Operation: Mechagon Workshop Guide
Last Updated:February 26, 2025|Changelog
Welcome to the Operation: Mechagon Workshop Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know about your upcoming dungeon runs!
Route
It is recommended to use the Mythic Dungeon Tools addon to look at your route and mobcount before the Mythic+ dungeon starts. Below you can see an example of a Weekly Route meant for +10 keys or lower. High Key Route will be added later into the season!
Simply import the route into the Mythic Dungeon Tool addon and take a look at it with your group.
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Utility Needs
- Puncture
- A heavy Bleed effect on a tank.
- Common utility examples:
- Evoker
- Cauterizing Flame
- Paladin
- Blessing of Protection
- Evoker
- Arcing Zap
- Magic debuff that deals nature damage every 2 seconds over 20 seconds.
- Fiery Jaws
- Magic debuff that deals fire damage over 10 seconds.
- Common utility examples:
- Priest
- Mass Dispel
- Warlock
- Singe Magic
- Priest
- Overclock
- Magic buff that increases haste of all robotic units around Mechagon Mechanic.
- Common utility examples:
- Warlock
- Devour Magic
- Hunter
- Tranquilizing Shot
- Priest
- Dispel Magic and Mass Dispel
- Shaman
- Purge
- Mage
- Spellsteal
- Demon Hunter
- Consume Magic
- Warlock
Tussle Tonks Trash Area
- Required Kick:
- Detonate
- Long cast that deals AoE fire damage to the group if not interrupted.
- Detonate
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- Rocket Barrage
- Instantly spawns multiple ground effects that deal fire damage.
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- Flying Peck
- Minor instant tank damage every 8 seconds.
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Tussle Tonks
This encounter is a fight with two bosses, The Platinum Pummeler and Gnomercy 4.U., each of which has a set of abilities that also partially interact with The Tussle Tonks Arena, the area you are fighting in.
- Massive hammers that inflict physical damage and stun anyone that comes within 4 yards.
- Smashing into the Platinum Pummeler while it has Platinum Plating shatters the plating, stunning it for until canceled and causing the Piston Smasher to become inactive for 1.5 minutes.
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- Spinning buzz saws rotate around the platform in two patterns, inflicting physical damage and knocking any player coming into contact with them.
- Buzz saws always either spin around the platform in a circle in their own line or go from the outer ring to the center of the platform.
- Always try to be in the center of the plates and not inbetween, especially whenever saws are active.
- Never be in the center of the arena because it's easy to die there to multiple saws and not much to gain from standing there just in general.
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- Upon reaching 100 energy, Gnomercy 4.U. charges in the direction of a random player, inflicting physical damage and knocking back all players in it's path.
- When Gnomercy 4.U. impacts with the arena wall, it is stunned for 5 seconds and spawns few B.4.T.T.L.3. Mines.
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- Gnomercy 4.U. charges to a random player's location, inflicting physical damage and launching all players within 6 yards into the air and reduces their movement speed for 6 seconds.
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- Gnomercy 4.U. spawns few mines at a random player's location, inflicting fire damage to players standing in them.
- Only goes on range players unless there are none in the group.
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- Upon reaching 100 energy, Platinum Pummeler applies thick plates of platinum armor onto itself, reducing all damage taken by 33%. This effect stacks.
- Whenever Platinum Plating is active, drag the boss under one of the hammers to break the plating.
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- Platinum Pummeler pummels the tank, inflicting physical damage to all players within 6 yards of the impact.
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- Platinum Pummeler slams the ground, inflicting physical damage to all players every 0.5 seconds for 4 seconds.
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- The defeated combatant unleashes its remaining energy in an electrical storm, inflicting nature damage to all players every 2 seconds and increasing their nature damage taken by 20%. This effect stacks.
- Kill both bosses at the same time to avoid dying to the Electrical Storm.
K.U.-J.0. Trash Area
- Required Bleed Dispel:
- Puncture
- Inflicts physical damage to its target and Bleeds it.
- Removing the Bleed whenever your tank is in danger or out of defensive cooldowns will be very helpful.
- Inflicts physical damage to its target and Bleeds it.
- Puncture
- Mega Drill
- Channeled cast that deals nature damage over its duration.
- Make sure to stack up for healing and press some defensives.
- Channeled cast that deals nature damage over its duration.
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- Corrosive Gunk
- AoE cast that deals nature damage to any player within 60 yards and absorbs incoming healing.
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- Required Magic Dispel:
- Fiery Jaws
- Leaps at a random target and applies a Magic debuff that deals fire damage over 10 seconds.
- Fiery Jaws
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K.U.-J.0.
- Junk Cubes are dropped from above, inflicting physical damage and knocking back all players within 6 yards of the spawning location.
- Junk Cube becomes a Junk Bomb whenever it's being hit with Explosive Leap or Venting Flames. Hitting a Junk Bomb a second time with those spells will result in an explosion, inflicting fire damage and knocking back all players within 6 yards of the bomb.
