Fire Mage Mythic+ Guide

11.1 - Undermine(d)

Last Updated:February 26, 2025|Changelog|FAQ

Welcome to the Fire Mage Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!

Overview

Patch 11.1 - Undermine(d)
Fire Mage
Fire MageMythic+
Single-Target
Strong
AoE
excellent
Utility
Excellent
Survivability
Excellent
Mobility
Excellent
Fire Mage Mythic+ Best in Slot

Hero Talents

Patch 11.1 - Undermine(d)
Fire Mage

Sunfury

Sunfury is the main hero talent used in both single and AoE scenarios. Frostfire is competitive, but falls behind slightly in most scenarios.

Sunfury
Frostfire
  • Spellfire Spheres
    • This is the core mechanic of Sunfury. Every Hot Streak! spent gives you a Spellfire Sphere and when you reach 6, it empowers your next Pyroblast. It then gives you Glorious Incandescence which gives you plenty of Fire Blasts to work with while also giving you more Fire Blasts.
  • Invocation: Arcane Phoenix
    • Your Spellfire Spheres are spent through this talent. The bird popularly known as, "Arlo" is going to take the generated Spellfire Spheres and cast quirky spells such as Arcane Barrage and Flamestrike.
  • Memory of Al'ar
    • After Combustion ends, you are granted Hyperthermia for 2 seconds, and an additional 0.5 seconds for each exceptional spell it had cast. This provides a satisfying end to your Combustion, letting you spam cast Pyroblast.
  • Frostfire Mastery
    • The core mechanic of Frostfire revolves around these two mastery buffs. They passively give you stats and when they reach max stacks, empower your Fire Blast and Phoenix Flames.
  • Imbued Warding
    • This should be your default pick as you are already able to move during your Ice Cold. There could be some niche situation that pops up that you need both Ice Block and the ability to move where the other talent is going to shine.
  • Severe Temperatures
    • A nice little passive increase to your Frostfire Bolt.
  • Isothermic Core
    • This talent makes Meteor almost mandatory compared to Sunfury. The free Comet Storm you get almost doubles the power of Meteor.
  • Frostfire Empowerment
    • Empowers your Frostfire Bolt and makes it instant cast while also granting you max stacks of Excess Frost and Excess Fire. You receive a Frostfire Empowerment every time you enter a Combustion including a Sun King's Blessing. However, you do not receive this if you finish the Sun King's Blessing cast while still in Combustion.
  • Excess Frost and Excess Fire
    • These are the main gameplay altering talents within the Frostfire tree. Reaching max stacks of Excess Frost causes your next Phoenix Flames to also cast Ice Nova at 200% effectiveness. Reaching max stacks of Excess Fire cause your next Fire Blast to also cast Living Bomb at 150% while also reducing the cooldown of your Phoenix Flames.
      • The rotational impact these talents have on your rotation is pretty simple. Make sure to spend each proc before casting your next Frostfire Empowerment proc to make sure you do not munch them.

Talents

Patch 11.1 - Undermine(d)
Fire Mage
Sunfury Flamestrike
Sunfury Fire Mage Mythic+ Unleashed Inferno Build

When to use this Spec

This is the main spec used by Fire Mages in Mythic+. This should be your default talent tree.

Gameplay Altering Talents

Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.

Spec Tree

  • Unleashed Inferno
    • Finally, after a couple of years Sun King's Blessing is not taken in all forms of content for Fire Mages! Sun King's Blessing is behind in single and AoE scenarios currently.
  • Phoenix Reborn
    • This is a returning tier set turned into a talent. This talent gives you more Phoenix Flames charges and empowers them.
  • Kindling
    • This is a big part of why Fire Mages have Combustion up so often. This talent ends up reducing your Combustion to around a minute cooldown.
  • Memory of Al'ar
    • Grants you Hyperthermia. This allows you to spam cast Pyroblast or Flamestrike while this buff is active. This gives you a nice break in the gameplay whenever you receive this buff.

Class Tree

  • Shifting Power
    • This spell is used after your cooldowns to get them back quicker.
  • Spellsteal
    • There are a lot of mechanics you can Spellsteal to gain their benefit.
  • Time Anomaly
    • Be ready to react to the procs you get from this talent, they can impact your rotation differently depending on when they proc.
  • Mass Barrier
    • Make sure to use Mass Barrier to help your dungeon teammates out.
  • Shimmer
    • This talent node is the main reason mage in general has such high mobility. Being castable while casting and ignoring the GCD, it is essential you manage your Shimmer well to achieve 100% uptime on DPS during any encounter.

Hero Talents

  • Lessons in Debilitation
    • This talent option is more not wanting to limit the CC capabilities of Supernova if you do take it, than the free Spellsteal but it is nice.
  • Savor the Moment
    • Numerically the best pick currently.
  • Rondurmancy
    • Numerically the best pick currently.

