
M’uru is the 5th and last boss before Kil’Jaden in Sunwell. It is an extremely intensive fight requiring everyone in the raid to be performing at their best from start to finish without fail. During phase 1 you will be fighting against M’uru, his abilities, and the adds that spawn. In phase 2, after M’uru transforms into Entropius, it is an all out DPS and healing race to down Entropius before he wipes the raid.
4 Tanks: One of these will be a paladin tank to handle the Void Spawns. For the other three spots, warrior tanks seem to handle this fight much more easily than druid tanks due to their Disarm ability.
6 Healers: This fight favours shamans and priests due to their ability to heal multiple targets at once. However, a mix of healers is recommended.
15 DPS: At least 2 shadow priests, 3 warlocks and 2 mages are recommended. Fill the rest of the spots with your best DPS players.
Generally speaking, if you have made it this far in Sunwell your gear for the fight will be fine.
Add Tanks: Use normal tanking gear.
Void Sentinel Tank: Use your normal tanking gear, maybe switching out 1 or 2 items for shadow resistance if needed, but generally it won’t be.
Void Spawns (Paladin) Tank: 200 shadow resistance is recommended on top of your normal tanking gear.
Melee DPS: Your best DPS gear is recommended.
Ranged DPS: The best DPS gear you have is recommended.
Healers: The best healing gear you have is recommended.
As with most bosses in Sunwell, you will want full standard raid buffs as well as flasks, elixirs, foods and potions. This is a very intensive fight so everyone must put out everything they have. Healers will be using Mana Potions almost constantly to keep their mana high.
Negative Energy – A black beam (that looks like a black Chain Lightning) randomly hits 4-6 people for ~1k of unresistable shadow damage. This is cast every second and must be out healed.
Darkness - Every 45 seconds after M’uru is engaged he creates a Void Zone around himself for 20 seconds which deals 3000 non-resistable shadow damage to anyone stood within it and also, whilst the player remains in the Darkness area, applies a debuff reducing healing taken by that person by 100%. This is easily avoidable and nobody should be hit by it.
- Dark Fiends - Every time M’uru casts Darkness he also spawns 8 Dark Fiends at equal spaces around himself (see diagram, below). These are magical creatures and need to be Dispelled by priests or Purged by shamans to kill them. They move slowly towards a random target in the raid, and if they reach their target they deal 5000 damage to everyone in the raid, which will lead to a wipe. A priest’s Mass Dispel positioned correctly will kill all of these creatures in one shot.
Summon Humanoids - After the first 10 seconds, and every 60 seconds thereafter in phase 1, M’uru will summon 3 humanoids from each side of his room (6 humanoids in total). Each group will consist of 2 Shadowsword Berserkers and 1 Shadowsword Fury Mage. The tank on each side of the room needs to pick up the Mage and one of the Berserkers while the second Berserker is Polymorphed. Due to the speed at which they move, they should not be feared. All humanoids need to be killed by the start of the next wave otherwise they will overwhelm the raid.
Humanoid Abilities
- Shadowsword Berserker – 130,000 HP – Duel wielding melee damage. These mobs hit for around 3-4k main hand and 1-2k offhand very quickly. They need to be disarmed to reduce the damage dealt. Occasionally they buff themselves with Flurry, which doubles their attack and movement speed for 6 seconds. During a Flurry, Shadowsword Berserkers should ideally be stunned.
- Shadowsword Fury Mage – 110,000 HP – This is a caster that also hits very hard with melee (3-4k). They cast Fel Fireball, a 2 second cast which does 5-6k fire damage (which is resistible). They also give themselves a magical buff called Spell Fury. This causes spells to become instant cast and to deal 50% more damage, although the Mage is also immobilised. Spell Fury must be Spellstolen by a mage in order to avoid burst damage on the tank.
Summon Void Sentinel – Every 30 seconds after M’uru is engaged he will Summon a Void Sentinel randomly from one of 6 fixed locations in the room.
- Void Sentinel - 40,000 HP – Hits for roughly 10k on tanks and has 2 abilities.
– Shadow Pulse – A point blank area of effect ability (centered on the boss himself, like Baron Geddon’s Inferno), this deals 4k shadow damage every 3 seconds.
