prophet is defeated, whichever boss is alive will consume the others corpse, granting them additional abilities.
If you are facing Ogom the Wretched in Phase 2, be ready to quickly move out of the Consecrations that he frequently drops. Ogom the Wretched will also regularly use Divine Storm, dealing 750 Holy damage to the raid and pulling everyone on top of him, dealing further damage to the raid with his Consecration. Simply be ready to move out when you get dragged in. Lastly, he will occasionally cast Hammers of Justice, stunning the whole raid for 6 seconds. It's recommended to use any stun immunities available, such as Free Action Potion, to prevent the stun and dispel others.
If you are facing Jammal'an the Prophet in Phase 2, he will still continue to cast Holy Novas, requiring the raid to continue to dodge them. He will also frequently cast Mass Penance, dealing moderate Holy damage to the entire raid. He will place Shadow Sermon: Pain damage over time debuffs on random raid members, just simply dispel these or heal through them. He will also periodically cast Power Word: Shield on himself as well as Psychic Scream on nearby enemies. The Power Word: Shield must be dispelled as soon as possible as it absorbs 100,000 damage, and the Psychic Scream can be dispelled off of your allies right away.
Hazzas and Morphaz
Both Hazzas and Morphaz see a return as the 6th encounter inside The Temple of Atal'Hakkar.
- Dreamer's Lament
- Lucid Dreaming
- Lucid Dreaming
- Eternal Slumber
- Backfire
- Corrupted Breath
- Lucid Dreaming
As with the Dreamscythe and Weaver fight, you will be facing both dragons at at the same time. That being said, the majority of your focus will be on damaging Hazzas as Morphaz is in the dream realm; regardless, they share the same health pool as well.
Frequently throughout the fight Hazzas will cast Dreamer's Lament on six random targets, dealing a small bit of damage over time. He will also frequently cast Backfire, dealing high Fire damage and knocking back anyone standing behind him.The only other mechanic at this point is the Corrupted Breath; tanks must keep Hazzass' face and tail away from the raid and should swap tanking once their stacks reach 2-3.
The first transition of the fight happens once Hazzas reaches 80% health. He will then cast Animate Flame and summon five Animated Flames. Immediately after that he will begin a 20 second cast, Lucid Dreaming. This gives you 20 seconds to deal with the five Animated Flames by quickly grouping them up and AoEing them down.
When the Animated Flames die, they will leave a large fire on the ground, debuffing anyone that walks through it with On Fire!!. While you are debuffed by On Fire!!, your character is forced to move forward and this can not be stopped in anyway. You can however control your direction still easily with your mouse.
When Hazzas finishes his 20 second cast of Lucid Dreaming the entire raid will be put to sleep and transported to the "Dream Realm". While inside the "Dream Realm", players will be afflicted with Lucid Dreaming, taking damage every second. Immediately after the Lucid Dreaming cast finishes, Hazzas and Morphaz will begin to cast Eternal Slumber. When this spell finishes casting, any raid member still sleeping will instantly die.
To prevent this, you must not allow your whole raid to be slept, as you need people to be awake so they can wake up other players. To stay awake, simply step into the fires dropped by the dead Animated Flames right before the Lucid Dreaming cast finishes. Players that are debuffed with the On Fire!! debuff are immune to the sleep. Players with the On Fire!! debuff will then run onto their nearby sleeping friends, which in-turn removes the On Fire!! debuff and awakens the player they touched. Anyone not awakened before the Eternal Slumber cast finishes will die.
When the Eternal Slumber cast ends, the fight will return to normal, with Hazzas using only the main three abilities Backfire, Corrupted Breath and Dreamer's Lament until his health reaches 30% and the final DPS race begins.
This time Hazzas will cast Lucid Dreaming, which is only a 4 second cast time instead of 20 seconds. There will be no more Animated Flames spawning this time, which means no fires to prevent the sleep, or break anyone out of the sleep. After the 4 second cast of Lucid Dreaming, Morphaz will start to cast Eternal Slumber.