Rotation

Patch 11.1 - Undermine(d)
Fire Mage

Tier Set

  • 2-Set: Your spells and abilities have a chance to hit a Jackpot! reducing the cooldown of Combustion by 2 seconds. Casting Combustion always hits a Jackpot! at 200% increased effectiveness.
  • 4-Set: When you hit a jackpot! your damage is increased by 15% for 7 seconds. If you would gain a Jackpot! from Combustion, the duration is increased by 100%.

Overall a simple tier set that fits the gambling theme very well. This ends up making Unleashed Inferno a more favorable pick due to even more Combustion creating a positive feedback loop that never stops. Enjoy your 30-40 second Combustion cooldown.

Single-Target

Sunfury

Opener

  • The goal of your single target opener rotation is to enter Combustion as quick as you can while reacting to your Pyroblast crits.
Fire Mage Single-Target opener in Mythic+
  • If the precasted Pyroblast did not crit, cast a Fire Blast during the fireball cast and then also activate Combustion during the Fireball cast.
  • If the precasted Pyroblast did crit, then activate Combustion during the fireball cast.
  • Combustion is castable while casting other spells and is off the GCD.
  • Fire Blast is castable while casting other spells and is off the GCD.

Priority List

This is a general priority you aim to maintain throughout the fight which differs depending on whether you have Combustion up or not.

Combustion Priority List

Combustion is Fire Mages main cooldown and with how much uptime you can obtain on Combustion with Unleashed Inferno, maximizing these windows is crucial to playing fire mage correctly.

  1. Cast Pyroblast with Hot Streak.
  2. Cast Fire Blast with Heating up.
  3. Cast Phoenix Flames with Heating up if you have Phoenix Reborn or to prevent over capping Phoenix Flames.
  4. Cast Phoenix Flames.
  5. Cast Scorch .

Outside of Combustion Priority List

  1. Cast Shifting Power after Hyperthermia.
  2. Cast Fireball if Combustion is up within 10 seconds. Do not use any Fire Blasts unless you would otherwise over cap on charges during this time (this is known as pooling).
  3. Cast Pyroblast with Hot Streak.
  4. Cast Fire Blast with Heating up if you are not pooling.
  5. Cast Phoenix Flames.
  6. Cast Scorch if the target is below 30% health.
  7. Cast Fireball.

Hyperthermia Priority List

Generally during Hyperthermia you are only casting Pyroblasts. The only exception is weaving in Fire Blasts when you have Heating up during some conditions.

  1. Cast Pyroblast with Hot Streak
  2. Cast Fire Blast with Heating up if you are about to cap on charges.
  3. Cast Fire Blast with Heating up to maintain Feel the Burn.
  4. Cast Fire Blast with Heating up if Shifting Power is up or almost up.

How to use Hyperthread Wristwraps

You ideally want to use Hyperthread Wristwraps when two out of three of your last GCD's are Fire Blasts and you have no more Fire Blasts to use, for example

AoE

Sunfury

When using this build simply replace Pyroblast with Flamestrike for most of the rotation.

Opener

  • The goal of your single target opener rotation is to enter Combustion as quick as you can while reacting to your Flamestrike crits.
Fire Mage AoE opener in Mythic+
  • If the precasted Flamestrike did not crit, cast a Fire Blast during the Scorch cast and then also activate Combustion during the Scorch cast.
  • If the precasted Flamestrike did crit, then activate Combustion during the fScorch cast.
  • Combustion is castable while casting other spells and is off the GCD.
  • Fire Blast is castable while casting other spells and is off the GCD.

Priority List

This is a general priority you aim to maintain throughout the fight which differs depending on whether you have Combustion up or not.

Combustion Priority List

Combustion is Fire Mages main cooldown and with how much uptime you can obtain on Combustion with Unleashed Inferno, maximizing these windows is crucial to playing fire mage correctly.

  1. Cast Flamestrike with Hot Streak.
  2. Cast Fire Blast with Heating up.
  3. Cast Phoenix Flames with Heating up if you have Phoenix Reborn or to prevent overcapping Phoenix Flames.
  4. Cast Phoenix Flames.
  5. Cast Scorch .

Outside of Combustion Priority List

  1. Cast Shifting Power after Hyperthermia.
  2. Cast Flamestrike with Hot Streak.
  3. Cast Fireball if Combustion is up within 10 seconds. Do not use any Fire Blasts unless you would otherwise over cap on charges during this time (this is known as pooling).
  4. Cast Fire Blast with Heating up if you are not pooling.
  5. Cast Phoenix Flames.
  6. Cast Scorch if the target is below 30% health.
  7. Cast Fireball.

Hyperthermia Priority List

Generally during Hyperthermia you are only casting Flamestrike. The only exception is weaving in Fire Blasts when you have Heating up during some conditions.

