Mogu’shan Vaults, the first raid in World of Warcraft: Mists of Pandaria, was released on September 25, 2012. It remains a great place to farm unique transmogs, mounts, and achievements in The War Within. This ancient titan vault in Kun-Lai Summit has six bosses, each with their own challenges and rewards.
Whether you’re seeking to farm transmogs, mounts, or test your skills, this guide will help you make the most of Mogu’shan Vaults in WoW.
Mogu’shan Vaults Entrance and Subregions
Mogu’shan Vaults is in the Kun-Lai Summit zone in World of Warcraft: Mists of Pandaria. To get there, travel to Kun-Lai Summit in Pandaria. The easiest way is to take the flight path to One Keg or Temple of the White Tiger and head northeast toward the Mogu’shan Terrace.
The raid entrance is at 74.0, 17.5, up a long staircase guarded by Mogu statues. Just walk through the giant doors to enter the vault and start your raid.
Inside, you’ll progress through different chambers as you defeat each boss in order.
Each area has its own challenges and bosses, which we’ll cover next.
Mogu’shan Vaults Bosses Overview
Mogu’shan Vaults is an ancient titan vault in World of Warcraft: Mists of Pandaria, where players battle the remnants of the Mogu empire. The raid has six bosses, each testing different skills—from coordinated group tactics to fast reflexes.
You start withThe Stone Guard, a trio of stone dogs that must be tanked carefully. Next is Feng the Accursed, a sorcerer who shifts between deadly elemental magic. Gara’jal the Spiritbinder forces players to split between two realms, while The Spirit Kings resurrect four ancient warlords with unique mechanics.
The final challenges are Elegon, a celestial dragon with a complex energy-draining fight, and Will of the Emperor, a massive battle against twin Mogu rulers and their endless armies.
Below, we’ll break down each boss fight and their loot.
Can You Solo Mogu’shan Vaults in The War Within?
Soloing Mogu’shan Vaults in Retail WoW is a fast way to farm transmog, mounts, and pets from Mists of Pandaria. The raid is easy for high-level characters, but a few bosses have mechanics worth knowing. This guide covers the best loot, quick strategies, and how to avoid wasting time.
General Tips:
Recommended Level: 60+ (The War Within characters will obliterate it).
Difficulty: Easily soloable on Normal, Heroic, and even Raid Finder (if you can queue alone).
Speed: Use movement abilities (DH glide, Mage blink) to save time.
Problem Bosses: Only Elegon and Spirit Kings have slight mechanics—just burst them.
The Stone Guard is a single-phase fight with 4 Quilen Guardians (3 in 10-man) sharing a health pool. Guardians gain energy when near each other; at 100 energy, they Overload, dealing heavy raid damage unless the raid is protected by their matching Petrification debuff (90% reduction). Control energy by keeping the petrifying Guardian close to one other Guardian while avoiding unintended Overloads. Dodge mechanics like Amethyst Pools, Cobalt Mines, and manage Jasper Chains with a buddy system. Use Bloodlust at the start for maximum DPS. Heroic adds tile-energizing for a damage buff.
Preferred Classes:
Tanks: Any, but must coordinate taunts for positioning.
Feng the Accursed is a three-phase boss (four in Heroic) that cycles through spirits (Fist, Spear, Staff, and Shield in Heroic), each with unique mechanics. Tanks must manage stacking debuffs (swap at 2 stacks) and use special abilities (Nullification Barrier to block magic, Shroud of Reversal to mimic boss spells). Key mechanics include dodging Lightning Fists, controlling Wildfire patches, and stacking/spreading for Arcane Resonance/Velocity. Use Bloodlust in Phase 2 (Normal) or early in Heroic to skip high-damage mechanics. Heroic adds a Shield phase with adds that must be killed before they heal the boss.
Preferred Classes:
Tanks: Classes with strong active mitigation (e.g., Paladin, Warrior) to handle debuffs.
Healers: High raid-healing output (e.g., Holy Priest, Resto Shaman) for Phase 3 and Heroic Shield phase.
DPS:
Melee: Strong single-target (e.g., Rogue, Fury Warrior) for consistent damage during Epicenter.
Ranged: Mobility-focused (e.g., Hunter, Mage) to handle Wildfire/Arcane Resonance.
Gara’jal is a single-phase fight split between the Normal World (boss) and Spirit World (adds). Players enter the Spirit World via Spirit Totems to kill adds and reduce raid damage, while Voodoo Dolls force shared damage among 2-3 players (including the tank). At 20% HP, the boss enrages, stopping totem spawns and escalating damage—use Bloodlust here. Tanks must handle Shadowy Attacks (blockable by Warriors) and Banishment to kill adds in the Spirit World. Assign dedicated teams for Spirit World rotations to manage adds and healer mana.
Preferred Classes:
Tanks:
Warriors (best for Shield Block mitigating Shadowy Attacks) and Monks (Stagger works oddly well).
Avoid DKs/ Paladins/ Druids (less reliable mitigation for Shadowy Attacks).
DPS:
AoE/Multi-DoT classes (e.g., Warlocks, Shadow Priests) for Spirit World adds.
Single-target DPS stay in Normal World (e.g., Rogues, Hunters).
