Skyreach Dungeon Guide

Skyreach Dungeon Guide

A comprehensive guide to all the spells and attacks from both bosses AND trash mobs you can expect to see in the revamped dungeon Skyreach, coming in Season 1 of the Midnight expansion for World of Warcraft

FrankFrankDungeonUpdated February 17, 2026

Check out Wowhead's page for the new version of Skyreach, returning in Midnight Season 1

Trash Mobs


Ranjit Trash



Soaring Chakram Master

Healing AlertRicocheting Chakram - Random AoE hitting three people in the group. Ricocheting Chakram



Outcast Warrior

Dispel AlertRushing Winds - Purgable buff, increases the warriors haste by 30% for 15 seconds. Rushing Wind



Dread Raven

Healing AlertDire Screech - Quick, hard-hitting AoE on the group, careful when double-pulling. Dire Screech
Important AlertDread Wind - Random player is chosen for a knockback, get in position to get knocked into a wall as opposed to off the edge. Dread Wind



Raging Squall

Enrage AlertWrathful Wind - Becomes **Enraged**, increases Haste and pulses an AoE every two seconds.
Wrathful Wind Wind Claws - Melee attacks have an additional Magic Damage
Wind Blast - Upon death, will attempt to blast players in an 8 yard AoE. Wind Blast



Driving Gale-Caller

Important AlertInterruptableRepel - AoE hit, and will knock everyone back/off the platform. Focus interrupt. Repel



Adorned Bladetalon

Tank AlertShear - Hits the tank and adds a 20% Armor Reduction debuff, can stack. Shear
Healing AlertBlade Rush - Dashes to three random targets, appears to favor the ranged players, but will hit the tank as the last target, adding bleeds to anyone hit. Blade Rush



Araknath Trash



Blinding Sun Priestess

Solar Barrier - Puts an absorb shield on a mob, does AoE while it is active. Solar Barrier
Important AlertInterruptableBlinding Light - Must interrupt or will blind the group for 5 seconds. Blinding Light



Adept of the Dawn

Tank AlertFiery Talon - Applies a stacking debuff to the tank, can become very dangerous on higher keys if stacks get too high. Find ways to drop stacks by either kiting or stunning, etc. Fiery Talon



Initiate of the Rising Sun

InterruptableSolar Bolt - Bolt slop. Solar Bolt



Solar Elemental

Solar Fire - Calls down 4 yard AoEs by players, just step out. Solar Fire
Solar Orb - Summons a Solar Orb add. Solar Orb



Solar Orb

Solar Flare - Every 5 seconds, will damage the group, but also heal all other mobs by 8%. Solar Flare



Solar Construct

Healing AlertSolar Flame - Channels into a player, dealing high ticking damage. Solar Flame
DeadlySolar Nova - 8 yard AoE around the mob, just get out of melee. Solar Nova



Lowborn Servant

They just melee!



Rukhran Trash



Suntalon

Will Fixate a player when DeadlyMark of Death is cast by Suntalon Tamer. Stuns remove the fixate. Suntalon



Suntalon Tamer

DeadlyMark of Death - Causes all Suntalons to fixate a player. Can stun to stop the cast, but kite otherwise. Mark of Death



Bosses



Ranjit

The first mechanic you can expect to see in this fight is Gale Surge, where two players will be targeted, and after they're knocked back, will drop a Swirling Gusts. This will be easy on its own, but during other parts of the fight, can be deadly and chaotic. Gale Surge

DeadlyWind Chakram will be fired towards a player, and hits anyone in it's path both outwards, and on the way back in. Melee can easily get tricked into positioning to get hit on it's way back in so play carefully. Wind Chakram

When the boss casts Healing Alert Fan of Blades, healers will need to quickly catch the group back up in case someone makes a mistake and touches a vortex. Fan of Blades

Chakram Vortex is the bosses signature ability, where Ranjit will throw a large vortex into the middle of the room, and it will create smaller vortexes that rotate in alternate directions. So this will require constant shuffling, but can also be dangerous if someone is targeted with Gale Surge. If you're targetted with Gale Surge while Chakram Vortex is going on, ensure you back is facing a safe spot so as not to launch yourself into a spiraling vortex. Chakram Vortex