  1. Cast Flamestrike with Hot Streak
  2. Cast Fire Blast with Heating up if you are about to cap on charges.
  3. Cast Fire Blast with Heating up to maintain Feel the Burn.
  4. Cast Fire Blast with Heating up if Shifting Power is up or almost up.

How to use Hyperthread Wristwraps

You ideally want to use Hyperthread Wristwraps when two out of three of your last GCD's are Fire Blasts and you have no more Fire Blasts to use, for example

Deep dive

Patch 11.1 - Undermine(d)
Fire Mage

Shimmer Cast Immunity

Shimmer is very unique as it gives the caster a small grace period of being able to cast spells while moving. This lets Mages perform some technical maneuvers in order to lose zero damage during knockbacks or other events where casting is required and the Mage needs to move small steps. At a basic level, you achieve this by first casting a spell, using Shimmer, taking the small step then standing still and resuming casting. When using this on a knockback, you first start casting a spell, use Shimmer right before the knockback and Shimmer again as soon as the knockback goes off. If done correctly, the cast should not have cancelled and you have achieved full uptime during a knockback without Ice Floes!

Phoenix Flames vs Fire Blast

Understanding the differences has a steep learning curve when playing Fire Mage for the first time. Fire Blast is off the GCD, castable while casting and instantly hits the target when you cast it. Phoenix Flames on the other hand, is on the GCD, not castable while casting, and has a travel time before it hits the target. This drastic difference can cause issues because of the gameplay loop between generating and spending Hot Streaks. Since you use Fire Blast fairly frequently, you might expect Phoenix Flames to behave the same but, it is the polar opposite. The best advice is to expect these "rhythm disruptions" during your Combustion and become more comfortable with waiting for your Phoenix Flames to hit the target.

Losing damage from distance due to Phoenix Flames travel time.

Phoenix Flames has a very slow travel time. Depending on your haste and distance from the boss, this can cost you damage. You lose damage because you can be in a position where you are waiting for your Phoenix Flames to hit the target while your global is ready. The simplest way to fix this issue is to be closer to the boss. Another way you can fix this issue is by doing something called, "Phoenix Flames Weaving." This is only doable when you have high haste and are forced to be far away from the target. After casting Pyroblast during your Combustion, you are going to have a Heating up. You can then cast Phoenix Flames into Fire Blast into a Pyroblast Pyroblast combo. You can achieve this because you send the Pyroblast before the Phoenix Flames hits the target. This completely negates the time you lose by waiting for your Phoenix Flames to hit the target while your GCD is ready. Here is what it should look like.

It is important to remember that this is only doable with 100% or higher haste and you need to be at least 20+ yards away from the target.

Understanding Mechanics

Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.

Dungeons

Patch 11.1 - Undermine(d)
Fire Mage

← Scroll for more Dungeons

Cinderbrew Meadery
Darkflame Cleft
Operation Mechagon: Workshop
Operation: Floodgate
Priory of the Sacred Flame
Rookery
THE MOTHERLODE!!!
Theater of Pain
Fire Mage Mythic+ Build in Cinderbrew Meadery

Boss Tips

Brew Master Aldryr

  • Use small defensives whenever you are targeted by a Throw Cinderbrew.
  • Always be close to the boss to have an easier time dodging the Blazing Belch frontal.
  • Try to communicate with your group where to go during the Happy Hour intermissions. During this phase everyone is spread out and running around while taking physical damage during the whole phase. Keep an eye on your health and be ready to press a health potion if needed since you can be out of range of your healer at times.
    • Make sure to utilize your mobility as a Mage, don't hesitate to use an Alter Time and all Shimmer charges to help finish the intermission faster.

I'pa

  • Use a small defensive during the Spouting Stout.
    • Good opportunity for an Alter Time as it is ready for each Spouting Stout cast.
  • Use a big defensive whenever you are targeted by a Burning Fermentation and didn't get a dispel.
  • Help with slowing Brew Drops, if they are getting out of control, with spells like Cone of Cold or Frost Nova.

Benk Buzzbee

  • Use a defensive if you get multiple stacks of Shredding Sting.
  • Always help with destroying the barrels from Snack Time by riding the defeated Ravenous Cinderbees. It is very easy to get overwhelmed by them if the mechanic is not respected properly.