Since the whole raid is transported into the "Dream Realm" with no way to escape, this is a race against the clock to burn the last 30% health off of the boss in 30 seconds before everyone dies. You must save all DPS cooldowns here to beat this timer, and as well should be looking to cast a few DPS spells in between heals to beat this close timer. Lastly, while the whole raid is in the "Dream Realm" for this final push, large boulders will randomly land throughout the area. Watch your feet for the indicators and move out of the way quickly to avoid taking high damage from their landing impact.
Shade of Eranikus
Shade of Eranikus makes a return as the 7th fight in the raid.
- Tail Sweep
- Bellowing Roar
- Corrosive Breath
- Lethargic Poison
- Deep Slumber
- Waking Nightmare
- Deep Slumber
The Shade of Eranikus fight can be broken down into four phases. Phase 1 he is a standard dragon, possessing a Tail Sweep and frontal cone attack. Avoid being in front of or behind the boss at all times, aside from the current tank. While keeping the bosses head and tailed faced away from the raid group, tanks will be dealing with the Corrosive Breath, which reduces armor by 100% and requires a tank swap.
Shade of Eranikus will cast Bellowing Roar from time to time, simply interrupt this and do not let the cast go through. He will also frequently cast Lethargic Poison on random players; dispel this as quickly as possible.
Shade of Eranikus will also regularly cast Deep Slumber, spawning 3 clouds under random targets. If players do not quickly move out of these clouds before getting hit, they will succumb to Deep Slumber, stunning them for 15 seconds. Similar to the Jammal'an and Ogom fight, the best strategy to avoid these is to stack tightly together as a group and simply move right away after Shade of Eranikus casts Deep Slumber.
1 minute after being engaged, and every 1 minute and 10 seconds after that, Shade of Eranikus will cast Waking Nightmare, dealing 30,000 Shadow damage to the entire raid. To avoid dying from this, players will step into the Deep Slumber clouds to gain the Deep Slumber buff, reducing incoming damage. When the Waking Nightmare cast finishes, this buff is removed from all players. Waking Nightmare can also be line-of-sighted, something that the tanks will probably want to do instead of searching for a cloud.
Phase 2 starts when Shade of Eranikus reaches 70% health. He will start by casting Deep Slumber on himself, reducing his damage taken by 99%. After this he will spawn in two Lumbering Dreamwalkers, which will constantly cast Lethargic Poison. Interrupt and stun the Lumbering Dreamwalkers as much as possible while focusing them down quickly.
In addition to these two adds, Shade of Eranikus will spawn in six Nightmare Whelplings every 15 seconds for the rest of the fight. These have low health and should be AoE'd down as soon as possible. While alive, the Nightmare Whelplings will bombard the raid with Acid Shot, so killing them is high priority.
From here on you continue to deal with all of the previous mechanics on top of the Nightmare Whelplings, including the Waking Nightmare casts every 1 minute and 10 seconds, until Shade of Eranikus reaches 40% health.
Phase 3 begins at 40%. Shade of Eranikus will again start by casting Deep Slumber on himself, reducing his damage taken by 99%. Then he will spawn in two more Lumbering Dreamwalkers which must be interrupted, stunned and focused down. However, instead of six Nightmare Whelplings spawning in every 15 seconds, he will spawn in two Nightmare Scalebanes instead. These dragons have much higher health and cast Acid Rain, dealing much higher damage to targets hit. The Acid Rain can be avoided by watching the floor for the impact indicators and should be moved out of as much as possible.
You will need to continue to clear the Nightmare Scalebanes every 15 seconds, using all available interrupts and stuns to prevent them from casting as much as possible. This phase will repeat like this until Shade of Eranikus reaches 10% health and the final phase begins.
