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Windrunner Spire

4 Bosses • Eversong Woods • Once the proud estate of the Windrunner family, now haunted by banshees, fire creatures, and spectral guardians loyal to ghosts of the past.

⚔ Trash Pull Notes

📶 Priority Targets
  • Keening Banshee — her Wail of Despair silences the entire party. Kill immediately or the pull becomes unmanageable.
  • Spectral Warden — buffs all nearby undead with Unholy Fortitude (+40% damage). Die or purge this before other mobs are addressed.
  • Ghostly Archivist — casts shadow bolts that chain between players. Kill before they stack chain damage.
  • Flamestep Hatchlings — low HP packs near Emberdawn's area. AoE them down before burn stacks compound on the tank.
⚡ Must Kick
  • Wail of Despair (Keening Banshee) — silences all players simultaneously, preventing all casts including heals. Highest interrupt priority in the dungeon.
  • Unholy Bolt (Spectral Warden) — stacking shadow damage on a random player; stops the chain before it reaches lethal stacks.
  • Flame Burst (fire trash near Emberdawn) — AoE fire damage hitting all nearby players.
  • Spirit Drain (Ghostly Archivist) — channels damage while healing itself. Interrupt to stop both simultaneously.
🔒 CC Targets
  • Keening Banshees — Shackle Undead (Priest), Banish (Warlock/DH on spirit types). Do not Polymorph — they are undead.
  • Spectral Wardens — Shackle Undead (Priest). CC if you cannot kill them before Unholy Fortitude applies.
  • Ghostly Footmen — Shackle Undead (Priest), Imprison (Demon Hunter).
🔮 Purge / Soothe
  • Unholy Fortitude (Spectral Warden buff on allies) — Purge (Shaman), Spellsteal (Mage), Devour Magic (Warlock), Naturalize (Evoker). Stripping this removes the damage amp from the entire pack.
  • Spectral Rage (any enraged ghost) — Soothe (Druid) or Naturalize (Evoker) removes the enrage.
Boss 1 of 4

Emberdawn

A fire creature who settled in the Spire's gardens to raise her young. Territorial and viciously defensive of her nest.

🛡 Tank
  • Face Emberdawn away from the party — Screech cones everyone in the frontal arc.
  • Taunt when she lands to prevent any add fixation jumping to the healer.
  • During Nest Defense, she gains Protective Fury — use a defensive immediately when this activates.
  • Do not position near her nest area — cone attacks gain increased range near the nest.
✚ Healer
  • Egg Shards deal moderate AoE damage when Emberdawn guards her nest — pre-heal before nest proximity.
  • Sustained fire damage throughout — keep everyone above 70% before each Searing Dive.
  • Cooldowns for Protective Fury phase when Emberdawn's damage increases significantly.
  • Extra attention on the tank during air-to-ground transition landings — she opens with a hard strike on landing.
⚔ DPS
  • Stay out of the nest area — triggering Nest Defense by moving near eggs aggros the whole fight.
  • Kill Searing Embers fire patches quickly — they spread and eliminate usable floor space over time.
  • If Nest Defense activates, move away from the nest immediately to reset the defensive buff.
  • Interrupt Flame Shriek — it silences and disorients the entire party simultaneously.
Boss 2 of 4

Derelict Duo

Kalis the banshee and Latch the abomination — fanatical Sylvanas loyalists hunting for relics. Split-tank encounter with chaining shadow abilities.

🛡 Tank
  • You are the only tank — have a DPS CC Kalis at the pull (Polymorph, Hex, Imprison, or Ring of Frost) so you fight Latch first. Re-CC Kalis when it breaks.
  • Latch cleaves — face him into a wall or empty corner, away from the group, while Kalis is CC'd.
  • If Kalis breaks CC and Wail of Agony goes out, reposition hard — it chains to nearby players. Get her re-CC'd or killed immediately.
  • Kick: Kalis's Death Coil — it heals her and slows you. Any interrupter with a kick should prioritize this.
✚ Healer
  • Two simultaneous damage streams with different patterns — prioritize whichever tank is spiking.
  • Kalis's Wail of Agony does sustained shadow damage to chained players — top them continuously.
  • Dispel Latch's Putrid Rot immediately if it spreads to a DPS player.
  • Cooldowns when Kalis activates Undying Devotion — both bosses gain a damage amp simultaneously.
⚔ DPS
  • Interrupt Kalis's Shadow Bolt Volley every cast — it hits all players for significant shadow damage.
  • Kill order: Kalis first (remove Wail of Agony), then Latch. Maintain CC on Kalis until you are ready to switch.
  • Spread when Latch uses Corpse Explosion — its blast radius is larger than it appears.
  • CC: Polymorph (Mage), Hex (Shaman/Evoker), or Imprison (Demon Hunter) on Kalis at pull. Kick: Kalis's Shadow Bolt Volley every cast — rotate across all 3 DPS.
Boss 3 of 4

Commander Kroluk

A spectral orc who calls reinforcements and punishes the player farthest from him with back-to-back Reckless Leaps.

🛡 Tank
  • Always be the farthest player from Kroluk — Reckless Leap targets the most distant player.
  • When Reckless Leap is cast (always two in a row), move quickly to reset your distance after each landing.
  • Taunt summoned trash mobs immediately when Kroluk calls for reinforcements.
  • Face Kroluk away from the group — his standard attacks include a frontal cleave component.
✚ Healer
  • Reckless Leap hits for heavy AoE plus a persistent DoT on the targeted player — top them after each landing.
  • Two consecutive Reckless Leaps are the primary lethal mechanic — have a cooldown ready for the second hit.
  • Reinforcement trash adds contribute party-wide damage during call phases — maintain group health.
  • Dispel Rusted Brand before it detonates if your class has a dispel available.
⚔ DPS
  • Stay close to Kroluk — never be the farthest player or you become the Reckless Leap target.
  • When Kroluk summons reinforcements, AoE them down before their debuffs stack up.
  • Dodge ground circles spawned by Reckless Leap landing locations — they persist briefly.
  • Interrupt Kroluk's Warcry — it grants all summoned adds a 40% damage increase for 20 seconds.
Boss 4 of 4 — Final

The Restless Heart

Squall Leap DoT stacks are the primary kill condition. The only way to remove them is stepping on Turbulent Arrows circles after Arrow Rain. Many players learn this the hard way.

🛡 Tank
  • Manage your own Squall Leap stacks actively — step on your Turbulent Arrows circles without being told.
  • The boss repositions after Arrow Rain — re-establish positioning immediately after the channel.
  • Taunt immediately after each Arrow Rain ends — the boss resets threat with the reposition.
  • Use defensives during Tempest Phase when melee strikes become wind-infused and hit significantly harder.
✚ Healer
  • Track every party member's Squall Leap stacks and call out who still needs to step on their circles.
  • Arrow Rain channels place Turbulent Arrows circles on the ground — these are the only way to remove Squall Leap.
  • Players ignoring their cleanse circles will die from stacked DoTs — be proactive with reminders.
  • Cooldowns for Tempest Phase when Squall Leap DoT and empowered melee overlap simultaneously.
⚔ DPS
  • Critical mechanic: after each Arrow Rain, step on your Turbulent Arrows circle on the ground to remove Squall Leap stacks. This is mandatory — not optional.
  • Never let Squall Leap reach 5+ stacks — at that point no amount of healing can sustain you.
  • Kick: Windwrack — it applies Squall Leap to the entire party simultaneously. Rotate all 3 DPS so no single interrupter carries this alone.
  • Don't cluster near teammates during the DoT phase — proximity can extend debuff duration.