Elemental Shaman DPS Liberation of Undermine Raid Guide — The War Within (11.1)
On this page, you will find tips, tricks, and strategies tailored to your Elemental Shaman for each boss of the following raid: Liberation of Undermine. All our content is updated for World of Warcraft — The War Within (11.1).
Introduction
Below, you can find class and spec-specific advice for every fight in Liberation of Undermine. If you are looking for a general overview of the Raid that is not spec-specific, check out our dedicated Liberation of Undermine Boss guides.
This page assumes that you already understand most of the mechanics of each encounter. These can be found on the full raid guide, so what is contained here are details specifically tailored toward Elemental Shaman and how you can deal with each fight as best as possible.
All recommendations are progression-based tips and will not necessarily be the best for an overall DPS ranking.
Liberation of Undermine Boss Guides for Elemental Shaman
Liberation of Undermine Raid Builds, Tips, and Tricks for Elemental Shaman
Tips for Vexie and the Geargrinders for Elemental Shaman
Damage
- The fight timings are such that you essentially want to send everything on cooldown
except
Ascendance that you will hold until the first damage phase. You will get it back 15 seconds in the second damage phase, which should be fine unless your raid messes up the repairs.
- Use
Spiritwalker's Grace and move away from the raid when targeted by
Spew Oil. You can use
Gust of Wind to get out of it faster, or to position it better if you are in a bad spot. In Heroic and above, those pools can be positioned to force the Biker adds to charge over them and get stunned, but in practice it will likely not be necessary. In Mythic difficulty, it may be better to keep
Spiritwalker's Grace to catch and load
Oil Canister correctly.
- In Mythic difficulty, during the double damage phase, Support Rigs should only be crowd-controlled and not damaged.
Defensives
- Use
Astral Shift or
Stone Bulwark Totem when affected by
Spew Oil or
Bomb Voyage!
- Be ready to use whatever defensive you have available as well as healing consumables
if you get a bad overlap of abilities, notably getting hit by
Bomb Voyage! while you also have
Spew Oil. It may be worth it to drop your
Earth Elemental even if it cancels your
Storm Elemental in order to survive that combo if you do not have your at least one defensive and a healing consumable.
Utility
- During double damage phases, be ready to interrupt
Repair from Pit Mechanics. They can be Crowd Controlled with
Capacitor Totem,
Thunderstorm and melee players should generally be able to handle most interrupts though.
- In Mythic difficulty, you want to use
Thunderstorm, preferably with
Traveling Storms talented, to get Support Rigs away from the boss.
Earthgrab Totem should also work to keep them far away.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Echoes of Great Sundering and
Herald of the Storms is assuming adds live
for quite a while, but they may not last long enough on live with proper strats for it to be
worth it, in which case drop Echoes for
Power of the Maelstrom and switch to
Fury of the Storm.
Similarly, you probably do not need all that crowd-control and may switch points to Elemental Orbit
and other healing talents.
Tips for Cauldron of Carnage for Elemental Shaman
Damage
Spiritwalker's Grace is helpful to keep uptime while soaking
Molten Bomb and getting away from the
Molten Pool it leaves behind (Heroic and above), getting targeted by
Blastburn Roarcannon. It can also be a good idea to keep it available during
Colossal Clash as you can do damage to both bosses and there is a lot of movement.
- Do not damage
Voltaic Images, they should be crowd-controlled and kited until they despawn.
- During
Colossal Clash, both bosses can be damaged. Our two-target cleave is not very good, but it is still an overall damage gain. This can be a good time to even out Boss Health if one boss is significantly lower than the other.
Defensives
- Make sure you have defensives available to deal with extra damage toward the
end of each phase as the respective dots from each boss will have stacked up and
are dangerous when combined with other damage, notably
Molten Phlegm.
- The Dino side seems to take significantly more damage as most of the Monkey side damage is avoidable or slow.
- The damage from
Colossal Clash by itself is fairly low so you should not need a defensive for it...as long as you do not get hit by a
Zapbolt or especially by a
Fiery Wave
- In Mythic difficulty, the handling of the
Tiny Tussle toys will likely make or break the fight, it can be a good idea to keep something in reserve to deal with a bad overlap or multiple toys clashing at the same time.
Utility
Voltaic Images can and should be crowd-controlled until they despawn, though as they are quite slow you do not need to overdo it.
Gust of Wind can be used to get away from
Voltaic Images, to quickly get out of
Thunderdrum Salvo, to position yourself for
Blastburn Roarcannon or to quickly get out if a bunch of different AoE abilities are surrounding you. It can be used to counter the knockback of
Scrapbomb, especially if it was about to throw you into
Blastburn Roarcannon!
Colossal Clash is probably a good time to throw a
Wind Rush Totem on your raid, though really you could use it at many points during the fight and it will be useful, such as dealing with
Scrapbomb (especially in Mythic difficulty).
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Tips for Rik Reverb for Elemental Shaman
Damage
- The boss goes immune in Phase 2 two minutes, then four minutes and thirty seconds into the fight. Be careful not to waste damage cooldowns right as he does!
