Brewmaster Monk Tank Battle of Dazar'alor Raid Guide — Dragonflight 10.2.5
On this page, you will find tips, tricks, and strategies tailored to your Brewmaster Monk for each boss of the following raid: Battle of Dazar'alor. All our content is updated for World of Warcraft — Dragonflight 10.2.5.
Introduction for Brewmaster Monk Boss Advice in Battle of Dazar'alor
This page will be a rough outline of the bosses and mechanics in the Battle of Dazar'alor raid from a Brewmaster monk and general tank point of view. Initially this page will focus on heroic mode and lower, however, as more bosses are being killed on Mythic, the guide will also include optimizations for Mythic bosses.
Note on Battle of Dazar'alor Faction Encounters
This raid includes 3 fights that have some superficial differences- the names of bosses, spells, and some graphics. When referring to these, we attempt to use generic names (eg, simply Grong instead of the Horde's King Grong or Alliance's Grong the Revenant) whenever possible. When spells are linked, both will be linked the first time, but thereafter for readability only the Horde version of the spell is linked.
Talent Cheatsheet for Brewmaster Monk
Champion of the Light
Tips
Champion of the Light is a 2-tank encounter, with one tank on adds and one on the boss, though you may do both roles throughout the encounter.
The boss begins with two Disciples and one Crusader add, who should be taken
by one tank and kept away from the boss — her Seal of Retribution
increases the damage they deal, and her
Seal of Reckoning makes
cleaving her dangerous.
The boss applies a stacking debuff on some melee swings (regardless of
whether they hit or not) called Sacred Blade. This does little damage
until reaching higher stacks. You should switch when the adds are dead, but if
this is not manageable, it is possible to switch with adds up without too much
difficulty, as they cast often. You may also be able to reset by kiting for a
short time during some boss casts.
When tanking the adds, you should move away from the bosses
Wave of Light cast. Ideally you will move the adds out of it too, as it
heals them, but the heal is dispellable so do not worry too much. You should
also move the adds out of the Crusader's
Consecration —
Ring of Peace helps out with this, and you should use it when you are
DPSing the adds. Just be careful not to knock them in many different
directions.
Both tanks should turn away from the Crusader's Blinding Faith, but
the boss tank can simply always have their back to the adds. If you are standing
close enough to the boss, the Wave of Light will not hit you.
Mythic
On Mythic difficulty, the Champion will use Prayer for the Fallen,
causing Crusaders to cast the easily avoidable
Divine Mallet and
Disciples to cast
Angelic Renewal. Angelic Renewal must be interrupted,
as it heals the boss to full health. The second Prayer for the Fallen will
require four interrupts, as dead enemies will cast Angelic Renewal as well. You
should try to have the Disciples die in range of interrupts.
There are no other changes, and the fight is quite simple.
Grong
Tips
Grong is a two tank fight. Tanks are primarily concerned with Grong's
Bestial Combo/
Necrotic Combo. He will perform 3 attacks,
randomly choosing between 2 available moves each time, so to navigate this
you must look at what he is casting.
Bestial Smash leaves a debuff
on its target (
Crushed) causing them to take more damage from
another Bestial Smash, and
Rending Bite causes the target to bleed.
Dealing with this is not too hard — if your co-tank has already been hit by an ability once and it is cast again, taunt. This way, no tank will have two stacks of the bleed or be oneshot by Bestial Smash because of their Crushed debuff. If you taunt during a cast, the ability will hit you, so do not worry about predicting his moves.
It is possible that Grong will cast Rending Bite 3 times. If this happens one tank will have to take two bleeds, and one will have to tank the boss with a bleed. As a Brewmaster, you should probably be tanking the boss while bleeding, but this is not a hard rule. He is also capable of Smashing 3 times, but the debuff duration is short enough that the first player will not have it on the third cast.
