The Lost Explorers
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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 a loop of about 2 minutes. Every Empower runs the same block, two blinks around a crate wave, and the fish throw then empowers one explorer for about a minute. The rot and the crate bleeds tick under everything and are most of the damage, so the raid is never topped off. The spikes sit on that floor in both halves of the loop: the blinks and crate wave of every block, and the empowered explorer's big hits after each throw.

  1. 1Empower (0:00): Mor'zahi empowers and the same block runs every time: Blink Nova at 0:18, a crate wave that bleeds the whole raid for about 20 seconds, and a second Blink Nova at 0:49 as that bleed runs out. The fish comes out of the crates, and one more crate pair lands just before the throw.
  2. 2Fish throw (1:04): The throw empowers the explorer that ate the fish for about a minute, with its own crate pairs: Nama's two Mighty Thud bursts, Iku's two Frostfire Volleys and an extra blink, or Gebbo's two Explosive Surprise bombs. Each explorer eats once, so your fish order decides which window comes when.
  3. 3Repeat (2:03) repeats: The next Empower comes about a minute after the throw and the block runs again, then the second throw at 3:03 and the third Empower at 4:02. An early throw pulls the next Empower a little earlier. Most kills end in the third block, before a third throw, so the explorer you feed last usually never gets a window.
SteadyRot and crate bleeds

The rot ticks the whole raid all fight, and every crate popped bleeds everyone. Together they are most of the damage taken and neither can be dodged, so throughput carries most of the fight and the raid is never topped off when a blink or a stomp lands.

Heavy HitsBlinks, crates, stomps

The blinks and the crate wave come in every Empower block and are the most reliable spikes, so healing cooldowns go there. The empowered windows hit just as hard: Nama's stomps and Iku's extra blink take raid DR.

Cycle~2:00 loop

Empower repeats about every 2 minutes, so 2 minute healing cooldowns get one use per Empower block. Longer cooldowns and anything left over go to the empowered windows.

Personal defensives

The Blink Nova target takes far more than anyone else: a personal on every blink, and externals from the healers. For everyone else, personals go in this order: the second blink of the pull, the big hit of each empowered window (Nama's first burst or Iku's extra blink), then both blinks of the later blocks. Crate poppers take every crate's hit and their stacks build per crate, so they want a personal on a big wave. The Explosive Surprise carrier wants one 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 runstop lanes = where raids commonly use each kind of cooldown, brighter = more raids stack them there. Hover one to see what it covers.dashed = each Empower cast

Your Cooldown Plan

4 abilities to plan around
Blink NovaBlink Nova

공격대 광역기

Danger: High
Plan around this

Iku blinks to a marked ranged player and the whole raid takes damage that falls off with distance from them, the target most of all. Twice in every Empower block, and a third time about 28 seconds after a fish throw that empowers Iku.

  • At the pull the first blink lands on a full raid, so stack the DR on the second, which lands as the crate bleed runs out.
  • In the later blocks both blinks take DR. After Nama's window her last crates are still bleeding as the block opens, so the first blink lands on a bleed too.
  • In Iku's window her extra blink lands on her own crate bleed and is the hardest hit of the window. It takes her window's DR.
  • The target runs ahead of the raid, away from the stack, which shrinks the hit for everyone else.
Throw JunkThrow Junk

공격대 피해, 공격대 맞아주기

Danger: High
Plan around this

Gebbo throws crates across the platform in pairs all fight, and one of them holds the fish. Each crate is a soak, and a crate left for 25 seconds ruptures into raid damage. Mythic: popping a crate puts a short bleed on the whole raid that stacks with every crate popped, so assigned poppers clear each wave two at a time.

The bleed runs for most of 20 seconds, so coverage that lasts gets full value.
Frostfire VolleyFrostfire Volley

공격대 광역기

Danger: High
Plan around this

Iku's empowered windows only, about 15 and 42 seconds after the throw. Fire and frost missiles land on several players, each leaving a pool and a debuff. Stepping into the opposite pool clears your debuff and hits the raid. Circles that overlap explode on the whole raid, enough to kill several players.

Both volleys land on Iku's own crate bleeds, so the raid is already worn down when they come. The missiles themselves are light: clearing is what hits the raid, so press on your clear call rather than on the cast.

If your raid has the damage to skip clearing, the volleys ride on throughput and need no cooldowns.

Mighty ThudMighty Thud

공격대 피해

Danger: High
Plan around this

Nama's empowered windows only: two bursts of three stomps, about 12 and 44 seconds after the throw. Three players are marked and Nama leaps to each, splitting the damage among everyone inside the impact and knocking them back. An impact that hits nobody turns into raid damage. Mythic: the ground keeps quaking after each impact, a puddle that hits hard while you stand in it.

  • Group up to split each stomp. A burst is three stomps in about 4 seconds, so a short DR covers a whole one.
  • Nama's crates bleed the raid between the bursts, and the second burst lands on that bleed.
  • The bursts land on fixed impact points, which suits ground placed reduction. If your raid soaks in a line and is knocked from stomp to stomp, a ground effect only covers the first.
  • Movement speed gets the raid to the next impact and out of the puddles in time.

Other boss mechanics

Malevolent PresenceMalevolent Presence공격대 도트

Mor'zahi's aura ticks the whole raid from the pull to the kill. With the crate bleeds it is most of the damage the raid takes, so the raid is never topped off for free and leftover cooldowns are never wasted into it. There is no cast to plan against: hold the floor with steady healing.

Mor'zahi's cast when his energy fills, 64 seconds after each Empower. Throwing the fish stops it. Throw late and he is already pulsing the whole raid, harder with every pulse, until the fish lands. With no fish left, the pulses never stop and the raid wipes.

see Assignments →

Gebbo's empowered windows only, twice. 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. Each bomb sends a wave of fire across the platform. Anyone who misses the mushroom needs their own movement ability or an immunity to get through it, and a raid movement cooldown helps the raid reach the mushroom in time.

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

Mushroom TossMushroom Toss쫄 추가

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. Mythic: there is only one mushroom per bomb, so the whole raid bounces on it in the short moment after it triggers.

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 Throwers“Find the fish”0:48 · 1:54 · 1:54
후원
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.