Goldie Baronbottom

  • Use a defensive whenever you get more than 1 stack of Cindering Wounds.
    • Can keep an Ice Cold for unexpected situations like that.
  • Rotate defensives during each Let It Hail! cast.
    • Can alternate Greater Invisibility and Alter Time with Mirror Image for each cast.
  • Be careful with your positioning whenever it is time for a Cash Cannon frontal. Don't be too far from the boss while being behind the tank since the frontal is always fixated on the tank.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Boiling Flames from Venture Co. Pyromaniac.
    • Free Samples? from Taste Tester.
    • Rejuvenating Honey from Flavor Scientist.
      • Use Spellsteal if the cast goes through.
    • Bee-stial Wrath from Bee Wrangler.
    • Honey Volley from Royal Jelly Purveyor.
  • Pay extra attention to these casts:
    • Throw Chair from Hired Muscle.
      • Inflicts physical damage to a random player. Make sure you are always full health whenever getting targeted by this spell. Always be ready to press a strong defensive like Greater Invisibility or Ice Cold.
    • Failed Batch from Flavor Scientist.
      • Summons a Failed Batch that starts a 10 second cast which will inflict AoE fire damage to all players upon succeeding. Focus it immediately because letting it go through may easily lead to a wipe.
    • Swarming Surprise from Venture Co. Honey Harvester.
      • An AoE cast that ramps in damage done per cast.
  • Dangerous debuffs to be wary of:
    • Erupting Inferno from Venture Co. Pyromaniac.
      • Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
    • Shredding Sting from Worker Bee.
      • A stacking Bleed that is applied to random players. Use a defensive if you get multiple of those stacks.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Darkflame Cleft

Boss Tips

Ol' Waxbeard

  • Aim Reckless Charge to the nearby walls or pillars.
  • Don't tank too many stacks of Crude Weapons from Menial Laborers, especially if you are debuffed by a Luring Candleflame. Kite them if needed.
  • Always instantly swap to a dynamite laden cart whenever Underhanded Track-tics happens.

Blazikon

  • Use a defensive every time Enkindling Inferno happens.
  • Light as many candles as you can with Wicklighter Barrage debuff.
    • As a Mage you can light multiple of them by utilizing Alter Time and Shimmer.

The Candle King

  • Always be ready to kick Paranoid Mind as it is casted very often.
  • Use a defensive whenever you are targeted by a Throw Darkflame.

The Darkness

  • Help out with filling up Candlelight if your healer is struggling with it.
    • As a Mage you are one of the best classes for this job so don't hesitate to help.
  • Use a defensive for Eternal Darkness.
    • Good opportunity for an Alter Time as it is ready for each Eternal Darkness cast.
  • Use a defensive whenever you are targeted with a Shadowblast.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Wicklighter Bolt from Royal Wicklighter.
    • Mole Frenzy from Lowly Moleherd.
    • Explosive Flame from Blazing Fiend.
    • Flaming Tether from Sootsnout.
    • Drain Light from Shuffling Horror.
  • Pay extra attention to these casts:
    • Throw Rock from Lowly Moleherd.
      • Pay attention to your health whenever you are spam targeted by this spell, especially if Lowly Moleherd is Panicked!.
  • Dangerous debuffs to be wary of:
    • Flashpoint from Royal Wicklighter.
      • Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
    • Explosive Flame from Blazing Fiend.
      • Be careful if you get too many stacks of this debuff and press a defensive if the cast goes through multiple times.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Operation Mechagon: Workshop

Boss Tips

Tussle Tonks

  • Don't be too far from the boss to have an easier time aiming Maximum Thrust to the close wall and not baiting Foe Flipper too far away from the other boss.
  • B.4.T.T.L.3. Mine are baited by range players so be mindful of your positioning.
  • Use defensives during Ground Pounds.

K.U.-J.0.

  • Air Drops are baited on players so be careful of not placing two of them too close to each other.
  • Spread out with Explosive Leap and use a defensive each time it happens. Leap goes first on the furthest target.
    • Can be dodged with a Shimmer.
    • Can be fully cancelled with a well timed Greater Invisibility. Should be used during the actual leap on you.
  • Use a defensive whenever Blazing Chomp is being dispelled.

Machinist's Garden

  • Swap to the Inconspicuous Plant whenever it spawns.

King Mechagon

  • Use a defensive whenever you are targeted by a Mega-Zap.
    • Can be cancelled by a Greater Invisibility.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Detonate from Bomb Tonk.
    • Giga-Wallop from Mechagon Tinkerer.
    • Tune Up from Mechagon Mechanic.
  • Pay extra attention to these casts:
    • Mega Drill from Waste Processing Unit.
      • Inflicts nature damage to all players. Stack up with the group and use defensives.
    • Short Out from Defense Bot Mk III.
      • Short channeled cast that inflicts nature damage to all players. Use a defensive whenever it happens.
  • Dangerous debuffs to be wary of:
    • Fiery Jaws from Junkyard D.0.G.
      • Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
    • Arcing Zap from Defense Bot Mk I and Defense Bot Mk III.
      • Applies a Magic debuff to a random player, inflicting nature damage. Be careful if you are not dispelled and use a defensive.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Operation: Floodgate

Boss Tips

Big M.O.M.M.A.