– Void Blast - 1.5 second cast time – This deals roughly 11k shadow damage to the tank and applies a debuff slowing attack speed by 35%. This must be Spell Reflected.
– Spawn Void Spawns - Upon dying, the Void Sentinel spawns 8 Void Spawns. These need to be tanked by a paladin immediately to stop them running around and wiping the raid.
— Void Spawns - ~5000 HP – Melee for 1k
—- Shadow Bolt Volley – An AoE attack dealing 1500 damage to anyone within 20 yards. Because of this ability, Void Spawns must be tanked away from the rest of the raid.
Enrage - The fight has a 10 minute enrage timer (across both phases added together) which increases all damage done by M’uru or Entropius by a factor of 5, instantly wiping the raid.
Negative Energy – This is the same as M’uru’s ability, except it also places a debuff increasing damage taken as the fight goes on.
Black Hole - This places a much smaller version of the Darkness ability anywhere in the room and spawns a Dark Fiend and a Fissure. The Fissure must be avoided and the Dark Fiend must be Dispelled or Purged immediately. The Fissure causes random pulling effects on players, much like Zul’jin’s Tornados.
Enrage - The fight has a 10 minute enrage timer (across both phases added together) which increases all damage done by M’uru or Entropius by a factor of 5, instantly wiping the raid.
This diagram shows where your raid should position themselves when they run into the room.

Everyone must run into the room before the barriers preventing people running in or our go up. M’uru is untankable so everyone can go all out from the start to burn him as low as possible before the first wave of Humanoids come.
The actual M’uru phase is not complicated. It just involves repeating the same tasks over and over. However, due to the damage and healing output that is needed, it requires everyone to output as much DPS and healing as possible.
The 2 main groupings should be made equally, with each group consisting of:
1 Tank
1 Tank Healer
1 Raid Healer
1 Void Sentinel / Void Spawn Tank Healer
1 Mage
5-6 DPS
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After everyone runs in and the encounter starts, the 2 main groups should split up and move to their positions. The paladin tank and Void Sentinel tank can stay on M’uru for a little longer until the first Void Sentinel spawns.
After 10 seconds, the first wave of humanoids will spawn. Each side will need to have a mage Polymorph one Berserker while the tank picks up the Mage and the other Berserker (and disarms it). DPS on each side need to then kill the humanoids in the 60 seconds before the next wave comes. The suggested kill pattern is to kill the Berserker, then the Mage, and then the second Berserker.
The Void Sentinel tank will need to wait until a doorway opens up, indicating the spawn location of a Void Sentinel. When it appears, he must run over and pick it up very quickly (otherwise it will aggro onto healers). Once the tank has the Void Sentinel, he needs to drag it over to the paladin tanking location whilst not moving too close to the raid, so as to avoid hitting the raid with the Void Sentinel’s AoE damage. Meanwhile, the Warlocks in the raid DPS the Void Sentinel down. The picture here shows the possible spawn locations of the Void Sentinel.

Once in location, the Void Sentinel needs to be killed. When the Void Spawns then arrive, the Paladin tank must immediately pick them up. The Warlocks will then plant Seeds of Corruption to kill them quickly before the next Sentinel spawns. If the paladin tank has any spare time between Void Spawns, it is usually best to simply hang by the next Void Sentinel and be ready for the next spawn.
After 45 seconds, the first Darkness will be cast. The shadow priests in the raid must Mass Dispel the Dark Fiends as soon as they spawn (otherwise it will quickly lead to a raid wipe). One Mass Dispel properly placed will hit all 8 Dark Fiends. If a Dark Fiend resists the Mass Dispel, single target Dispel that Dark Fiend using the macro described in phase 2, below.
Each person needs to keep repeating these actions without fail while the shadow priests in the raid kill M’uru. Once M’uru dies, Entropius spawns and phase 2 will begin.
Healers
As there are only 6 of you, you will be divided up into very specific roles.
1 healer will heal the entrance tank.
1 healer will heal the back tank.
1 healer will heal the Void Sentinel tank.
1 healer will heal the paladin tank.
2 healers will raid heal.
Unless you have an exceptionally large am mount of mana regeneration, try to focus on using your most mana efficient heals to save as much as possible for phase 2 of the fight.
