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
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.
- 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.
- 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.
- 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.
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 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.
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
Ability timeline
Your Cooldown Plan
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.
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.
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.
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.
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.
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.
Spinning shells thrown in a cone. They stun on contact, so just do not get hit.
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.
The jobs we settle on for The Lost Explorers, and the reasoning behind each. Slot players on the planner; this page is the why.
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.
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.