- Hitting Pyrotechnics gives you up to 30% movement speed and 6% Haste. They are priority adds anyway so make sure you kill them! They spawn roughly every 40 seconds in Phase 1. There are 3 sets of adds per phase.
Defensives
- Be careful when soaking
Lingering Voltage from Amplifiers as you get a stacking debuff increasing damage taken by 50% (Heroic and above), meaning if you need to soak more than a few stacks you will need to pop a defensive.
- In Mythic difficulty you will probably want a defensive when you have to blow up
your
Faulty Zap debuff to proc
Static Jolt
- In Mythic difficulty, you may want to use
Stone Bulwark Totem to help soak
Sound Cannon.
Utility
Gust of Wind or
Spirit Walk are both handy to avoid getting hit by the various abilities throughout the fight, notably during
Echoing Chant.
- In Phase 2, use
Wind Rush Totem to help your raid go to the new Amplifier surrounded by a big circle indicating it is about to
Blowout!, allowing you to jump over
Blaring Drop (It's the Ansurek nova mechanic). You have to do this four times so having
Totemic Recall may be useful!
- In Phase 2, You have enough mobility to have free GCDs to help heal yourself and the raid.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Tips for Stix Bunkjunker for Elemental Shaman
Damage
- Do not blow cooldowns right before the boss goes into
Overdrive and becomes immune.
- Small adds should mostly be damaged after they have been dropped by rolling players as they then take 100% increased damage. Be careful of damaging them before as tanks will likely have trouble getting aggro of everything.
- It is important to focus on taking one or two Territorial Bombshells below 75% so
they leave their garbage piles, letting the rolling people soak up more things and then
explode on the boss.
Short Fuses have to be desynced otherwise the damage is likely, to kill the raid. (In Mythic, 2 at the same time will almost certainly cause a wipe)
- In Mythic difficulty, Scrapmasters need to be hit by rolling players or
killed before they finish their
The Recycler cast or someone is dead.
Defensives
- There will be big healer cooldowns popped for
Electromagnetic Sorting, so you may not need to use a personal for all of them, but later in the fight when a bunch of damage is rolling, you should adapt to your circumstances and use something if required.
- You probably want to use a defensive when targeted by
Incineration, particularly on high difficulties and if a
Short Fuse occurs at the same time.
- It may not necessary, but
Stone Bulwark Totem seems suited to help tank
Trash Compactor as the boss lands after his immune phase. Make sure you cast
Healing Stream Totem and recast
Earth Shield before he lands.
- Depending on how well Territorial Bombshells are handled, there may be
several
Short Fuse debuffs at the same time. You really want a defensive for that, and be ready to pop a healing consumable if needed, and consider
Earth Elemental, especially if there are multiple
Toxic Fumes going.
- The raid is unlikely to survive the explosion of
Discarded Doomsplosive outside of normal difficulty, but it should still be possible at least in heroic if multiple cooldowns are stacked.
- In Mythic difficulty, be careful not to get too many stacks of
Hypercharged from
Prototype Powercoils as the damage can build up fast when other damage is also happening.
Utility
Gust of Wind can help getting out of the way of rolling people and out of Scrapmasters'
Dumpster Dive, which does a lot of damage (and will one-shot you in Mythic).
Scrap Rockets cast by Scrapmasters need to be interrupted immediately. As this is a fire spell, interrupting it with
Seasoned Winds give you a nice cushion against
Short Fuse or
Incineration damage.
- Junkyard Hyenas are susceptible to all forms of crowd control, which should be used liberally. Do not underestimate Hyenas in Heroic and above, as their bite is actually quite dangerous.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Tips for Sprocketmonger Lockenstock for Elemental Shaman
Damage
- This boss has no adds, no immune phase and no extra damage phase, but he does throw the raid away when he begins Phase 2 two minutes into the fight, so be careful not to waste cooldowns. This phase will happen again four minutes and thirty seconds into the fight and finally six minutes and fifty seconds in.
Spiritwalker's Grace is very good throughout the encounter, but especially so during Phase 2.
Defensives
- Keep in mind that after each Phase 2, everything does 15% more damage, so what is survivable in the first Phase 1 may well kill you in the second or third Phase.
Stone Bulwark Totem is nicely suited to deal with an overlap or two or three of
Sonic Ba-Boom,
Pyro Party Pack and
Foot-Blasters (in Mythic difficulty you may want to add
Astral Shift for that combo). Alternatively, it is nice on
Voidsplosions in Phase 2, although outside of Mythic the latter should not be too dangerous since you should have
Spiritwalker's Grace.
- In Heroic or below I would perhaps hold
Astral Shift for when you inevitably get in a bad position and are forced to go through at trap or damage zone to get out. Be ready to press a healing consumable as well if you do this! Alternatively, you may want to hold
Astral Shift in case it is looking like two
Foot-Blasters will explode at the same time, as it might allow you to survive this.
Utility
Wind Rush Totem with either of the bonus talents will certainly be a boon to have for each Phase 2 start.