  • Sonic Boom projectile can be blinked over with a Shimmer.
  • Always be ready to kick Maximum Distortion.
  • Don't forget that increased damage phase comes right after you kill all the Darkfuse Mechadrones, so plan you offensive cooldowns accordingly.
  • Use a big defensive during the Kill-o-Block Barrier if you are slow with killing all the Darkfuse Mechadrones.

Demolition Duo

  • Use defensive whenever you are targeted by a Kinetic Explosive Gel.
    • Try to get far bombs with it since you are very mobile and tanky as a Mage.
  • Aim Barreling Charge to the far bombs first because last charge always happens on a tank, which he can use to clear all the melee bombs.

Swampface

  • Use a defensive during the Awaken the Swamp casts.

Geezle Gigazap

  • Try to stack up for healing during the Turbo Charge cast or use a defensive if you are far away.
  • Try to "claim" far and awkward Dam Water pools as a Mage, since it is easy for you to deal with Leaping Sparks with your mobility.
  • Use a defensive if you are targeted with a Gigazap.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Trickshot from Mechadrone Sniper.
    • Surveying Beam from Venture Co. Surveyor.
    • Bloodthirsty Cackle from Darkfuse Hyena.
    • Blood Blast from Darkfuse Bloodwarper.
    • Restorative Algae from Disturbed Kelp.
      • Use Spellsteal if the cast goes through.
    • Harpoon from Venture Co. Diver.
    • Lightning Bolt from Venture Co. Electrician.
  • Pay extra attention to these casts:
    • Wind Up from Loaderbot.
      • Fixates a random player, inflicting physical damage to players within 3.5 yards for 6 seconds. Don't be in melee or close to the mob whenever it happens.
    • Shreddation from Shreddinator 3000.
      • Summons several spinning sawblades at the location of every player, inflicting physical damage every 0.3 seconds to players within the effect. This damage increases with consecutive hits. Damage can be fully avoided by prerunning out of it before the cast finishes.
  • Dangerous debuffs to be wary of:
    • Overcharge from Venture Co. Electrician.
      • Applies a Magic debuff to a random player, inflicting nature damage and stuns if the effect persists without being dispelled.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Priory of the Sacred Flame

Boss Tips

Captain Dailcry

  • Always be ready to kick Battle Cry.

Baron Braunpyke

  • Always be ready to kick Burning Light.
  • Use a defensive during Sacrificial Pyre soaks.

Prioress Murrpray

  • Use a defensive whenever Blinding Light happens.
  • During phase 2, run all together on one side to stack incoming Arathi Neophytes. Remember that your goal is to just let them rot down from Overwhelming Power. Run away from them and help with crowd controls and slows if needed.
    • Dropping a Ring of Frost on the way is going to be very helpful aside from your usual crowd control abilities.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Boiling Flames from Venture Co. Pyromaniac.
    • Holy Smite from High Priest Aemya.
    • Cinderblast from Taener Duelmal.
    • Fireball from Taener Duelmal.
    • Holy Smite from Devout Priest.
    • Greater Heal from Devout Priest.
    • Fireball from Fanatical Conjuror.
    • Flamestrike from Fanatical Conjuror.
    • Fireball Volley from Risen Mage.
    • Fireball from Risen Mage.
  • Pay extra attention to these casts:
    • Defend from Arathi Footman.
      • A channeled cast that reduces damage taken by any ally around the caster by 50% for up to 5 seconds. Stop it with any crowd control immediately.
    • Pot Shot from Fervent Sharpshooter.
      • Inflicts physical damage to a random player. Use a defensive if you are targeted by multiple of those.
    • Disrupting Shout from Arathi Knight.
      • Inflicts physical damage to all players within 40 yards and interrupts spell casting for 4 seconds.
    • Holy Radiance from Elaena Emberlanz.
      • Inflicts holy damage to all players for 8 seconds.
    • Lunging Strike from Sergeant Shaynemail.
      • Leaps at a random player, inflicting physical damage and applying a Bleed.
        • Can be avoided with a Shimmer or just outrunning it when she leaps if you are far enough.
    • Purification from Lightspawn.
      • Channeled cast that fixates on a random player and inflicts holy damage every second for 6 seconds.
  • Dangerous debuffs to be wary of:
    • Pounce from War Lynx.
      • A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
        • Look for an Alter Time. Preusing it at full health would make it very easy to remove with healing. Can be also dodged with a Shimmer.
    • Impale from Arathi Knight.
      • A Bleed that is applied to a random player.
    • Heat Wave from Forge Master Damian.
      • A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
        • Can be removed with an Ice Barrier due to Energized Barriers talent.
  • Useful purges:
    • Templar's Wrath from Zealous Templar.
      • Magic buff increasing all damage done by 30%.
        • Can be purged with a Spellsteal.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Rookery

Boss Tips

Kyrioss

  • Take an extra step to dodge the beams during the Lightning Torrent phase because their hitbox is bigger than their visuals.
  • Use a defensive during Crashing Thunder.
  • Be either very spread or stacked during the Wild Lightning to not bait them bad and put someone in an awkward situation.

