World of Warcraft – Eco-Dome Al’dani Beginner Guide

Author:iGRush|Reviewer:iGRush

Publication date : 2025-11-20

Dungeon Overview

The Eco-Dome Al’dani is a dungeon with three bosses, introduced in Season 3 of The War Within. The difficulty of the dungeon is medium; compared to other dungeons, trash and boss mechanics are quite simple. Here is a guide that shows you how to successfully do something.


First area

Trash:

  • Turn left at the first intersection. A large group of trash is ready. The Ravenous Destroyer uses an ability called Gluttonous Miasma against a player and then uses Volatile Ejection, an ability where the affected player must move away from the group.
  • The "Overgorged Mite" adds Gorge (stacking buff) and damage when it dies, so interrupt it in time.
  • The "Ravaging Scavenger" can heal itself (Passive: Consuming Strikes) and gains Hungering Rage when its health falls below 50%. Tanks need to be careful.

After the trash, it's on to the boss fight.


Boss fight—Azhiccar:

  • Azhiccar stands still; ranged attackers & healers can stand comfortably, and the tank stays nearby.
  • He uses Invading Shriek, which causes damage to the group and summons 6 Frenzied Mites. Players are randomly attacked and take more damage if they receive many hits—either attack quickly or keep the situation under control.
  • He selects 2 players and uses Toxic Regurgitation on them. This creates toxic puddles (digestive spittle) that cause damage over time. Players with markers should quickly leave the group and place the markers at the edge.
  • During the break, he uses Devour with full energy, attracting players and dealing damage over time through shadows. Six mites run toward the leader at the same time. If successful, a Feast occurs, where the boss heals and takes damage.


That's why you should:

  • Apply slows, knock-backs, and CCs to the mites.
  • It is important to eliminate all 6 mites before they expire.
  • The healer and the tank need to be ready for more damage.
  • After that, the same thing happens over and over: trash phase, puddles, mites, devour, etc.

After the victory, continue.


Second area

Trash:

  • Overcharged Sentinel: No CC possible. If his shield is destroyed, he uses Unstable Core, creating puddles with Arcane Burn. Very dangerous—only pull it with precision.
  • A Wastelander Ritualist uses Arcing Energy to weaken players and Arcane Blitz. Interrupt and remove the debuff!
  • The Wastelander Farstalker has an ability called "Arcing Zap" that also needs to be interrupted. Watch the distance.
  • The Wastelander Phaseblade increases attack speed. Tanks and players must remove the buff or react differently.


Boss fight—Taah’bat & A’wazj:

  • The fight starts with A’wazj on the back of Taah’bat. Taah’bat cannot be injured at the beginning.
  • A’wazj uses Binding Javelin on 2 players. Each player creates a circle with a diameter of 8 yards. The players must wait until they are in the circle. Then pull the boss through both circles so that cleave works well.
  • A’wazj uses Warp Strike to quickly reach a player, leaving a damage-over-time effect in its wake. Groups should not stand too close together.
  • For Rift Claws (arcane hits + bleed), tanks should use their defense to reduce damage.
  • A’wazj has 100 energy and uses Arcane Blitz. Taah’bat becomes invisible and invulnerable while using Warp Strike. Taah’bat Arcane Overload causes damage to everyone in the group.
  • To get rid of Incorporeal, players must hit Taah'bat 6 times with a Warp Strike (the players draw their line through the boss). Then both bosses can be damaged for approximately 15 seconds ("Destabilized"). – strong attack phase with high damage.
  • Strong attack phase with significant damage.
  • Then the cycle begins anew. After that, the cycle starts anew. In Phase 1, Arcane Blitz happens, then back to Phase 1, and so on. It is important to position yourself well and hit quickly with the spear to win.

After winning, you go to the final area.


Third Area

Trash:

  • The Wastelander Pactspeaker is immune to loss of control. In Erratic Ritual, a large group causes damage, and the spirit is summoned. The spirit must be quickly attacked while Consume Spirit is used to reduce the damage.
  • K’aresh Elemental casts Embrace of K’aresh (shield on a random mob)—Removal required.
  • The Wastes Creeper is immune to crowd control. Abilities: Burrowing Eruption (area damage on the ground), Burrow Charge (target on player), and Stinging Sandstorm (group DoT). Healers should be prepared to avoid dangerous ground areas.
  • Caution: Also be careful not to encounter Burrowing Creepers patrolling, and avoid attracting large groups nearby.


Final Boss – Soul-Scribe:

  • Main mechanic: Copies of the players appear with special abilities. Each player must find and retrieve their own soul. If it works, you get the Wounded Fate (stacks for damage bonus). If something goes wrong, you receive the debuff Fatebound.
  • Ability 1 is Whispers of Fate. In the process, the boss injures all players and creates an echo. Quickly run to yourself, collect the soul, and receive a buff.
  • Ability 2: With the Ceremonial Dagger, after a short preparation, shoot a line attack through all echoes. First, save your soul, then quickly step out of the line and spread out.
  • Ability 3 is Dread of the Unknown—an area of about 9 yards around all players that explodes after a short time. First, gather the soil, then quickly spread it out when it disperses.
  • When the energy is at 100%, the final phase of "Eternal Weave" begins.

Each player sees three echoes.

  • Every 6 seconds, rotating arcane cones are fired within 24 seconds.
  • The most important thing is to collect the souls before they are fired.
  • Avoid cones and pay attention to good positioning.
  • Regular damage is caused by passive Echoes of Fate; healers must always heal.

The fight continues until the boss is defeated.


Tips

  • Avoid stacking too much when fighting against trash and boss mechanics, as many attacks have an area effect.
  • The healer should always heal the group before major attacks that hit everyone (like Devour, Arcane Blitz, and Eternal Weave).
  • Keep interrupts and dispels ready early for specific enemies like the Overcharged Sentinel, Wastelander Ritualist, and K’aresh Elemental.
  • Use CC, slows, and knock-backs strategically, especially during add phases like Azhiccar’s Frenzied Mites.

Positioning:

  • Boss 2 should not use Warp Strikes, and the Javelin should be destroyed quickly.
  • The third boss must collect the soul and then quickly leave.
  • Before you enter the final area, pay attention to the movement/buff mechanics (for example, the K’areshi Surge buff—increases haste & movement speed) to prepare for the final fight.
  • In summary: Eliminate trash, understand mechanics, avoid gathering too many people in one place, collect souls, destroy javelins, and monitor additional phases—then the run will go smoothly.

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