Healers: All can work, but rotations into Spirit World are critical for mana regeneration.
Tips:
Spirit World Priority:
Kill Shadowy Minions ASAP to reduce raid damage.
Healers must top off players to enable Return Soul (exit button).
The Spirit Kings is a sequential council fight against four bosses (Qiang, Subetai, Zian, Meng), each leaving behind a retained ability. Key mechanics include dodging Flanking Orders, spreading for Pillage, kiting Undying Shadows, and managing Maddening Shout by stacking/AoE-breaking. Heroic mode adds overlapping bosses at 30% health and deadly shields (stop DPS/dispel!). Use Bloodlust early for a clean burn or late for Meng’s insanity phase. Prioritize positioning, interrupts, and dispels to survive escalating mechanics.
Preferred Classes:
Tanks: High-mobility tanks (e.g., Monk, Druid) to handle frontal attacks and positioning.
Healers: Strong AoE healers ( Holy Priest, Resto Druid) for raid-wide damage.
The Elegon encounter in Mogu’shan Vaults is a complex, multi-phase fight that tests your raid’s coordination, positioning, and DPS capabilities. The fight consists of three main stages that repeat in a cycle, with each stage introducing unique mechanics and challenges. The room is divided into an Inner Ring and an Outer Ring, each with specific roles during different phases of the fight. The Inner Ring provides a damage and healing boost but also applies a stacking debuff that increases damage taken. The Outer Ring is a safe zone used for resetting debuffs and managing certain fight mechanics.
Preferred Classes:
Tanks: At least two tanks are required, with one tanking Elegon and the other handling adds like the Celestial Protectors. In Heroic mode, three tanks may be necessary to manage the increased complexity and damage output.
Healers: The number of healers depends on the raid size and difficulty. Typically, 2 healers are sufficient for 10-man raids, while 5-6 healers are needed for 25-man raids. Healers must be prepared to handle significant raid-wide damage, especially during transitions between stages.
DPS: A mix of ranged and melee DPS is ideal. Ranged DPS should focus on quickly switching targets and managing adds, while melee DPS should prioritize Elegon and the Celestial Protectors. Classes with strong AoE capabilities are particularly useful during Stage Two.
Tips:
Positioning: Ranged DPS and healers should stack near the edge of the Inner Ring to easily reset their Overcharged debuff. Melee DPS and tanks should be positioned to quickly switch targets and move out of the Inner Ring when necessary.
Debuff Management: All raid members must regularly reset their Overcharged debuff by briefly leaving the Inner Ring. This is crucial to avoid taking excessive damage, especially during high-damage phases.
Add Control: Celestial Protectors should be tanked within the Inner Ring but killed in the Outer Ring to minimize the damage from Total Annihilation. Energy Charges in Stage Two must be prioritized and killed quickly to prevent them from reaching their destination.
Communication: Clear communication is essential for coordinating movements, add control, and debuff resets. Assign specific tasks to raid members, such as interrupting casts or soaking damage from Total Annihilation.
Strategy:
Stage One: Focus on DPSing Elegon while managing the Celestial Protectors. Tanks should face Elegon away from the raid to avoid Cleansing Breath damage. Healers must dispel Closed Circuit and be prepared for the raid-wide damage from Total Annihilation.
Stage Two: Prioritize killing Energy Charges to increase Elegon‘s damage taken. Use AoE abilities to quickly eliminate the charges and maximize DPS on Elegon during Draw Power.
Stage Three: Split the raid into groups to efficiently kill the Empyreal Focuses. Avoid Energy Conduits and dodge Energy Cascades. Tanks should pick up Cosmic Sparks and healers must focus on raid-wide healing.
Bloodlust/Drums:
It should be used after the second cycle, when Elegon is taking the most increased damage.
The Will of the Emperor in Mogu’shan Vaults is a two-phase fight: first, manage waves of adds (prioritize Courage > Strength > Rage), then duel two bosses (Jan-xi & Qin-xi) while adds keep spawning. Avoid their Devastating Combos (dodge directional attacks) and exploit Opportunistic Strike for extra damage. Use Bloodlust/Drums during Titan Gas phases for maximum DPS. Heroic mode adds Titan Sparks, requiring immunity classes to safely detonate them. Success hinges on add control, boss mechanics awareness, and coordinated cooldowns.
Preferred Classes:
Tanks: High-mobility classes (e.g., Warriors, Druids) to dodge Devastating Combos.
DPS:
Melee: Rogues/ Hunters for mobility to avoid boss mechanics.
Ranged: Mages/ Warlocks for burst AoE on adds.
Healers: Strong raid healers (e.g., Resto Druids, Holy Priests) for Titan Gas phases.
Tips:
Phase 1:
Courage adds: Attack from behind; slow/kill quickly to prevent tank debuffs.
Strength adds: Nuke fast to avoid escalating stun radii.
Rage adds: Kite/stun until DPS can cleave them.
Phase 2:
Boss positioning: Keep bosses 60+ yards apart to avoid overlapping Devastating Arcs.
Defeat the Will of the Emperor on Normal or Heroic difficulty after all members of the raid execute an Opportunistic Strike on the same construct within a single Unbalanced phase.
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