- Use
Gust of Wind liberally to prevent getting caught or trapped between all the different traps and zones of bad.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Tips for The One-Armed Bandit for Elemental Shaman
Damage
- Try to keep up the
High Roller! buff as much as possible. Do be careful however as you need to be quite close to get it, but get too close and you will regret it.
- The main adds are unfortunately spread so you will not be able to cleave them properly, at most you may be able to cleave from one add to the boss to the other add if the boss is in the middle.
- Ideally you will want to have
Stormkeeper to burst down the different types of Booty adds, but it should not be problematic. In order of importance, Premium Dynamite Booty will need to take a lot of damage to die before they disrupt the raid, then Fiery Dynamite Booty have a lot of Health but are quite slow. Finally, "regular" Dynamite Booty move normally but have little Health.
- Make sure to have all your cooldowns and ideally to have "prepped" your burst, pooling Maelstrom and procs for Phase 2 when the boss drops to 30% Health, which leads to a wipe if you do not kill it in 90 seconds.
Defensives
- Make sure you have
Astral Shift available when multiple
Pay-Lines will explode while Reel Assistants are present, as the extra damage they can do, especially via
Withering Flames then becomes extremely dangerous.
Utility
- Make sure you interrupt Reel Assistants'
Overload! casts, as they are extremely dangerous, and it will make you take less damage from
Pay-Line.
- Note that while most Booty adds can be crowd controlled, this is not the case for Premium Dynamite Booty, and they also have a lot of Health.
- Make sure you have
Spiritwalker's Grace available for Phase 2.
Gust of Wind can let you take a single tick from the
Voltaic Streak beams in Phase 2 but that is still likely to kill you without a defensive.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Tips for Mug'Zee, Heads of Security for Elemental Shaman
After the Intermission when the Boss drops below 40%, he uses all the abilities from both phases.
Damage
- While there are regular adds, you will not be able to cleave more than 2 targets at
a time, so while you should switch to
Chain Lightning, put
Flame Shock on both, and potentially
Earthquake, you want to maintain your single-target rotation otherwise.
Unstable Crawler Mines cannot be damaged.
- Mk II Electro Shocker during the "blue" phase take double damage for 8 seconds
after reaching 80% Health. This is a good time to dump spenders and
Stormkeeper charges if available.
- Make sure you have all your cooldowns available after the boss reaches 40% Health, as it then becomes a race to finish him before the hard enrage at 100 Energy.
Defensives
- During the "blue" phase, always have a defensive in reserve in case you get targeted by
Double Whammy Shot, as it deals enormous damage, and you will then potentially have to soak either
Unstable Cluster Bomb or potentially
Goblin-guided Rocket.
- During the "red" phase, do not try to tank a
Frostshatter Spear. If you fail to position it properly, you will die no matter what.
Utility
- Make sure to interrupt Gallagio Goons'
Pay Respects casts.
- In Heroic and above, use any and all movement abilities at your disposal to get
in the correct position when targeted by
Frostshatter Spear so it hits a wall:
Gust of Wind and/or
Ghost Wolf should generally be sufficient
Unstable Crawler Mines are slow and can be fully crowd controlled and kited indefinitely (until the boss reaches 40% Health), but it will become harder and harder to ignore them.
Wind Rush Totem may be helpful to help transition from one side or the room to the other.
- During the intermission phase,
Spiritwalker's Grace should allow you to maintain full damage during
Bulletstorm. Using
Wind Rush Totem there is also quite helpful for your raid.
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
Depending on how much crowd control is required to deal with Unstable Crawler Mines,
you might want to drop
Call of the Elements and/or
Totemic Recall for
Traveling Storms,
Capacitor Totem and potentially one of its subtalent.
Tips for Chrome King Gallywix for Elemental Shaman
This boss was not tested on the PTR. As we see the fight on live servers, we will add tips for the fight.
Damage
Defensives
- In Phase 2, you want a defensive during
Giga BOOM!.
- During the Intermission, you will want to use at least one defensive during
TOTAL DESTRUCTION!!! as the damage will ramp up significantly.
Utility
- In Phase 2, make sure you interrupt the
Shock Barrage casts from Sharpshot Sentry.
- In Phase 2, it is unclear whether it will be needed, but you may be able to
Purge the
Lumbering Rage effect from Darkfuse Wrenchmongers
- During the Intermission, someone must interrupt
TOTAL DESTRUCTION!!!,
Best Talents
Be sure to make use of the 'Export Talents' button to import the build directly into your game!
We highly suggest using some Addon or WeakAura to track the estimated time to
die of your target/boss target.
Method
Raid Tools has this as an option if you are already using this addon.
By tracking time to die, if you know that you can only fit one more cycle of
your cooldowns in before the boss dies, you can choose to hold these cooldowns
to better line up with Bloodlust, your Potion, or even your other
cooldowns, trying to look for opportunities to stack all of them.
Changelog
- 25 Feb. 2025: Guide added.
More Shaman Guides
Guides from Other Classes
This guide has been written by Stormy, Elemental main since Wrath of the Lich King and member of the Storm, Earth and Lava Elemental theorycrafting team.
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