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World of Warcraft: Legion: Vault of the Wardens guide

Our strategy guide for mastering Legion's hardest 5-man dungeon.

Vault of the Wardens is the second 5-man dungeon available in Aszuna, and can be found on the Isle of the Wardens, a landmass just to the south of mainland Aszuna. In our Vault of the Wardens guide, we’ll go over strategies and tactics for each of the five boss fights you’ll face, as well as provide info on some of the more uncommon features of the dungeon, and the trash you’ll have to face in-between bosses.

Vault of the Wardens is only accessible to players once they have hit Legion’s level cap of 110, and is considered by many to be the most challenging of the endgame dungeons, thanks to a lot of unique mechanics and movement-heavy boss fights. Beating this dungeon is a requisite of several World Quests and Class Hall questlines, and represents one of the few ways to earn reputation with the Wardens faction.

The dungeon is relatively light on trash fights, frontloading most of them before the first boss. Parties should avoid pulling more than one group at any one time, unless they are considerably over-geared for the dungeon. Most packs here deal considerable party-wide damage, even when properly tanked.

In this initial version of our Vault of the Wardens guide, we’re taking you through each fight in Normal difficulty, although keep in mind that most tactics will also apply to Heroic mode. In our next update, we’ll go through the extra abilities in play at this difficulty, and provide some advice on how to face Mythic and Mythic+ as well.

Tirathon Saltheril - Strategy and Tips

The trash up to Tirathon consists of several groups of demons. These deal considerable damage to the party and you should avoid engaging more than one group at once. The tank can minimize this damage by making sure the enemies are tanked with their back to the party, but even tanked enemies will often randomly target other party members.

Before Tirathon, you’ll have to face a mini-boss called Glayvianna Soulrender. She will hit the tank for heavy damage, and charge across him too, damaging any other players along the way. At 50% health, she will cast Metamorphosis, greatly increasing her damage and granting her the ability to leave traps (green circles) on the floor, which are armed after 3 seconds and will explode for AoE damage once stepped upon.

Tanks should tank her facing away from the party, so as to avoid other players getting caught in the charge, and save their cooldowns for the second phase of the fight, once she uses Metamorphosis. The tank also should move her away from the traps so that melee damage dealers can reach her and keep on doing their thing.

Healers should save their cooldowns and protective spells to help the tank deal with Metamorphosis after 50%.

Damage dealers should avoid traps and always be at the back of the boss. Save cooldowns to burst her down after she uses Metamorphosis.

Between Glayvianna and Tirathon there will be some final groups of enemies, the only notable one being the Fel-Infused Fury. As these reach low health, they will begin to cast Unleash Fury, dealing potentially fatal party-wide damage. As such, they should be prioritized and killed before they get the chance to trigger the spell.

Tirathon Saltheril uses several abilities that force players to move during the fight, and just like the previous mini-boss, gains extra abilities upon casting Metamorphosis at 50% health.

Initially, he will cast Darkstrikes on the tank, dealing heavy damage and gaining a damage absorption shield if the tank is not protected by active mitigation. He will also target random players with a Swoop/ Furious Blast combo attack, charging to the player and knocking back everyone in his path, before casting Furious Blast, a spell that deals damage to the whole party and leaves behind a pool of fire.

He will also frequently lob balls of flame at random players, dealing AoE damage and leaving a pool of fire at the target area. Once he casts Metamorphosis, he will randomly gain a second set of abilities, depending on whether he shifts into Havoc or Vengeance form.

In Havoc form, his Darkstrikes will deal massive damage, he will deal unavoidable party-wide damage every five seconds, and he will also steadily gain Hatred. Once he accumulates enough Hatred, he will target a player with an Eye Beam, then rotate to sweep the beam through the room. This beam deals fatal damage and must be avoided at all costs.

In his Vengeance form, he will take 25% less damage and throw his glaives, one to each end of the room. These will sweep across the room linked by a chain, progressively getting farther apart, and then closer together again. Touching the chain will cause fatal damage, so players need to be aware of when the glaives are close together and go around them at that time.