Araknath

Starting with the tank, it's important that you stay in melee at all times, otherwise Araknath will cast Blast Wave, almost certainly resulting in a wipe. On top of that, the tank will have a Tank AlertFiery Smash frontal to step left or right to avoid throughout the fight (Note: The lane for which the boss will do the frontal depends on which hand it uses for the cast. Because of this frontal, it's unlikely the tank can assist with other mechanics, and they should actively be avoiding other players who are doing mechanics.Fiery Smash

Important AlertEnergize will be what the rest of the group, namely the DPS, will be dealing with for the entire fight. Three beams will be channeled from constructs around the room into the boss, and for every half second this beam connects to the boss, it will heal for 1% health and gain 1 stack of Solar Infusion, which buffs another of the boss' spells. After each is finished casting, the constructs will finish off with a Heat Exhaustion frontal that requires everyone to move out of the way, causing even more healing to be done if hit. Be careful while running away from it, though, as the tank will be juggling Tank AlertEnergize and you may get caught by surprise.Heat Exhaustion

Healers will have to lock in and heal the DPS while they absorb the Important AlertEnergize because as they stand in the beam, they'll suffer from Healing AlertSolar Flame, which will require a ton of healing to ensure the DPS can intercept the beams entirely. This is a very challenging Healer fight, so defensives will go a long way to help your healer out.Solar Flame

After two sets of Important AlertEnergize, the boss will cast DeadlySupernova, which will be a big AoE on the group, amplified by how many stacks of Important AlertSolar Infusion the boss received. Each stack adds 5% damage to DeadlySupernova, so minimize these as feasibly as you can.Supernova



Rukhran

This boss is fairly simple on paper, starting with a tank smash, Tank AlertBurning Claws, which leave a fire debuff for 8 additional seconds. The tank also want to make sure they're in melee when the boss isn't using Important AlertSearing Quills otherwise she will cast Important AlertTank AlertScreech, which will most likely wipe the group. So as soon as Important AlertSearing Quills ends, the tank should run into melee immediately.Screech

The main challenge of this boss will be Important AlertSunbreak where a Sunwing will spawn and begin Healing AlertBurning Pursuit. The Sunwing will chase this player, allowing you to position it for when it dies. This is important because it will cast Important AlertBlaze of Glory when it dies, creating an 8 yard AoE and dropping an egg. If a Important AlertBlaze of Glory of a Sunwing hits an egg of a previous one, it will re-activate the Sunwing, causing more damage and possibly a wipe. Blazy of Glory

So it's critical that the DPS switches to the Sunwing and destroys it in a safe area to stop the damage output from Healing AlertBurning Pursuit for healers, while also ensuring that they don't die within 8 yards of another egg.Burning Pursuit

After two Important AlertSunbreaks, the boss will cast Important AlertSearing Quills, which requires you to line of sight behind the pillar to stay safe. Keep in mind that you may have a Sunwing up when Important AlertSearing Quills is casting, so save the area around the pillar for when this might be a possibility.Searing Quills



High Sage Viryx

Starting with some bolt slop: Viryx will cast Important AlertInterruptableSolar Blast on the tank throughout the fight. This is important to interrupt, especially with other damage events, as it hits like a truck and can knock a tank out even with 75%+ health remaining. Positioning for this fight will be really critical because every so often, the boss will use Important AlertCast Down, where a Solar Zealot will grab a random player (including the healer) and drag them to the ledge to be killed. You can still cast/dps while being carried, so kill off the mob ASAP to ensure this person can survive.Cast Down

To complicate this, a random player will be targeted with Important AlertDeadlyLens Flare. This will chase the player with a beam, leaving behind area of denial that will make killing the Solar Zealot harder. Use the left and right sides of the platform to drop these flares off so that the middle can stay clear for players to be freed from Important AlertCast Down.Lens Flare

Healing AlertScorching Ray is the main Healing mechanic, where three random players will be marked with a debuff, warning the healer which players are about to take damage. Once they're struck, they'll have a 5 second DoT that will require constant topping up, as additional rays will constantly be firing off. Scorching Ray

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