On Heroic mode, Grong will follow up his Combo with Bestial Throw,
grabbing his target, putting a short heavy DoT on them and throwing them at
another player. Cooldowns can and should be used during this. Use your
Transcendence: Transfer to quickly get back into melee. Raids with
a Paladin can use
Blessing of Protection to stop the tank from being
thrown when they are picked up.
Grong will also cast Ferocious Roar, fearing players who do not
have anyone near them. This is simple for you to deal with, as you should
be near your co-tank. Make sure to get back in fast after a Throw, though.
Mythic
On Mythic difficulty, Grong will hit exceptionally hard, and you should
co-ordinate with your co-tank on who should take the Bestial Throw. He
will cast his
Ferocious Roar soon after a Throw, which means the
Thrown tank must be escorted back to the boss (or
Transcendence: Transfer
back in!), and the boss tank must have someone protecting them - ideally this is
just a Holy Paladin or other healer.
Bestial Combos can also be interrupted by triggering Tantrum, and whoever is triggering these should pay attention to timers to do this, if convenient.
Jadefire Masters
Tips
Jadefire Masters is a two enemy boss, with a Monk and a Mage boss who both must be tanked. Both tanks will have to swap bosses throughout the encounter.
The Monk casts Multi-Sided Strike fairly often, causing you to be
lifted into the air and be attacked by three (four on Heroic) spirits. They will
first appear one after another in the order they attack, then pulse and charge
at you. Your objective is to turn your character to face the spirits as they hit
you. If you succeed you will gain a damage and healing buff. Each spirit that
hits you deals some damage. After all spirits have charged, you gain the
Tested debuff, and the other tank should take the Monk.
The Monk will also jump to a random area and cast Whirling Jade Storm
until a player engages him in melee combat.
Chi Torpedo makes it easy
to stop this quickly.
The Mage casts Fireball frequently, which deals high damage and
leaves the
Rising Flames DoT. When this debuff expires,
Burnout is triggered, damaging the raid with increasing damage
based on the amount of Rising Flames stacks. To ensure you do not harm the raid
too much, you should swap on 5-6 stacks, though even on Heroic, most raids will
be capable of dealing with 10 without trouble.
Mythic
The fight has little difference on Mythic difficulty, and nothing that should directly affect the tanks.
Opulence
Tips
The only gem available to tanks is the Diamond of the Unshakeable Protector.
You should switch tanks once the active tank's gem shield is broken.
It does not matter which path you choose, as the unique mechanics do not benefit a certain tank.
While the Spirits of Gold are stunnable, you can use
Ring of Peace to control them rather than taking
Tiger Tail Sweep.
Mythic
There are no changes affecting tanks in Mythic difficulty-.
Conclave of the Chosen
Tips
This is a two tank encounter, with both tanks taking one Aspect each. The
bosses must be kept over 7 yards from each other, or they will gain
Loa's Pact, causing them to take almost no damage. When
Pa'ku's Wrath is cast, you and your co-tank should ensure you already
know which side of the circle you will go to, to minimise damage loss. You
may also choose to swap bosses while running to the circle, as DPS will be
naturally lower at this time anyway.
Pa'ku's Aspect gains Hastening Winds with each melee, which can
be reset by swapping. You can probably take around 25-30 stacks, and should
not switch too frequently.
Kimbul's Aspect stacks a fairly heavy DoT, Lacerating Claws, on
his target. You should swap him at 2 stacks. Make sure not to face this
cleaving attack to other players, and warn people once it is coming up if you
can. This is especially important during Pa'Ku's Wrath.
Gonk's Aspect will occasionally transform into a raptor and cast
Wild Maul on a tank. This cleaves, so ensure you are facing the boss
away from any players (especially during Pa'Ku's Wrath). If you have any
bleed stacks, you may wish to use a cooldown.
Use Ring of Peace to help control raptor adds.
Mythic
On Mythic difficulty, Bwonsamdi will curse players and cause them to receive no healing. Tanks should be dispelled immediately. Otherwise, there are no differences on Mythic difficulty.
