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One of the most popular endgame content activities inWorld of Warcraftfor the last few expansions has beenthe Mythic+ dungeon grind. This activity doesn’t require more than five skilled players, but it also still offers some very powerful gear rewards and a weekly challenge that keeps players on their toes and sharp.
Mythic+ dungeons are likely going to continue to be a popular activity inthe era ofDragonflight, which means it might be a good time to start getting ready for them. The variety of challenge in Mythic+World of Warcraftdungeons largely comes from the Affixes associated with each keystone. These affixes are effects that are applied to the dungeon that make it more challenging in some way and force groups to adjust their strategies.

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to power through dungeons and level up their keystones, groups will need to be familiar with each affix and know some of the common strategies for dealing with them. Exact strategy adjustments will come down to the party composition, but this breakdown should offer a solid starting point when it comes to preparing forthe endgameDragonflightdungeons…
Bolstering
When any non-boss enemy dies, its death cry empowers nearby allies, temporarily increasing their maximum health by 15% and damage by 20%.
Enemies who die will buff other nearby enemies which are in combat with Bolster, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards.
That should be just about everything players need to know to start forming their Mythic+ strategies for each different affix inDragonflight. Be sure to check back for moreWoW Dragonflightnews, updates, and strategy guides in the near future. Until then, For the Horde!
Bursting
When slain, non-boss enemies explode, causing all players to suffer damage over 4 sec. This effect stacks.
Whenever a monster is killed, all players will get a stack of Burst which deals 14% of maximum health over 4 seconds and stacks. One or two stacks will not be deadly, but killing a big group all at once can wipe the party.
Explosive
While in combat, enemies periodically summon Explosive Orbs that will detonate if not destroyed.
The Explosive affix causes enemies that you are currently in combat with to spawn Explosives within 3 yards of its current location. These Explosives will begin to cast Explosion and if successful, will detonate dealing 50% of everyone’s max health. Explosives are completely immune to AoE spells.
Fortified
Non-boss enemies have 20% more health and inflict up to 30% increased damage.
Grievous
Injured players suffer increasing damage over time until healed.
When a player falls below 90% health, the Grievous Wound DoT is applied and begins to stack every couple of seconds until the player reaches full health.
Quaking
Periodically, all players emit a shockwave, inflicting damage and interrupting nearby allies.
On random 20 second intervals throughout the dungeon all players will receive the Quake debuff and upon expiration inflict damage and interrupting active spell casts to themselves and nearby allies.
Raging
Non-boss enemies enrage at 30% health remaining, dealing 50% increased damage until defeated.
Sanguine
When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players.
Whenever a non-boss enemy dies, a pool of Sanguine Ichor forms at its location, starting from the point it died and expanding. This spell has two effects:
Sanguine Ichor heals enemies standing within it for 5% of their health each second
Sanguine Ichor deals damage to players standing within it for 15% of their health each second
Spiteful
Fiends rise from the corpses of non-boss enemies and pursue random players.
Whenever any mob dies, it will summon a Spiteful Shade creature nearby that will fixate a random player. The Spiteful Shade has about 100k health at a baseline and will scale based on key level. It has the passive All-Consuming Spite which makes it lose 8% of its health every second that it’s alive. It hits very hard and can wipe out the party quickly.
Storming
While in combat, enemies periodically summon damaging whirlwinds.
Random Tornadoes will spawn around enemy creatures while in combat. The initial starting location will be indicated by a grey swirly on the floor. It will then revolve around in a spiral for about 10 seconds before disappearing. Getting hit by a Tornado will cause you to take damage and be knocked back a small distance. Multiple Tornadoes can be active at the same time.
Thundering
Enemies have 5% more health. While in combat, players are periodically overcharged with primal power from Raszageth’s unending storm.
With Every 75 seconds of combatRaszagethwill speak and castPrimal Overloadcausing the room will fill with harmless blue swirls. Players will also be randomly assigned a buff,Mark of LightningorMark of Wind. Mark of Lightning is the Blue Positive Sign Buff and causes ablue electric sphereabove the character. Mark of Wind is the Red Negative Sign Buff and causes awhite tornadoeffect above the character.
Tyrannical
Bosses have 30% more health. Bosses and their minions inflict up to 15% increased damage.
Volcanic
While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.
Enemies in a Volcanic dungeon will cause Volcanic Plumes to spawn beneath the feet of distant players. Two seconds later, the Volcanic Plume will erupt, dealing damage equal to 20% of the player’s health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
List of all Affixes can be found onWoWhead