- Always aim Explosive Leap away from the box.
- Junk Cube's spawn position is baited by the player's positioning which means that you need to spread and spawn them apart from each other to not get hit by a Junk Bomb explosion during the second cast of Venting Flames.
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- K.U.-J.0. leaps towards 3 random players, heating Junk Cubes and inflicting fire damage to all units within 8 yards of impact.
- Once he chooses his targets for a leap, the first one to get lept on is the furthest target away from K.U.-J.0.
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- K.U.-J.0. vents massive jets of flame from his core, inflicting fire damage to all players every second for 3 seconds. This heats the Junk Cubes.
- Hide behind the Junk Cubes to avoid getting damaged from the Venting Flames.
- Once you are behind the Junk Cube, you will get a Hiding Behind Junk buff indicating your safety.
- Hide behind the Junk Cubes to avoid getting damaged from the Venting Flames.
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- A Magic debuff on a tank, inflicting fire damage every second for 3 minutes.
- Explodes when dispelled, inflicting fire damage to all players.
- Dispel it as soon as possible as it hits the tank very heavily.
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Machinist's Garden Trash Area
- Required Magic Dispel:
- Arcing Zap
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Helping with dispelling it will greatly lower the overall damage intake of the group.
- In case you are not dispelled make sure to press a defensive, especially if it overlaps with any other ability from other trash mobs.
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Arcing Zap
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- Required Kick:
- Giga-Wallop
- Inflicts nature damage to a random player.
- Giga-Wallop
- Activate Anti-Personnel Squirrel
- Summons an Anti-Personnel Squirrel that will run towards a random player and will start casting Anti-Personnel Squirrel, an AoE ability that deals nature damage to all players within 10 yards of the Squirrel.
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- High-Explosive Rockets
- Ticking AoE group damage every 4 seconds.
- Happens all the time while Blastatron X-80 is alive.
- Ticking AoE group damage every 4 seconds.
- Sonic Pulse
- Frontal cast that is targeted at a random player that inflicts nature damage and silences.
- Make sure to dodge it and move away as soon as it starts casting the frontal.
- Frontal cast that is targeted at a random player that inflicts nature damage and silences.
- Capacitor Discharge
- Channeled cast during which Blastatron X-80 will cover the whole room around himself except for one slice which will be the safe spot.
- Make sure to run to the safe spot as soon as possible otherwise you will take nature damage, get silenced and pacified.
- Channeled cast during which Blastatron X-80 will cover the whole room around himself except for one slice which will be the safe spot.
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- Required Kick:
- Tune Up
- Channeled cast that will heal a random target.
- Can be also stopped with crowd control.
- Channeled cast that will heal a random target.
- Tune Up
- Required Magic Purge:
- Overclock
- Magic buff that increases haste of all robotic units around Mechagon Mechanic.
- Overclock
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- Required Magic Dispel:
- Arcing Zap
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Helping with dispelling it will greatly lower the overall damage intake of the group.
- In case you are not dispelled make sure to press a defensive, especially if it overlaps with any other ability from other trash mobs.
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Arcing Zap
- Defensive Countermeasure
- Applies a Magic absorb shield to himself.
- Can be purged but the absorb value is fairly low which makes it easier to just break with damage rather than purge.
- Applies a Magic absorb shield to himself.
- Short Out
- Channeled AoE cast that deals nature damage every 0.5 seconds over 3 seconds.
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Machinist's Garden
- Pool on the ground, spawning at a random target's location, inflicting nature damage to anyone within it and disorienting them for 9 seconds.
- The disorient is a Magic debuff and can be dispelled.
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- Activates a Flame Cannon, that is in the middle of the room, causing it to spew flame in multiple directions for 10 seconds, inflicting fire damage to all players caught in the flames.
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- Launches a blade that bounces around the garden, inflicting physical damage.
- The blade never disappears thus there are more and more blades flying around in the fight the longer it goes.
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- Inconspicuous Plant is a mob that is summoned by Head Machinist Sparkflux. It has only one active ability and one on death effect.
- Blossom Blast
- Unleashes bolts of lightning at the closest target, inflicting nature damage every 0.5 seconds for 6 seconds.
- Oil Fountain
- Upon death, Inconspicuous Plant begins to spew flammable fluid into the air. When hit with a "Hidden" Flame Cannon, the gout erupts into a Roaring Flame, inflicting fire damage to anyone within 4 yards of the impact.
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King Mechagon Trash Area
- Required Magic Dispel:
- Arcing Zap
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Helping with dispelling it will greatly lower the overall damage intake of the group.
- In case you are not dispelled make sure to press a defensive, especially if it overlaps with any other ability from other trash mobs.
- Applies a Magic DoT that deals nature damage every 2 seconds over 20 seconds.
- Arcing Zap
- Defensive Countermeasure
- Applies a Magic absorb shield to himself.
