/dungeons/skyreach.txt
[skyreach]
returning — warlords of draenor

Multi-phase choreography with edge mechanics — platform awareness is the skill check, not DPS.

Solar Zealots and fixate adds require immediate group swap. Don't finish your rotation, kill the add.

Ranjit

Piercing Rush charges at a player — the impact leaves a debuff that amplifies all subsequent damage.

Fan of Blades spins every 20 seconds with a stacking bleed DoT — save defensives for Fan duration.

Maintain distance and don't cluster.

Araknath

Tank must NEVER leave melee range — stepping out triggers repeated Blast Waves that wipe the group.

Cast Down grabs a random non-tank and slowly drags them toward the edge.

Kill the Solar Zealot above the grabbed player before the drag completes or they die.

Rukhran

Birds chase players and leave eggs when killed — don't drop two eggs in the same spot or it's a wipe.

Spread out intentionally; egg placement determines whether you survive phase transitions.

Mandatory channel phase: entire arena is dangerous except behind a single pillar — position early.

High Sage Viryx

Solar Zealot spawns above a random non-tank — group swaps and burns it before it throws that player.

Laser beam follows a random player — kite it toward outer edges, never toward center.

Fire patches persist and fill the platform by the end. Start at edges, work inward.

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