At 10% health Shade of Eranikus will spawn in three Nightmare Whelplings on top of the one Nightmare Scalebane every 9 seconds, making this a pure DPS race to burn the boss down before your raid is overwhelmed by adds. Save DPS cooldowns for this and nuke the boss down while trying to avoid the Acid Rains and Deep Slumbers.
Avatar of Hakkar
The Avatar of Hakkar returns as the 8th and final boss in Sunken Temple.
- Blood Nova
- Bubbling Blood
- Corrupted Blood
- Curse of Tongues
- Drain Blood
- Skeletal
- Insanity
This boss can only be summoned if someone is on the quest The God Hakkar. For more information on the quest chain that unlocks this quest, check out our Sunken Temple Quests Guide. Even after completing this quest you can still summon Avatar of Hakkar with the Yeh'kinya's Scroll you get as a quest reward.
The Avatar of Hakkar fight starts off with you killing four Atal'ai Ritualists that are channeling to control the Hakkari Bloodkeeper they are surrounding. Once all four of the Atal'ai Ritualists are dead, the Hakkari Bloodkeeper will be set free and begin to attack.
Similar to both the Jammal'an and Ogom, and Shade of Eranikus fights, your group will want to stack together tightly to easily avoid the Bubbling Blood being thrown at random players. This will spawn a pool of blood on the floor that deals damage to players inside. Stack together and move together whenever this is cast.
This phase of the fight is rather short, simply interrupt all of the Frightsome Howl casts and dispel the Spirit Chains debuff off of players. The Hakkari Bloodkeeper will start off with 0 Mana and quick regenerate his mana via Tides of Blood. Once it reaches 100% Mana it will channel its life force to free The God Hakkar, starting the real fight.
The God Hakkar himself has quite a few abilities, mostly all revolving around blood and debuffs. He will frequently cast Blood Nova dealing damage to the entire raid, Curse of Tongues on random targets, and continues to use Bubbling Blood as well. He will also use Insanity periodically. Be sure to move out of the Bubbling Blood pools fast, decurse the Curse of Tongues debuffs, and dispel the Mind Controls as soon as possible.
After being afflicted by either Drain Blood or Corrupted Blood, players will receive the Skeletal debuff, preventing them from being healed for 6 seconds. Tanks will need to manage the Drain Blood debuff and properly tank swap after each use to avoid tanking the boss while they can not be healed.
The main mechanic do deal with this phase is the Corrupted Blood spell. This will target three random players and debuff them, dealing damage to them every 2 seconds. Each time this debuff deals damage it has a high chance to spread to nearby players that do not have the debuff yet.
The best way to overcome this is to split your raid into two camps; one camp will be for the infected players which stand in front of Avatar of Hakkar (people with the Corrupted Blood), the other camp will be for clean players (people without a the debuff). This will prevent Corrupted Blood from spreading as it can not bounce to players who already have the debuff. Everyone should be on their toes and ready at a moments notice to move to the "infected camp" as soon as they get the Corrupted Blood debuff. When Avatar of Hakkar casts Drain Blood it will hit everyone in front of him, removing all Corrupted Blood debuffs.
Sunken Temple Entrance Location
Sunken Temple is located in the middle of the Swamp of Sorrows. As the name implies, it is a large temple that has sunken into the middle of the lake. Alliance players will need to fly to Nethergarde Keep in The Blasted Lands and ride a short distance up into Swamp of Sorrows. Horde players can land even closer to the dungeon simply by flying to Stonard in Swamp of Sorrows.
Sunken Temple is found in the middle of the lake towards the eastern side of the zone. You will need to swim down through the flooded entrance until you can resurface on the inside of the temple. Quickly traverse a couple flights of stairs and you will be facing the entrance of the dungeon.
Changelog
- 12 Apr. 2024: Adjusted boss tactics with new information.
- 06 Apr. 2024: Updated Guide with boss tactics.
- 01 Apr. 2024: Page added.
In The Same Category
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.
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