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World of Warcraft: Legion: Halls of Valor guide

Our strategy guide for mastering Stormheim's epic 5-man dungeon.

Halls of Valour is the dungeon which concludes Stormheim’s Pillars of Creation questline, awarding you the Pillar known as Aegis of Aggramar - assuming you've completed the preceding quests. It is accessible in Normal Mode from level 98 and up, and has already proved a firm favorite for players that want to level through dungeons instead of questing. It's also, of course, available in Heroic, Mythic and Mythic + difficulties for players looking for a greater challenge and proportionately greater rewards once they reach the endgame. In our Halls of Valor guide, we’ll take you through the main path of the dungeon, providing tips and strategies to help you deal with each boss and any notable trash mobs along the way.

This dungeon is the target of several repeatable Word Quests as well as Class Hall quest lines, and is also a requirement for progressing in most professions. For that reason, it is not recommended that you wait and gather all of the relevant quests before starting it, as doing so would take a long time and rob you of important upgrades in the meantime. In fact, doing it as soon as Stormheim’s main questline directs you to will award you - along with the Pillar of Creation - with a powerful piece of equipment that has a high item level for the area.

Halls of Valour has a moderate number of trash fights to deal with, as well as five boss encounters in total. Of these, the second and third - Hyrja and Fenryr - may be taken in any order of the player’s choosing, although we suggest you kill Hyrja first. This will make the time spent running back to get to the fourth boss much shorter.

In this first version of our Halls of Valor guide, we’re focusing on the default Normal difficulty, but nearly all of the strategies contained will be applicable to Heroic mode too. In our next update we’ll go through the differences in boss behaviour, and provide additional tactics for Heroic, Mythic and Mythic +.

Hymdall - Strategy and Tips

There are very few trash fights before Hymdall, and none of them are particularly worthy of note. A lot of the enemies in this section do place damaging AoE patches on the floor, however, so make it a point to watch where you stand and avoid them - the rest should take care of itself.

Hymdall continues this trend of necessitating good situational awareness and quick feet. Almost the entirety of the fight mechanics are based on quick movement in order to avoid damage. The boss will periodically - and at an increasing rate - use his Horn of Valor ability to summon Storm Drakes that blanket sections of the arena in lightning patches that deal damage when stepped upon.

Initially, only one drake will appear, but as the fight progresses the number of drakes will increase. With that said, they will never come together all at once, and during any given wave they will never target the same area twice. As a result, once the first drake is through and the lightning dissipates behind him, players can stand there and be assured that the other drakes will fly by harmlessly.

In addition to this signature ability, Hymdall will also periodically target a random player with Dancing Blade, leaving yet another damaging area in the arena. Players can and should move out of the targeted area before the blade lands in order to avoid damage.

Finally, Hymdall attacks with a high-damage strike that hits all players in front of him, so the tank should keep him facing away from the party at all times.

Hyrja - Strategy and Tips

There is an enormous number of trash fights leading up to Hyrja and the two mini-bosses which precede her. Instead of providing an exhaustive breakdown of all the trash types and their abilities, here are the noteworthy enemies and each one’s signature moves.

Stormforged Sentinel is by far the most threatening non-boss enemy in the instance. This is due to their Charged Pulse ability, which deals damage and knocks back all players around it - potentially into other groups of enemies - which means fights can quickly get out of control. It is, therefore, advised that the tank pulls this enemy as far away as possible from the other mobs, and that melee damage dealers position themselves in a way that prevents them from being knocked back and into the direction of other groups of enemies.

Valarjar Marksman is not a dangerous mob, however this enemy can easily end up jumping to other packs of enemies after using Leap to Safety, a skill that has it leap away from the party. Melee damage dealers should not pursue this creature, instead letting ranged damage dealers finish the job off.

The remaineder of the trash here offers up the usual mix of AoE attacks, targeted attacks and strong heals that should be interrupted, but the are no especially challenging mechanics to consider. Your core objective until reaching Hyrja should simply be to avoid pulling extra groups by accident!

Just before fighting Hyrja, players will have to defeat two mini-bosses: Olmyr the Enlightened and Solsten. Once defeated, these mini-bosses remain as spirits, and grant Hyrja the power to cast their spells whenever she is near them. As such, it's worth using these smalls fights to familiarize yourself with the boss’s mechanics ahead of time.

Olmyr’s notable spell is Sanctify, which he will cast more or less every 30 seconds. It creates bolts of holy light that radiate out from the mini-boss and deal heavy damage to players standing in their path. At this point, it might be wise for melee damage dealers and the tank to focus more on dodging rather than damage or generating aggro.