Stormguard Gorren

  • Use a defensive whenever you get Chaotic Corruption.

Voidstone Monstrosity

  • Use a defensive if you get Unleash Corruption and not getting dispelled.
  • Always remember that once you break the Void Shell absorb shield, the increased damage phase comes right after, so plan your offensive cooldowns accordingly.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Lightning Bolt from Cursed Thunderer.
    • Lightning Surge from Cursed Rooktender.
    • Void Bolt from Corrupted Oracle.
    • Void Bolt from Void Ascendant.
  • Pay extra attention to these casts:
    • Bounding Void from Quartermaster Koratite.
      • Targets a random player and launches void infused orbs towards him that travels out and returns back to the caster.
    • Attracting Shadows from Coalescing Void Diffuser.
      • Pulls in all players inflicting shadow damage every second and additionally inflicts even more damage to players within 7 yards of the center of the pull in effect at the end of the cast.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in THE MOTHERLODE!!!

Boss Tips

Coin-Operated Crowd Pummeler

  • Use a defensive whenever Static Pulse happens.
  • Be close to the boss to have an easier time dodging Shocking Claw frontal.

Azerokk

  • Use a defensive whenever Resonant Quake happens.
  • Swap to Earthragers whenever they are Azerite Infused.
  • Be close to the boss if possible to have an easier time dodging Tectonic Smash frontal.

Rixxa Fluxflame

  • Use a defensive if you are targeted with the ‍Propellant Blast.

Mogul Razdunk

  • Be close to the boss whenever it's time for a Gatling Gun because it is almost impossible to outrun if you are far away from the boss.
  • Be always ready to run away with a Homing Missile if you are targeted, to not hit the rest of the group.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Toxic Blades from Hired Assassin.
    • Iced Spritzer from Refreshment Vendor.
    • Rock Lance from Venture Co. Earthshaper.
    • Furious Quake from Stonefury.
    • Tectonic Barrier from Stonefury.
    • Transmute: Enemy to Goo from Venture Co. Alchemist.
  • Pay extra attention to these casts:
    • Uppercut from Addled Thug.
      • Charges to a random player, inflicting physical damage and knocking all players withing 4 yards of impact into the air.
    • Activate Mech from Mech Jockey.
      • Activates a nearby Mechanized Peacekeeper.
        • Stop it using any crowd control available.
    • Fan of Knives from Hired Assassin.
      • Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
        • Stop it using any crowd control available.
    • Rapid Extraction from Azerite Extractor.
      • Inflicts physical damage to all players and spawns ground effects at nearby location.
    • Mind Lash from Venture Co. Mastermind.
      • Targets a random player and channels at him, inflicting arcane damage every second over 4 seconds.
  • Dangerous debuffs to be wary of:
    • Seek and Destroy from Crawler Mine.
      • Crawler Mine crawls towards a player and detonates when nearby, inflicting fire damage on impact and every 2 seconds for 6 seconds.
    • Caustic Compound from Venture Co. Alchemist.
      • A Poison effect, inflicting nature damage for 6 seconds.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Fire Mage Mythic+ Build in Theater of Pain

Boss Tips

An Affront of Challengers

  • Always be close to the boss to have an easier time dodging a Decaying Breath frontal.
  • Use a defensive whenever Searing Death or Mighty Smash happens.
  • Use a defensive if you are afflicted with a Withering Touch and not getting dispelled.

Xav the Unfallen

  • Stacks from the Oppressive Banner slow can be refreshed with an Ice Barrier due to Energized Barriers talent.

Kul'tharok

  • Use a defensive whenever you are afflicted with a Well of Darkness.
  • Group up with your teammates for a Draw Soul and press a defensive for the initial hit.
  • Always be ready to interrupt a Necrotic Bolt.

Gorechop

  • Meat Hooks can be blinked through with a Shimmer or Alter Time.
  • Be close to the boss to avoid being gripped by a Tenderizing Smash whenever it happens.