Tanks should move Tirathon away from pools of fire in the floor, and save their active mitigation abilities to use once he starts Darkstrikes. Darkstrikes lasts for 10 seconds, so the only way to fully cover its duration with active mitigation is by overlapping your active mitigation ability several times in a row. It is usually easier to dodge the glaives in Vengeance form if you stick to moving around the periphery of the room. Save your cooldowns to survive Darkstrikes during Havoc form.

Damage dealers should stay away from each other to avoid multiple people being hit by Swoop, and also avoid the obstacles described above. It is crucial that they interrupt the Furious Blast after each Swoop.

Healers should be ready to deal with the massive damage inflicted on the tank with each Darkstrike.

Inquisitor Tormentorum - Strategy and Tips

Before the next boss, the players will have to clear a hallway full of imps and another mini-boss, Foul Mother, who summons more imps while being fought. The only notable aspect about these fights is that the imps explode a few seconds after death, dealing AoE damage - once one is killed, all players should move away.

As the Foul Mother is immobile, damage dealers should avoid killing imps near her, although the damage should be negligible to an averagely geared tank. Apart from that, the only thing to keep in mind during the fight is that you should get out of the patches of damaging floor created by the Foul Mother’s attacks.

Inquisitor Tormentorum only has a single ability - Soul Sap - which he casts every 20 seconds and will target the whole party. When affected by it, the player’s screen will be covered in a ghostly filter, similar to the one experienced when corpse-running after death. The next spell a player casts will incur a 15-second penalty on its next cooldown, and remove the effect.

Soul Sap is interruptible and should be the priority during this fight. The cast is so frequent, however, that it is impossible to interrupt every single time. When affected by the spell, each player should use a “useless” spell or ability to remove it, thus avoiding the penalty from being applied to their critical spells and abilities.

At 70% and 40% health, the boss will move to one of four location in the room and unleash a group of adds. These have powerful abilities and so all party members should focus on killing them before returning to the boss. With the exception of one group, which consists of five “Lingering Corruption” enemies that should all be picked up by the tank, each group consists of one melee - which must also be picked up by the tank - and two casters, who cannot be tanked. The party should prioritize killing the casters, while the tank should contain the melee enemies with his back to a wall.

Tanks need to bring the Inquisitor from his starting position to the center of the room, and be ready to quickly pick up adds after he teleports to a different location at 40% and 70% health. The single adds to pick up are: Enormous Quilen, Void-Touched Juggernaut and Felguard Annihilator. Cooldowns should be saved for those adds, and they should be tanked faced away from the party.

Damage dealers should constantly interrupt both Inquisitor himself during his solo phases and the adds during the adds phase. The caster adds should be killed one at a time and as quickly as possible. Stay spread apart if you can, as some adds deal heavy damage to players around their target. This is especially important when fighting adds that afflict you with the Seed of Corruption and Corrupted Touch debuffs.

Healers should expect heavy damage on the tank during the adds phase. When fighting the Mogu'shan Secret-Keepers adds, dispel Flesh to Stone from allies as quickly as possible. When fighting the other adds, make sure that the affected player is away from the group, as dispelling their debuffs will damage everyone around them.

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:

Glazer - Strategy and Tips

Before tackling the next boss, players will have to face Blade Dancer Illianna, and a pack of felhounds. The only notable mechanic here is that Illianna will target a random player with Gift of the Doomsayer, causing heals to that player to also heal Illianna. Healers should therefore dispel this debuff before healing the target.

Glazer is a relatively simple two-phase fight, one of the phases being a mirror puzzle. During phase one, Glazer will spawn Pulse orbs that will emerge from his body and head towards the edge of the room, from which point they will bounce back. They will damage anything they hit, be it players or Glazer himself. Glazer will also target random players with Lingering Gaze. Once cast, the attack will home in on the target’s current location - not the player themselves - and so it can be completely avoided. It will leave behind a damage-dealing area that also slows any player that touches it.