Solsten’s notable spell is Eye of the Storm, which he will cast every 30 seconds and which will deal heavy lightning damage to all players. A shield will spawn next to a randomly chosen player, however, and all players should move under it, as it will significantly reduce the damage taken. Solsten’s attacks do not cleave, so the tank should not worry with positioning too much, just with staying under the shield with the rest of the party.

Once engaged, Hyrja will use either one of these abilities, depending on the mystic she is closest to. In addition to that, she will also use abilities that target random party members and deal damage to all players around them, so it is wise for all players to spread out as much as possible.

The longer Hyrja stays close to one mystic, the more damaging her abilities will become. Therefore, the tank’s main goal in this fight is to periodically bounce her from one side of the room to the other. This is best achieved in combination with her Shield of Light attack, which deals heavy damage (only survivable by a tank using a defensive cooldown) in a straight line, creating a big knockback.

If the tank can have her face the opposing mystic (and all party members should then be at her back, or risk dying to the Shield of Light) once she uses this attack, she will bump the tank into the opposing mystic, and then follow him, effectively resetting the empowerment awarded to her by the current mystic. The Shield of Light attack happens often enough that, by following this strategy, the party is assured to never have her buffed to a point where her spells cannot be healed through.

Tanks should focus on positioning as described above, and having a defensive cooldown ready to survive Shield of Light.

Damage Dealers need to be ready to to go into Eye of the Storm’s protective bubble, and else stay behind or to the sides of the boss. Except for during Eye, they should always be spread as far apart as possible.

Healers need to be aware of when Shield of Light is being cast, and take care to help the tank survive it. They should also be ready to follow quickly once the tank is knocked back, so they are not placed out of healing range.

More WOW Legion dungeon guides:

Black Rook Hold guideCourt of Stars guide
Darkheart Thicket guideEye of Azshara guide
Halls of Valor guideMaw of Souls guide
Neltharion's Lair guideThe Arcway guide
Vault of the Wardens guideViolet Hold guide

More WOW Legion guides:

Fenryr - Strategy and Tips

To fight Fenryr, players need to go to the Fields of the Eternal Hunt sub-zone, which can be accessed via a portal at the end of the western branch of the dungeon. Some trash mobs similar to the ones you fought to reach the previous boss will have to be dispatched here, but you should have already cleared the majority of the way.

Fenryr may be found in one of two locations - south, in a bear den, or west, near a hunter's encampment. As soon as you get into the zone, you can check the floor for footprints that will point you in the right direction. If you go west, the enemies you will fight are variations on the ones you fought before. To the south, however, you will meet Steeljaw Grizzlies, which will reduce the tank’s damage resistance with each attack. For this reason it’s recommended that you deal with one at a time.

Once engaged, Fenryr will alternate between two attacks. Ravenous Leap is an attack where he targets two non-tank players, leaping to one and the other in quick succession, dealing damage to them and everyone around, and applying a bleed damage-over-time effect to all damaged players. Claw Frenzy is an attack that deals heavy damage to the tank, and anyone nearby.

Tanks need to brace for heavy Claw Frenzy damage, employing active mitigation and spacing out their defensive cooldowns.

Damage dealers should stand with the tank in front of the boss to help absorb Claw Frenzy’s damage, and then run away from the party if targeted by Ravenous Leap - that ability’s heavy damage and bleed effect will otherwise multiply to everyone caught within its area of effect.

Healers should take care to shield and prioritise players targeted by Ravenous Leap, and be ready to support the tank if no-one is nearby to share the damage from Claw Frenzy.

Once Fenryr is down to 60% health, he will flee to his den. Once there, he will begin regenerating health, so it is recommended that players rush that way, while still being cautious of the Ebonclaw Worgs nearby. The next encounter with Fenryr will require a decent amount of free space, so players should clear the Worgs in the immediate vicinity of the den. Avoid, however, fighting more than one pack at a time, as they will become more dangerous as their number increases.

When you engage Fenryr for the second time his abilities will be the same, only more powerful. Ravenous Leap in particular will now hit three players in sequence. He will also now target any non-tank player with Scent of Blood, a new ability that makes him pursue the targeted player for six seconds. That player will earn a 25% speed boost while it is active and should use it - along with any other mobility abilities they have - to run away from Fenryr. His damage will prove almost instantly lethal to any non-tank class.

God-King Skovald - Strategy and Tips

Assuming your party cleared all of the trash previously while heading to Hyrja and Fenryr, once you arrive at the arena for the final boss you will only have four mini-bosses to go. These are four vrykul kings that will begin to fight you once a player speaks with them. The first two will fight you individually, while the remaining two will tag-team the party. Note that when you kill one, the others will inherit their powers.