Mordretha, the Endless Empress

  • Use a defensive whenever Manifest Death or Echoes of Carnage happens.
  • Be close to the boss to have an easier time dodging Dark Devastation.
    • Dark Devastation is baited at players so if you feel like it, you can bait it away from the group to reduce the risk of someone dying to it. Can be very helpful during phase 2.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Necrotic Bolt from Battlefield Ritualist.
    • Unholy Fervor from Battlefield Ritualist.
      • Can Spellsteal if it goes through.
    • Demoralizing Shout from Ancient Captain.
    • Necrotic Bolt Volley from Maniacal Soulbinder.
    • Necrotic Bolt from Maniacal Soulbinder.
    • Bone Spear from Bone Magus.
    • Bind Soul from Shackled Soul.
    • Withering Discharge from Blighted Sludge-Spewer.
    • Decaying Filth from Blighted Sludge-Spewer.
  • Pay extra attention to these casts:
    • Raging Tantrum from Raging Bloodhorn.
      • Raging Bloodhorn goes into a Raging Tantrum inflicting physical damage to all enemies every 2 seconds.
    • Interrupting Roar from Nekthara the Mangler and Heavin the Breaker.
      • Interrupts spell casting and inflicts physical damage to all players.
    • Ricocheting Blade from Harugia the Bloodthirsty and Advent Nevermore.
      • Inflicts physical damage to a random target and applies a Bleed. Can be avoided by going line-of-sight.
    • Soulstorm from Portal Guardian.
      • Inflicts shadow damage to all players every 2 seconds for 8 seconds.
    • Death Winds from Nefarious Darkspeaker.
      • A frontal tornado that inflicts shadow damage and knocks any player caught in the path.
  • Dangerous debuffs to be wary of:
    • Jagged Quarrel from Shambling Arbalest.
      • Inflicts physical damage to a random target and applies a Bleed.
    • Shadow Vulnerability from Portal Guardian.
      • A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
        • Dispel it with a Remove Curse.
    • Curse of Desolation from Nefarious Darkspeaker.
      • A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
        • Dispel it with a Remove Curse.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.

Affixes

The Affix system got revamped going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.

  • +4 Affixes -- Rotates on a weekly basis
    • Xal'atath's Bargain: Ascendant
    • Xal'atath's Bargain: Voidbound
    • Xal'atath's Bargain: Oblivion
    • Xal'atath's Bargain: Devour
    • Xal'atath's Bargain: Pulsar
  • +7 Affixes -- Alternates between each other on a weekly basis
    • Tyrannical
    • Fortified
  • +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
    • Tyrannical
    • Fortified
  • +12 Affix
    • Xal'atath's Guile -- Replaces the +4 Affix

Following you get some useful tips for handling different Mythic+ Affixes as a Fire Mage.

  • Xal'atath's Bargain: Ascendant
    • Dragon's Breath, Supernova and Blast Wave are all great tools for this affix.
  • Xal'atath's Bargain: Voidbound
    • Important to kill this instantly as it reduces damage taken for all nearby enemies, also plan your cooldowns around this affix so you're not forced to swap target during your Combustion.
  • Xal'atath's Bargain: Oblivion
    • Use your mobility to your advantage and soak as much as possible.
  • Xal'atath's Bargain: Devour
    • Make sure to Remove Curse yourself every time this affix goes off.

Stat Priority

Patch 11.1 - Undermine(d)
Fire Mage

Understand your secondary stat priority and the tertiary stats needed for optimal performance during Mythic+ dungeons as a Fire Mage. For more detailed information, visit the Stats and Attributes guide.

Fire Mage Mythic+ Stat Priorities

Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.

All secondary stats are affected by diminishing returns. Click here to learn more!

Tertiary

  • Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
  • Leech - Provides additional healing through damage dealing. The damage of your pets does not heal you thus Leech is a great tertiary for you since most of your damage is coming from your own spells.
  • Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.

Gear

Patch 11.1 - Undermine(d)
Fire Mage
Best in Slot
Farmable Alternatives
SlotItemLocation
HeadAspectral Emissary's Crystalline CowlTier / Catalyst
NeckSemi-Charmed AmuletRik Reverb
ShoulderAspectral Emissary's Arcane VentsTier / Catalyst
CloakConsecrated CloakCrafting
ChestAspectral Emissary's Primal RobesTier / Catalyst
WristHyperthread WristwrapsOperation Mechagon: Workshop
GlovesPunctured Apiary GlovesCinderbrew Meadery
BeltRingmaster's CummerbundOperation Mechagon: Workshop
LegsAspectral Emissary's TrousersTier / Catalyst
BootsAspectral Emissary's SlippersCatalyst
Ring 1Miniature Roulette WheelThe One-Armed Bandit
Ring 2Wick's Golden LoopDarkflame Cleft
Trinket 1Signet of the PrioryPriory of the Sacred Flame
Trinket 2Mug's Moxie JugMug'Zee
WeaponFleshcrafter's KnifeTheater of Pain
OffhandVagabond's TorchCrafting

Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.

SlotItemLocation
HeadInventor's Ingenious TrifocalsOperation Mechagon: Workshop
NeckStrapped Rescue-KegCinderbrew Meadery
ShoulderMoneymaking BusinessmantleCinderbrew Meadery
CloakCloak of Questionable IntentTHE MOTHERLODE!!
ChestSaboteur's Rubber JacketOperation: Floodgate
WristHyperthread WristwrapsOperation Mechagon: Workshop
GlovesPunctured Apiary GlovesCinderbrew Meadery
BeltRingmaster's CummerbundOperation Mechagon: Workshop
LegsRowdy Reveler's LegwrapsTHE MOTHERLODE!!
BootsHyperthread BootsOperation Mechagon: Workshop
Ring 1Bloodoath SignetTheater of Pain
Ring 2Wick's Golden LoopDarkflame Cleft
Trinket 1Signet of the PrioryPriory of the Sacred Flame
Trinket 2Sigil of Algari ConcordanceThe Rookery
WeaponVoltaic StormcallerThe Rookery

Trinkets

Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the mythic+ dungeon.

