# Skyreach Mythic+ Guide & Route
Method's guide to Skyreach in Mythic+, the best route and what you should know to achieve a quick and smooth run.
Author: Method

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# Skyreach Mythic+ Dungeon Guide

Tactyks
Last Updated: 4th Mar, 2026

## Introduction

Hey everyone, and welcome to the Skyreach dungeon guide for season 1 of Midnight! In this guide I’ll be going over the abilities of all the trash mobs and bosses throughout the dungeon, as well as how I recommend you handle them. I’ll be focusing on the mythic and M+ versions of the dungeon, but most of this article will apply to both normal and heroic difficulties as well. I’ll also be including my recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.

Some background on myself, my name is Tactyks and I am an avid M+ player, achieving the 0.1% M+ title numerous times on 5 different specs, as well as competing in The Great Push in season 4 of Shadowlands. I also create M+, Raid, and tank guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!

Socials:

- YouTube: https://www.youtube.com/@Tactyks
- Twitch: https://www.twitch.tv/tactyks
- Twitter: https://twitter.com/tactyks

New: Try out the Mythic+ Dungeon Ability Tracker to filter for specific abilities within Skyreach!

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## Video Guide

## Ranjit Trash

#### Soaring Chakram Master

- Ricocheting Chakram targets a random player and bounces to others nearby, beware of this additional damage intake

#### Outcast Warrior

- Tanks beware of the Rushing Winds buff and use a purge to remove it if possible

#### Raging Squall

- These mobs melee for bonus nature damage thanks to the Wind Claws passive
- Watch out for the Wrathful Wind enrage and use a soothe to remove it if you have one
- Avoid the Wind Blast AoE these mobs drop on death

#### Driving Gale-Caller

- Make sure to interrupt every cast of Repel

#### Adorned Bladetalon

- This mob is immune to CC
- Blade Rush dashes to 2 random players and the tank, use bleed cleanses if you have them otherwise be ready with defensives and healing cooldowns
- Shear targets the tank, beware if this debuff overlaps with Blade Rush and be ready with defensives

#### Dread Raven

- This mob is immune to CC
- Dread Wind targets a random player, make sure you don’t get knocked off the platform
- Dire Screech deals heavy damage, healers ensure the group is topped before this goes out and be ready with group defensives if needed

## Ranjit Boss Fight

After clearing the boss platform Ranjit will engage with players. This boss fight is a fairly simple single phase encounter with a lot of dodging.

To start there’s Gale Surge, which targets players and knocks them back slightly on impact while leaving behind a wind orb for 1min that you’ll want to avoid. I recommend dropping these together and rotating around the room in one direction, trying to always drop these orbs behind the boss and in a way that you don’t get knocked into existing orbs or off the platform.

When it comes to group damage, outside of Gale Surge the main source of this is Fan Of Blades, which applies a bleed to all players; so healers be ready for this and if you have them, use bleed cleanses to make this a bit easier.

As for the dodging, there are 2 main abilities, with the first being Wind Chakram. This targets a random player, shooting a projectile out in a line that then returns to the boss, dealing heavy damage to anyone hit. I recommend baiting this away from the direction you’re moving in, making sure the target steps out of the line before the cast completes.

Finally, at full energy the boss casts Chakram Vortex, doing a small AoE in the centre of the room and spawning several tornadoes that rotate around the room which you need to avoid, as they’ll deal a hit of damage and knock up players hit. These persist for 20s, and generally are fairly easy to dodge as long as you avoid the section of the arena where the waves of tornadoes meet, which you can see when they initially spawn.

## Araknath Trash

#### Blinding Sun Priestess

- Make sure to interrupt every cast of Blinding Light
- Solar Barrier will buff a random ally, purge it off or focus the mob to stop the damage

#### Adept of the Dawn

- Melee attacks stack up the Fiery Talon debuff, so be ready to use a defensive or kite if needed to drop stacks

#### Initiate of the Rising Sun

- Solar Bolt targets a random player, use spare interrupts on this cast

#### Solar Elemental

- This mob is immune to CC
- Be ready to swap to the Solar Orb when it spawns and kill it ASAP
- Avoid the circles created by Solar Fire

#### Solar Construct

- This mob is immune to CC
- Use defensives or combat drops if targeted by Solar Flame
- Get out of the Solar Nova AoE underneath this mob

## Araknath Boss Fight

Once you’ve defeated all the Solar Constructs in the room you’ll be able to take on Araknath.