Around 30 seconds into the fight, Glazer will enter his focusing phase. During this time he will be shielded from all damage and will channel a fire beam from his eye, damaging all in its path. He will also deal increasingly high, party-wide and unavoidable Radiation damage.

As soon as he starts channeling his eye beam, mirrors will pop up from the ground. Interacting with them will turn them 90º clockwise. At this point, the party will have to turn the mirrors in the correct order so that Glazer is hit by his own eye beam, leaving him vulnerable to damage for the next 15 seconds. After those 15 seconds have passed, phase one will resume.

Tanks should try to move Glazer so that he is hit by the bouncing Pulse orbs. They should also immediately taunt him as soon as he is hit by the beam after solving the mirror puzzle in phase 2.

Damage dealers should avoid both the Pulse orbs and the areas affected by lingering gaze. Save damage cooldowns for after the puzzle, during the 15 seconds when Glazer is more vulnerable.

Healers should likewise avoid the obstacles mentioned above. Save cooldowns and AoE healing spells for the party-wide damage that occurs during the puzzle phase.

Ash'Golm - Strategy and Tips

The path to Ash'Golm is guarded by a Dreadlord mini-boss. His one notable ability is Meteor, which targets a player and deals massive damage divided by all players within the area of impact. The damage will be fatal for any single player, so the party must bunch up close to the target so that the divided damage is manageable. In addition, the dreadlord will summon an Felguard add that must be tanked facing away from the party.

Ash'Golm presents a relatively simple fight, albeit one that nevertheless demands a good amount of movement on the part of players. He has several attacks that will target random players and place patches of lava in the arena. These patches of lava will rotate across the arena once formed, and will disappear upon making contact with a player, but will deal heavy damage in the process, and as such should be generally avoided.

Ash'Golm will also target ranged players with Pyroclast, an ability that deals moderate damage and knocks players back. As the arena is a raised dais surrounded by empty space, ranged damage dealers and healers should avoid being near the edge, or it is likely that they will be knocked into their deaths.

When a Pyroclast hits, a Ember fire elemental will spawn as well. These will deal light damage to random targets and cannot be tanked. Upon touching a patch of lava, or after living for 2 minutes, they will detonate, dealing unavoidable party-wide damage.

At the beginning of the fight, three small owl statues will spawn along the edges of the platform. Interacting with one of these will activate the Warden’s countermeasures, freezing all enemies in place and causing them to become Brittle for 20 seconds, taking extra damage, while removing all lava patches. This can only be done once per fight, and should be done as soon as the number of lava patches in the arena becomes overwhelming.

Tanks should focus on avoiding the patches of lava, and moving out of the ones created as soon as Ash’Golm targets them with Fissure. They should also be on the lookout for patches of lava getting near Embers. In that situation, if defensive cooldowns are available, use them and step on the lava, absorbing it and preventing it from triggering Ember’s detonation.

Damage dealers should kill Embers as soon as they spawn. Once the countermeasures are activated and Ash’Golm becomes Brittle, use all available damage cooldowns and burst him as fast as possible. Ideally, he should die during Brittle, or leave Brittle close to death.

Healers should be aware that the whole party will take considerable damage if one of the Embers detonates. During the Brittle phase, very little healing should be required, so help the damage dealers who are bursting down Ash’Golm.

Cordana Felsong - Strategy and Tips

After going down the elevator that leads to Cordana Felsong’s area, the party will be enshrouded in darkness. A nearby owl shrine will provide a beacon of light that should be held by the tank while you navigate the tunnels leading to the boss. Enemies outside the lighted area will be untargetable, so the party should remain close together.

Patches of green goo on the floor will slow players down considerably, but the tank (or whoever is holding the beacon) can remove them by stepping on them, and should clear as mush as possible so the party isn’t slown down while fighting the spiders and spider-demons that populate the area. Midway through, a second beacon will be available for another party member to take.