- Can be purged but the absorb value is fairly low which makes it easier to just break with damage rather than purge.
- Applies a Magic absorb shield to himself.
- Short Out
- Channeled AoE cast that deals nature damage every 0.5 seconds over 3 seconds.
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- High-Explosive Rockets
- Ticking AoE group damage every 4 seconds.
- Happens all the time while Spider Tank is alive.
- Ticking AoE group damage every 4 seconds.
- Sonic Pulse
- Frontal cast that is targeted at a random player that inflicts nature damage and silences.
- Make sure to dodge it and move away as soon as it starts casting the frontal.
- Frontal cast that is targeted at a random player that inflicts nature damage and silences.
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- Required Kick:
- Giga-Wallop
- Inflicts nature damage to a random player.
- Giga-Wallop
- Activate Anti-Personnel Squirrel
- Summons an Anti-Personnel Squirrel that will run towards a random player and will start casting Anti-Personnel Squirrel, an AoE ability that deals nature damage to all players within 10 yards of the Squirrel.
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King Mechagon
This encounter consists of two phases: during the first one, King Mechagon is piloting the Aerial Unit R-21/X, but once it is destroyed, phase two starts, and King Mechagon swaps to the Omega Buster mech suit.
- Throughout the whole fight, there are going to be 4 orbs always present. Touching an orb inflicts nature damage and knocks the player back.
- Every now and then orbs are going to Recalibrate, adjusting their location and charging towards a random player. Upon arriving at their new location, each orb unleashes a blast of energy, inflicting nature damage to all players within 6 yards.
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- Mega-Zap is an ability that will persist throughout both phase 1 and phase 2. It unleashes a bolt of energy towards a random player, inflicting nature damage instantly and additionally every 2 seconds for 12 seconds to all players in a line from the caster.
- The target also takes 100% increased damage from Mega-Zap for 12 seconds.
- The difference during phase 2 is going to be an increased damage that is done by the ability and now it is applied to 3 random players instead of 1.
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- During phase 1, King Mechagon unleashes a charged burst at the tank, inflicting nature damage.
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- While piloting the Aerial Unit R-21/X, King Mechagon takes to the air, inflicting fire damage to all players within 8 yards.
- While in the air, he unleashes a beam of lightning, inflicting nature damage every 1.5 seconds to anyone under King Mechagon.
- In addition, a pulse of lightning is unleashed every 0.5 seconds for 6 seconds, inflicting nature damage to all players.
- While in the air, he unleashes a beam of lightning, inflicting nature damage every 1.5 seconds to anyone under King Mechagon.
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- Launches a powerful electromagnet that pulls all players towards it, inflicting nature damage to all players every second for 9 seconds.
- Players further from the electromagnet take less damage.
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- Whenever there are no players in melee combat, King Mechagon inflicts a deadly amount of nature damage to all players.
Lootpool
Type | Item |
---|---|
Trinket | Ingenious Mana Battery |
Trinket | K.U.-J.0.'s Flame Vents |
Trinket | Modular Platinum Plating |
Type | Item |
---|---|
Staff | Neural Synapse Enhancer |
Dagger | Apex Perforator |
1-Hand Mace | Electrifying Cognitive Amplifier |
1-Hand Sword | Tearing Sawtooth Blade |
ALL
Type | Item |
---|---|
Back | Trashmaster's Mantle |
Cloth
Type | Item |
---|---|
Head | Inventor's Ingenious Trifocals |
Shoulder | Shoulderguards of Fraying Sanity |
Wrist | Hyperthread Wristwraps |
Hands | Operator's Mitts |
Waist | Ringmaster's Cummerbund |
Legs | Royal Attendant's Trousers |
Feet | Hyperthread Boots |
Leather
Type | Item |
---|---|
Head | Mekgineer's Mindbending Headgear |
Shoulder | Extravagant Epaulets |
Hands | Self-Sanitizing Handwraps |
Waist | Mad King's Sporran |
Waist | Mekgineer's Championship Belt |
Legs | Flame-Seared Leggings |
Feet | Machinist's Treasured Treads |
Type | Item |
---|---|
Head | Psychogenic Prognosticator's Lenses |
Chest | Circuit-Linked Chainmail |
Wrist | Gold-Coated Superconductors |
Gloves | Swift Pneumatic Grips |
Waist | Maniacal Monarch's Girdle |
Legs | Self-Repairing Cuisses |
Feet | Regal Mekanospurs |
Plate
Type | Item |
---|---|
Head | Apogee Inventor's Goggles |
Chest | Mechanized Plate Chasse |
Wrist | Anodized Deflectors |
Hands | Gauntlets of Absolute Authority |
Waist | Automatic Waist Tightener |
Legs | Heavy Alloy Legplates |
Feet | Pyroclastic Greatboots |
Credits
Written By: Wexi
Reviewed By: Xerwo