Araknath remains stationary in the centre of the room in Defensive Protocol, which also creates a 5yd ring underneath him that deals fire damage to players inside, so make sure you’re not getting too close. Since this boss is stationary, tanks will need to make sure they never leave melee, otherwise he’ll cast Blast Wave repeatedly, likely wiping your group.

The main mechanic on this fight revolves around the lesser constructs on the edges of the room, which will gain Energize in sets of 3, causing them to shoot a laser towards the boss that will heal it and trigger Solar Infusion for additional group damage. Non-Tank players will want to make sure they are intercepting these beams, which do deal heavy damage so you’ll need to watch your health and be ready with things like defensives or health potions.

When the lesser constructs finish their 12s channel they shoot out a frontal called Heat Exhaustion, so be ready to either step to the side or step under the boss, just be aware that you may take a few ticks of the Defensive Protocol AoE if you do go under the boss.

At the same time, throughout the fight Tanks will be targeted by the Fiery Smash line attack, which they’ll want to make sure they are aiming away from the energized constructs and stepping out of themselves, as getting hit deals a massive amount of damage, even for Tanks.

Finally, when the boss reaches full energy they’ll cast Supernova for a large group hit, where the damage is increased by 5% for each stack of Solar Infusion, meaning it's really important to never let those beams go through.

## Rukhran Trash

#### Sun Talon Tamer

- Be ready to kite if debuffed with Mark Of Death and use defensives if needed

#### Skyreach Sun Talon

- Use CCs to lock these mobs down when they become Bloodcrazed

## Rukhran Boss Fight

This encounter is all about target swapping, as the Sunbreak ability will spawn a Sunwing mob that fixates a random player with Burning Pursuit, dealing heavy pulsing damage while it's alive. You’ll want to make sure your DPS are swapping to these adds ASAP to reduce your groups damage intake, but healers should still be prepared as the damage will still be quite high.

Something important to note about these adds is that they don’t truly die on being pushed to zero health, instead they turn into a stationary egg. If you kill another Sunwing on top of an egg, it causes it to resurrect, so you need to make sure you are killing these away from each other, using CCs and kiting as needed.

As for the other boss abilities, tanks will need to be ready with a defensive for every cast of Burning Claws, while also ensuring they stay in melee range of the boss to prevent Screech from casting.

On top of that, at full energy the boss will reposition and begin to cast Searing Quills which does lethal damage to anyone within line of sight during the channel, so your whole group will need to use the central pillar to avoid that damage.

Then make sure your tank is quick to get back to the boss so that Screech never goes off.

## High Sage Viryx Boss Fight

Once Rukhran has been defeated, players will need to make their way through a short gauntlet of tornadoes and slowing winds, after which they’ll take on several familiar trash mobs before reaching the final boss, High Sage Viryx, who once again requires you to clear the entire platform before he joins the fight.

As for his abilities, the main source of group damage comes from Scorching Ray, which targets 3 players at a time and beams them for an initial hit of damage plus a 5s DoT, so healers need to keep on top of this fairly consistent damage. At the same time, the boss will be casting Solar Blast into the tank, which you’ll want to keep an interrupt rotation on to mitigate their damage intake.

Target swapping is a thing in this fight as well thanks to the Cast Down ability, which causes a Solar Zealot to appear above a random player and slowly drag them to the nearest edge. Players will need to be ready to burst these mobs down, plus use things like stuns to slow them down, as other CCs like knockbacks don’t work.

At the same time, if you get the purple arrow above your head indicating you’re the target of this ability, you should try and position near the entrance of the room to make the distance between you and the edge as far as possible.

Note: Don’t hug the arena wall, as sometimes that causes the mob to bug out and drag you towards the centre of the room immediately.

Finally, when the boss reaches full energy he’ll target a player with Lens Flare, indicated by a red arrow, and this causes a massive beam to chase you for several seconds, dealing very high damage if it hits you, while also leaving behind a trail of puddles. Again, you’ll want to try and react if this targets you and run away from your group, dropping these puddles off along the edges of the platform while avoiding the beam.

Note: The initial hit of the beam is quite hard to avoid, so it may be worthwhile to commit a defensive if targeted, especially if you’re a lower mobility class.