The one notable mechanic here is King Tor’s Call Ancestor: he will fire a bolt in a random direction, and a Honored Ancestor will spawn where the bolt lands, and begin moving towards Tor. If he reaches him, he will heal Tor for 10%. These Ancestors can be killed, slowed or even stunned, and we recommend you do so. In addition, the fight will go a little easier if you trigger the kings in this order:

  • >Ranulf
  • >Haldor
  • >Bjorn
  • >Tor

After defeating these enemies, Odyn will award the party with the Aegis of Aggramar. Interacting with this will begin the God-King Skovald fight.

This fight will be a back-and-forth between whoever has the Aegis. On the player side, it makes the most sense for the tankto have it. The Aegis will add a button to the player’s interface, and pressing it will create an area around the Aegis that will prevent any and all damage to whoever is standing on it.

This lasts 12 seconds and the player who is holding the Aegis can’t use any other abilities, or the effect will cease. After that time, the Aegis will overload, be flung from the player’s hands, and Skovald will pick it up. When Skovald uses it, players simply need to attack him from behind.

Skovald mainly uses three abilities. Ragnarok will deal unavoidable and lethal damage to everyone in the arena, Felblaze Rush will charge a random player dealing heavy damage to anyone nearby and Savage Blade will hit the tank for heavy damage and place a lethal bleed effect if the tank isn’t protected with active mitigation spells. Finally, when Skovald holds the Aegis, he will also periodically throw patches of Infernal Flames at players. These persist in the arena.

Tanks should be ready to use the Aegis whenever Skovald starts casting Ragnarok. The Aegis should be used for nothing else. Ragnarok is a 3-second cast and the tank should ideally only begin channeling on the last second before Ragnarok starts, so that the barrier will last a bit beyond Ragnarok’s duration and protect the party from Felblaze Rush, a charge attack that the boss will use immediately after Ragnarok, before taking the Aegis.

The tank should also more Skovald away from any patches of Infernal Flames, and use an active mitigation ability as soon as he starts casting Savage Blade, in order to avoid the bleed effect.

Damage Dealers should be spread out during the whole fight in order to minimize the damage spread from Felblaze Rush, and quickly get on top of the tank as soon as Skovald begins casting Ragnarok.

Healers should also run into the Aegis area once the Ragnarok cast begins, and they should be on the lookout for people targeted by Felblaze Rush, as this will deal heavy damage to non-tanks. Finally, if the tank misses an active mitigation cast - and becomes affected by Savage Blade’s bleed effect - he will need extra healing focus.

Odyn - Strategy and Tips

After defeating Skovald, you will be able to challenge Odyn for a friendly bout. He will use abilities such as Radiant Tempest, a wide AoE attack that deals progressively higher damage and knocks the players away from it, and Spear of Light, which places a spear on the floor that deals damage to everyone in the arena, but especially huge damage to everyone nearby.

After three Light Spears have been summoned, Odyn will use Shatter Spears to shatter them, flinging pieces of them across the arena at a slow pace. If a player is touched, he or she will take heavy damage and be stunned for 3 seconds.

Finally, and immediately after casting Shatter Spears, Odyn will afflict the party with Runic Brand, dealing damage over time to all players and placing a rune over their head that matches one of the runes in the arena floor. Stepping on the corresponding rune will make the player Branded, increasing their damage and healing, while also healing them up.

Tanks should worry about making the fight less taxing for the healers by trying to get away from Odyn when he begins channeling Radiant Tempest, and moving him away from Spears on the floor so melee damage dealers won’t be caught by the AoE damage. There are no especially damaging targeted abilities, so tanks should space out their cooldowns to ease the healer’s burden.

Damage Dealers should prioritize damage avoidance by staying away from Spears and dodging their fragments after Shatter Spears. Save damage-increasing cooldowns for after Runic Brand, and use them when you are under the effect of Branded.

Healers should be aware of the increasing amount of damage dealt to the party as more Spears of Light are cast. While the tank requires some focus due to Odyn’s heavy melee attacks, healing should be distributed more evenly than on most fights.

Finally, once Runic Brand is cast, all players that get to their spot will be healed to full health upon becoming Branded, so focus on getting to your rune first, then try to save any stragglers that might have been delayed by Spear fragments. Once you are Branded, try to get in some damage spells of your own to help the party take down Odyn more quickly.

Get this far and you've beaten Halls of Valor! If it’s your first time, the Aegis of Aggramar is yours! If you’re aiming at tackling the dungeon on Heroic mode next, we’ll have an update for you soon, but the current info is equally valuable for running through that difficulty, so have a go at it right away.

Was this guide helpful? Do you have any especially useful tips that weren't included here? Please let us know in the comments and help us improve our Halls of Valor guide!

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