The Lost Explorers

The Lost Explorers

Mythic
Plan & Assignments

What this page is

The Wowutils plan for The Lost Explorers: Guide for how to approach Cooldown Planning, and the jobs covered in the assignment planner. It is assumed that you already know the basics of the fight. For full boss guides, see the links in Full mechanics.

It covers

  • CD Planning and Personal Defensives
  • The Wowutils Assignments
  • Raid-night quick reference

It skips

  • Basic boss strategy
  • Tank/Dps stuff
  • The stuff other guides already cover
01Cooldown plan

The Lost Explorers is a council fight on one repeating loop: Mor'zahi empowers roughly every 2 minutes, and the raid's fish throw decides which explorer is empowered for the window. Almost all of the damage is unavoidable and steady rather than spiky. The flat rot tick and the bleeds from opening crates are the bulk of it, and only Frostfire Volley and Mighty Thud spike above that floor.

  1. 1Empower (0:00): Mor'zahi empowers at the top of the loop and the opener block runs: Blink Nova, shell cones and the crate volleys, while the raid frees the fish from the junk.
  2. 2Fish throw (~1:00 in): The throw decides which explorer is empowered and schedules the whole back half: that boss's heavy hits, extra crates, and the next Empower about a minute later.
  3. 3Repeat (~2:00) repeats: The loop lands close to 2 minutes per cycle, a clean fit for 2 minute healing cooldowns. An early fish throw pulls the next window a little earlier.
Where the damage isRot and crate bleeds

The constant rot tick plus the stacking bleed every crate soaker takes are the far majority of the damage taken. Both run all fight and neither can be dodged, so this is a sustained throughput fight before it is a cooldown fight.

The outliersFrostfire Volley, Mighty Thud

The only hits that spike meaningfully above the rot floor, and only in the window of the explorer who got the fish. Raid cooldowns go here rather than being spread across the whole cycle.

Cycle~2:00 loop

Empower repeats about every 2 minutes, a clean loop for 2 minute healing cooldowns. An early fish throw pulls the next window a little earlier.

Personal defensives

Plan personals for soaking many crates, the bleed stacks per crate. The Blink Nova debuff and the Explosive Surprise debuff are the other personal moments, Explosive Surprise especially when the run out is long.

Ability timeline

Each row is one ability.icon = a cast, placed when it happensshade = how long the raid damage runsdashed = the Fungal Blooms

Your Cooldown Plan

5 abilities to plan around
Malevolent PresenceMalevolent Presence

Raid DOT

Danger: High
Plan around this

Constant rot damage through the whole fight, and together with the crate bleeds it is the far majority of the damage the raid takes. It never stops, so the raid is never topped for free and leftover cooldowns are never wasted into it.

There is no cast to plan against here, which is the point: the rot sets a floor the raid never rises off. Build the healing plan around holding that floor and spend raid cooldowns on Frostfire Volley and Mighty Thud instead.
Frostfire VolleyFrostfire Volley

Raid AOE

Danger: High
Plan around this

Iku's empowered windows only. A volley of fire and frost missiles hits around several players, leaves elemental ground and puts opposing debuffs out; touching the wrong element sets off extra raid damage. One of the two hits in the fight that spikes clearly above the rot floor.

Two casts per Iku window, and they land on a raid already worn down by the rot and the crate bleeds. This is where a raid cooldown earns its place; cover both casts if you have the coverage.
Mighty ThudMighty Thud

Raid Damage

Danger: High
Plan around this

Nama's empowered windows only, and the other hit that spikes clearly above the rot floor. Three players are marked and Nama leaps to each, splitting the damage among players inside the impact and knocking them back, two bursts of three stomps per window. The ground keeps quaking after each impact, and an impact that hits nobody turns into raid damage.

Group up to split each stomp. The bursts anchor to fixed impact points, which is exactly what ground placed effects want, and each burst is three stomps in about 4 seconds so a short cooldown covers a whole burst.
Blink NovaBlink Nova

Raid AOE

Danger: Medium
Plan around this

Iku blinks to a player and the whole raid takes damage that falls off with distance from them; the blink debuff is part of this ability. Twice per Empower window, and a third time about 35 seconds after a fish throw that empowers Iku. Spread well and it stays close to the rot floor rather than spiking above it.

Spread away from the debuffed player to shrink the hit, and the target wants a personal. A raid cooldown is better spent on Frostfire Volley or Mighty Thud in the same window.
Throw JunkThrow Junk

Raid Damage, Raid Soak

Danger: Medium
Plan around this

Crates thrown across the raid in pairs through the whole cycle. Each crate is a soak: breaking one puts a stacking bleed on the soaker, and a crate left alone ruptures into raid damage. Those bleeds are the second half of the fight's damage, alongside the rot.

The stacking bleed is what makes the raid drop between spikes, so it wants sustained healing rather than a cooldown on each volley. Save the raid cooldowns for Frostfire Volley or Mighty Thud, which land on a raid the bleeds have already worn down. Anyone soaking many crates should carry a personal for it.

Other boss mechanics

Gebbo's empowered windows only. A bomb debuff on one player: run it away from the raid, worth a personal when the run is long, and mind the knockback so you are not thrown off the edge.

Shell SpinShell SpinMovement

Spinning shells thrown in a cone. They stun on contact, so just do not get hit.

Mushroom TossMushroom TossAdd Spawn

Gebbo tosses Bouncy Mushrooms that launch you into the air on touch. They are there to dodge the wave of fire from Explosive Surprise, so bounce over it when the wave comes. Do not step into a mushroom before then, an early bounce wipes the raid.

02Assignments

The jobs we settle on for The Lost Explorers, and the reasoning behind each. Slot players on the planner; this page is the why.

The jobsWhat each assignment does and why. Slot players on the planner.
Open in planner
Always on
Fish Throw Job
Timed callout
Healer
Ranged
Always on

Assign who is responsible for picking up the Disgusting Fish and throwing it onto a council boss.

The fish must land before Empowered Ascension finishes casting. The reminder fires 10 seconds after each fish drops.

Calls out
Fish ThrowersFind the fish0:48 · 1:54 · 1:54
Sponsored
03Full mechanics

We deliberately don't re-teach the pull here. For first-timers, exact add pathing, and the complete ability list, these cover it better than we would.

A mechanics video for this boss is coming soon.

Hand-picked sources for this boss are coming soon.