King Rastakhan
Tips
King Rastakhan is an excellent fight for Brewmaster Monk due to its need for high mobility.
In Phase One, Rastakhan has two (three on Heroic) bodyguards. Siegebreaker
Roka will cast Meteor Leap on a random player, then
Crushing Leap
on the tank. This deals some physical damage and leaves the
Crushed
debuff behind, causing further Crushing Leaps to be dangerous. Ideally, you
should kill Roka before his second leap, but if not, then
Fortifying Brew should be enough to survive it.
Rastakhan himself will cast Scorching Detonation on his target
often. This applies a DoT, and at the end of its duration explodes dealing
damage to the raid. This damage is reduced based on distance, so the tank
must get far away from the raid. As a Monk, you should use a charge of
Chi Torpedo to get out, then use
Transcendence: Transfer or
another charge to get back in range of the boss, to ensure as little movement
as possible. If your other tank is low mobility you may prefer to take all
Scorching Detonations.
After the bodyguards are defeated, Bwonsamdi will spawn. A tank must pick
him up and move him far away from the raid to ensure his Aura of Death
does not hit any raid members. Since the stacking debuff from the aura,
Deathly Withering will kill the tank eventually, you must swap bosses.
The best way to do this is during
Scorching Detonation- the Rastakhan
tank runs to Bwonsamdi and taunts him, and the Bwonsamdi tank does the opposite.
Bwonsamdi will also cast Caress of Death on his target, causing you
to take no healing for 5 seconds. This is quite dangerous — you will want to
purify before and probably during this if you are hit by more than one melee.
At the end of Phase Two, the Bwonsamdi tank should run away from him, as being close will make you liable to be taken into the Death Realm. Tanks are only needed in the Living Realm.
Rastakhan continues to cast Scorching Detonation during this phase.
He will also spawn two tankable adds — a Phantom of Rage and a Phantom of
Retribution. The Phantom of Rage casts
Necrotic Smash on the tank,
applying a healing debuff and dealing damage in an AOE. The tanks should swap
the Phantom after this. The Phantom of Retribution only melees and casts
Grave Bolt, which should be interrupted as frequently as possible.
On Heroic mode, a third Phantom of Slaughter spawns. It is almost identical to the Phantom of Retribution.
In the final phase, Rastakhan will keep casting Scorching Detonation.
You should swap during this as his melee damage is high. Be ready to move him
away from Death Gates when too many are dropped nearby.
Mythic
There are no significant differences in Mythic difficulty.
High Tinker Mekkatorque
Tips
Mekkatorque's melee booster is Electroshock Strikes. Each of
his melee swings do extra nature damage, and apply
Electroshock Amplification,
increasing nature damage taken. While tanks are capable of surviving around 10
stacks, the boss casts so much that taunting around 4 is fine. In the last phase,
make sure to pay attention to stacks, as his attack speed is increased and they
will accumulate faster.
You will occasionally be debuffed with Gigavolt Charge, which explodes
after 15 seconds. You must be out of line-of-sight of the raid behind a pillar
in a corner of the room when it explodes. You have a very long time to position
yourself, so do not worry if you have to tank a little longer or stay still. On
the third set of Gigavolts, you will be teleported to the boss with around 7
seconds left on the debuff, so do not leave too early.
As a tank, you will often be Shrunk, meaning you must enter a
robot and deal with the fight's major mechanic. 3 people are shrunk at once in
Phases One and Three, and each player must input a series of 3 colors. You
can see another player's code above their head, but cannot see your own. Your
guild will decide how to do it, but often the tank will call out the colors of
the other two players, and one of them will call out yours. Do not leave the
robot until all players have input their code, and take your time, as you
will have around 45 seconds to complete this. False inputs will cause you to
be ejected and will often cause a wipe.
Otherwise, dodge any errant AoE and do not stand on Shrunken players.