Active Trinket alternatives

  • Soulletting Ruby
    • Strong on-use trinket.

Passive Trinket alternatives

  • Reverb Radio
    • Good passive stat proc trinket.

Embellishments

  • Writhing Armor Banding
    • Empowers any Nerubian embellishment by 100%.
  • Darkmoon Sigil: Ascension
    • Gain a random secondary stat stacking up over time.

Remaining Sparks

  • Crafted items are 675 item level and regular items are 678 on max item level therefore it's not beneficial to equip crafted items outside of your 2x embellishments unless you don't have access to other high item level gear on that slot.

Simcraft

To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.

Consumables

Patch 11.1 - Undermine(d)
Fire Mage
  • Phials
    • Flask of Tempered Swiftness -- maximum DPS.
    • Flask of Tempered Versatility -- less DPS but more survivability.
  • Food
    • Feast of the Divine Day
    • Feast of the Midnight Masquerade
  • Combat Potion
    • Tempered Potion
  • Health Potion
    • Algari Healing Potion -- a big burst of healing
  • Weapon Oil
    • Algari Mana Oil -- default
    • Oil of Deep Toxins
  • Augment Rune
    • Crystallized Augment Rune
  • Sockets
    • Versatile Emerald
    • Culminating Blasphemite -- Unique, use one of each gem color to enhance your Culminating Blasphemite.
      • Quick Sapphire
      • Quick Ruby
      • Quick Onyx

Enchantments

HeadS.A.D.
NeckMagnificent Jeweler's Setting 2x
CloakEnchant Cloak - Chant of Winged Grace
ChestEnchant Chest - Crystalline Radiance
WristEnchant Bracer - Chant of Armored Avoidance
S.A.D.
WaistS.A.D.
LegsSunset Spellthread
BootsEnchant Boots - Scout's March
Ring 1Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
Ring 2Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
WeaponEnchant Weapon - Authority of Radiant Power
Fire Mage Enchantments in Mythic+

You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.

Races

Patch 11.1 - Undermine(d)
Fire Mage

For min-maxing a Fire Mage in Mythic+, different racial traits can provide a tremendous benefit to your character. If this is not your top goal, picking a race that fits your style works just as well.

  • Stoneform -- Dwarf
    • One of the most potent racials in Mythic+ currently and historically.
    • Dispels Magic, Bleed posion and disease debuffs.
  • Shadowmeld -- Night Elf
    • Also one of the most potent racials in Mythic+ historically.
    • Use-cases
      • Run past basically any mob and then cast Shadowmeld to make them reset. Even works on mobs that have stealth detection if you get enough distance before you Shadowmeld.
  • Escape Artist -- Gnome
    • Free yourself from roots.
  • Rocket Jump -- Goblin
    • Do a small jump in the direction your character is facing.
    • While you're in the Rocket Jump animation you are placed on a global cooldown until your character lands.
  • Berserking -- Troll
    • Strong DPS racial but lines up somewhat with Combustion.
    • Reduce the duration of movement-impairing effects by 20%. This is rarely useful in Mythic+.
  • Blood Fury -- Orc
    • Strong racial for damage because of Blood Fury which lines up with Combustion.
    • 20% reduced stun duration on you which can be useful in some situations.
  • Hyper Organic Light Originator -- Mechagnome
    • Works the same way as Mirror Image in terms of threat.
Fire Mage Race sims for Mythic+

Recommendation

Dwarf and Night Elf abilities have such a big impact on your Mythic+ experience that you need to use either of them if you're serious about pushing keys with your Fire Mage.

Macros

Patch 11.1 - Undermine(d)
Fire Mage

Discover recommended macros for Fire Mages during Mythic+ dungeons and watch a quick video guide on creating simple macros for your character.

Macro Import Guide Video

Flamestrike

#showtooltip
/use [@cursor] Flamestrike

Addons

Patch 11.1 - Undermine(d)
Fire Mage

Below, you see a screenshot of the author's User Interface for their Fire Mage, outlining which addons are used and how they are utilized in Mythic+ dungeons to make your life easier.

Fire Mage Mythic+ UI
Fire Mage Mythic+ User Interface

Changes this Patch

Patch 11.1 - Undermine(d)
Fire Mage

FAQ

Patch 11.1 - Undermine(d)
Fire Mage

Credits

Written By: Hopeful, Wolfdisco

Reviewed By: Wexi

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