The beacons will fade as players reach Cordana Felsong’s arena, but one will randomly spawn at one of the owl statues at the edge of the arena. A non-tank player, preferably a ranged damage dealer, should pick it up before engaging the boss.

Cordana has several abilities. One is a two-kick combo that will knock the tank down, and then knock him back a moderate distance. Deepening Shadows creates a pool of growing darkness beneath a ranged player's feet, and will deal moderate damage to those standing on it while spreading constantly until removed - this is done by stepping on the pool while holding the beacon. This should be the beacon-holding player’s top priority, or else the ground will be completely covered and the damage to the party will be unsustainable.

Detonating Moonglaive sees Cordana throw her Moonglaive to the edge of the room, at which point it will bounce back to her. Hitting a player will result in an explosion that deals heavy damage and increases the damage dealt to any affected by 50% for 10 seconds - fatal for the tank in particular.

Cordana will also summon two types of adds. 20 seconds into the fight, and periodically after that, she will summon an Avatar of Shadows. When near 50% health, and roughly every 45 seconds after that, she throws her glaive to one of the corners of the arena, summoning an Avatar of Vengeance.

The Avatar of Shadows will take the beacon from the players and attack random targets. It cannot be tanked, and while it is active Cordana will become invisible and repeatedly cast Fel Glaive from the edge of the arena, sending eight spiralling glaives out from her current position every few seconds. These deal moderate damage.

Once the Avatar has been killed, it will drop the beacon. A player with a speed boost ability should then pick it up and rush to the origin of the glaives and then around the edge until Cordana is revealed and the tank can pick her up. At this point, the player should drop the beacon so that a ranged damage dealer can pick it up and resume cleaning up those Deepening Shadows.

The Avatar of Vengeance will be stealthed and will protect Cordana from nearly all damage while active. Once revealed, it will do heavy damage to the nearest player and will need to be tanked quickly. It's recommended that the player holding the beacon throw it to the corner where the avatar stands - instead of running there - because the first attack might be fatal. Cordana will use her usual abilities during this period, making it the hardest event in the fight.

Tanks need to try to keep Cordana near the center of the arena, so as to avoid being knocked out of the arena by her kick combo. This can be especially hard when picking up the Avatar of Vengeance, as it spawns in a corner. Ideally, you should pick up the avatar, bunch it up with Cordana and then turn your back to the center of the arena so she will kick you back to the center.

During the entire fight, avoid standing on or near the expanding Deepening Shadows, as the added damage will prove fatal. Use all defensive cooldowns if afflicted by Detonating Moonglaive, and avoid moving Cordana once this ability is in use, as the Glaive could catch unaware melee damage dealers on its way back.

Damage dealers need to focus on the adds as soon as they spawn or are revealed, and avoid pools of Deepening Shadows. They should also stay away from the path of Detonating Glaive.

Healers should expect heavy tank damage during Avatar of Vengeance, and additional damage spikes when Cordana uses her kick combo. Save all cooldowns in the event of a Moonglaive Detonation hitting someone - especially if the tank is affected as intense healing will be required.

The player holding the beacon (Elune’s Light) should constantly seek out and stand in the pools of Deepening Shadows until they disappear. They should also seek Cordana out and reveal her after Avatar of Shadows is down, and pay attention to where her glaive flies to when summoning Avatar of Vengeance. Throw the beacon there to reveal it. Avoid approaching directly, as the Avatar is likely to deal damage that only a tank can hope to survive.

And that concludes our run through the Normal version of Vault of the Wardens, the hardest 5-man dungeon in Legion as far as we're concerned. Most of the strategies above will work in Heroic and Mythic versions of the instance, but we'll soon make a revision of this guide where we will note the boss abilities exclusive to those difficulties.

In the meantime, please let us know in the comments if this Vault of the Wardens guide was useful to you, and let us know what you would like us to expand on in the future!

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