Once M’uru reaches 0%, phase 2 will begin.

Warriors – If tanking, you must keep Disarming the Berserkers in order to allow your healer to be as mana efficient as possible. If DPSing, make sure you keep using Sweeping Strikes and Cleave as soon as possible to maximise your damage output.
Priests - Use your most efficient heals possible for the job you are given. Don’t be afraid to use Mana Potions early to keep your mana high. Shadow priests will be exclusively DPSing M’uru. You need to put out as much damage as you can in order to give your groups mana back and get through phase 1 before the enrage timer runs out.
Mages - You need to Polymorph the Shadowsword Fury Mages without failing. A single missed Polymorph can wipe the raid. When the Shadowsword Fury Mages use their Spell Fury buff, you must Spellsteal it immediately and use it to either kill the humanoids or to help kill M’uru (if your DPS is high enough on the side). Normally, however, you will need to use it to help kill the Humanoids.
Shamans - Chain Healing is key, due to the massive am mount of raid healing needed you really do dominate the healing in this fight. DPS shamans need to use everything they have to kill the humanoids as quickly as possible.
Rogues - Kill the humanoids. When the Berserkers put Flurry up, use Kidney Shot to prevent their boosted damage output from killing your tank.
Paladins - Heal your assigned target or tank. If tanking, make sure you don’t lose any of the Void Spawns.
Hunters - Kill the humanoids as quickly as possible. If you get the time, switch to M’uru to help DPS it down.
Druids - You will almost certainly be in a healing role if brought. Keep heals over time up on the Sentinel and Spawn tanks if you can. If you are DPSing, push the DPS to kill the humanoids quickly.
Warlocks - Help with the humanoids when you can, but otherwise you need to help kill the Sentinels as fast as possible then use Seed of Corruption on the Void Spawns to kill them.

The main tank will have to go up to Entropius and pick him up. Hunters should Misdirect to help with aggro. The rest of the raid should spread out to avoid pulling aggro accidentally when Entropius spawns.
After M’uru reaches 0%, phase 2 will begin. This will be signaled by demon portals spawning in the room and energy flowing towards M’uru. While this is happening, any remaining humanoids still up need to be killed quickly, or, if you only have 1 left on each side, they can be Feared or Polymorphed continually. Having too many humanoids up when Entropius spawns will most often lead to a wipe caused by lack of DPS on the boss.
Once Entropius spawns it is now a DPS and healing race to down him before the Negative Energy debuffs stack up too high and wipe the raid. The tank must pick him up quickly and, while maintaining aggro, kite him around the outer circle shown above. The tank must keep moving to avoid the Black Holes that spawn; DPS and healers must also stay clear of them. During this phase, all DPS players in the raid must use all cooldowns and burn the boss as hard as they can. There is a soft enrage of around one and a half minutes before the debuffs become unhealable, so use everything you have.
Healers need to constantly heal the tank and the raid; nobody can die early on. During this phase, priests and shamans need to keep an eye out for when the Black Holes spawn and immediately Dispel the Dark Fiend that emerges. Everyone else must avoid the Black Holes and Fissures whilst maintaining maximum DPS.
This phase will last around 60-90 seconds, after which the damage becomes unhealable and the attempt will be a wipe.
Warriors - Unless you are tanking, grab a weapon and push out as much DPS as you can.
Priests – Constantly heal and Dispel the Dark Fiends. Shadow priests DPS and Dispel the Dark Fiends. You can use this macro:
Mages - Keep a Polymorph up on a phase 1 humanoid if you need to, and DPS as hard as you can.
Shamans - Chain Heal even more or DPS, use Bloodlusts, Elementals; everything you have. You can also Purge the Dark Fiends with this handy macro:
Rogues – DPS as hard as you can.
Paladins - Heal the tanks or DPS.
Hunters – DPS as hard as you can.
Druids - Heal or DPS.
Warlocks - DPS as hard as you can. If you are fearing a phase 1 humanoid, make sure you never let it kill anyone.
Save all your cooldowns for phase 2. You need to push everything you have to beat the 90 second soft enrage.
Healers don’t be afraid to chain drink Mana Potions. Every last bit helps.
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