Mythic
On Mythic difficulty, players affected by Gigavolt Charge leave a
puddle of radiation on the floor that gives a high damage DoT to anyone standing
in it. You should endeavour to use space well, and leave the best line of sight
spots to players who get the bomb during the intermission phase.
You must be faster when inputting the code. There exists a bug where the final input takes a long time to show up - if this happens, the input is the same as the first one. If you remember it, you can call it out, but be careful.
Rarely, in the intermission, you will become very large - stay still as much as
possible during this, as any players you stand on will take damage, and any
Shrunken players will be immediately killed.
In the last phase, use cooldowns if your co-tank is inside a robot - you will likely have to tank for a prolonged period of time.
Stormwall Blockade
Tips
In Phase One, you will be facing either Sister Katherine or Brother Joseph (on Heroic mode, the bosses will switch at 50%, so you must know both).
Sister Katherine will cast Crackling Lightning on a player,
including tanks. If you get this, roll quickly to an assigned position away
from other raid members, then back to the boss. She also casts
Voltaic Flash.
This causes beams of lightning to dance across the ship. You should start in the
middle of the ship and simply move into a beam after it has struck, as the
lightning will not hit the same place twice... in a row.
Brother Joseph will use Sea's Temptation, spawning a Siren to
mind control a raid member. You should move the boss next to the Siren so
that both the boss and it can be cleaved.
In Phase Two, the bosses melee attacks apply Kelp-Wrapped, dealing
some damage and slowing the tank. When this expires, it increases the damage
taken by all enemies and allies within 10 yards. You should use this to
debuff the Energized Storm adds- simply have the inactive tank taunt the boss,
and the Kelp-Wrapped tank run to the add and call for a dispel. Be careful not
to get dispelled on allies.
Mythic
On Mythic difficulty, Sea Swell will be cast during both phases.
In order to not run out of room on boats, you must move into a Sea Swell during
the cast, stacking the pools as much as possible. More pools will not increase
the ticking damage. You should also do this in Phase Two whenever you are not
stacked with melee.
The Ire of the Deep is changed on Mythic. Along with splitting damage
to anyone inside it, it knocks anyone inside back significantly (reduced by
the amount of players soaking). Most guilds at this point use a tank to soak
each one of these. If you are doing this, have your
Transcendence in
a central position, as Ires can spawn very far from each other. You will take
a large amount of damage - use externals and
Dampen Harm, and stack
avoidance if you can. The trait
Exit Strategy will also be useful,
but you should be careful, as it will reduce your mobility (
Momentum will
be useful if you decide to go this route).
The other tank will tank the boss permanently. You should call for dispels when you get to 5 stacks occasionally, as the DoT does a large amount of damage. You must not get dispelled on players, as they will take 5 stacks of the damage debuff.
Lady Jaina Proudmoore
Tips
Throughout the fight, Jaina will cast Ice Shard. This deals
physical damage (not frost!) and applies a debuff increasing the damage of
further Ice Shards. It also (like most of Jaina's abilities) applies
Chilling Touch, which will freeze any player that reaches 20 stacks.
In Phases One and Two, you should clear your Chilling Touch stacks
occasionally by stepping in Searing Pitch or standing next to
exploded ordnance barrels.
In Phase Three, you cannot clear Chilling Touch stacks. Instead, each tank will get frozen at 20 stacks, and the other tank should taunt and assist in breaking out their frozen ally.
Changelog
- 25 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 11 Mar. 2019: Removed mention of stacking damage bug on Jaina.
- 28 Feb. 2019: Updated significantly for Mythic.
- 31 Jan. 2019: Added some Mythic details.
- 24 Jan. 2019: Extensive updates to Mekkatorque, minor updates to other bosses.
- 20 Jan. 2019: Page created.
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This guide has been written by Quotey, who has been tanking as a Brewmaster Monk since they first rolled onto the scene. He currently raids in Echoes and is reachable on the friendly Monk Discord.
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