Midnight Falls Raid Guide in March on Quel'danas for Midnight Season 1
Midnight Falls is the second and final boss encounter in the March on Qual'denas, a 2-boss raid that is part of the three raids available in Season 1 of Midnight.
On this page you will find a both a short and a full written guide for this encounter, with everything you need to know to take the boss on in Normal, Heroic, or Mythic difficulty.
Midnight Falls Raid Guide
Mechanic Breakdown (Normal/Heroic)
Phase 1:
Death's Dirge (Memory Game):
- The core mechanic of the phase is the Memory Game. Symbols will appear next to the boss in a sequence.
- You will need to remember the sequence they appeared in!
- Some players will then be marked with these symbols, and need to stand in the correct order.
- L'ura will then fire a rotating beam which goes Clockwise and hit the symbols.
- If any symbols are not in the correct order the raid will take a large burst of damage.
- The symbols are X, T, Circle, Diamond, Triangle. You can place raid markers around the boss for each of these symbols apart from T, which does not have a corresponding raid marker, but you can use Square as a substitute for this.
Heaven's Glaives (Glaives):
- Glaives will appear around L'ura and fire away from the boss in those directions.
- Avoid being in the path of the Glaives when they initially fire.
- These glaives will then bounce when they hit a wall, and remain until the Intermission begins.
Dark Quasar (Beams):
- Beams from the Darkwell in the centre of the room will rotate either clockwise or counter-clockwise. Rotate around the room with the beams.
- If you are starting where the boss spawns, a good reference point on where this beam will end are the pillars located around the edge of the room.
Termination Prism (Interrupts):
- Three rotating adds will appear around L'ura, and reduce the damage that L'ura takes by 33% per active add.
- Each add has a buff with multiple stacks on them. Once this reaches 0 they will be dealt with (for now).
- These stacks can be removed by Interrupting, using Displacement abilities (e.g.
Ring of Peace), and
Stunning them. - Once all 3 adds have had their stacks removed, multiple crystals will spawn.
- DPS Midnight Crystals:
- These adds will spawn spread out and all need to be killed before their cast finishes.
- Death Knights are very valuable here as they can
Death Grip the adds under the boss for
efficient AoE cleave. - If any casts finish, the adds will deal a large burst of raid-wide damage and apply a 10-second DoT.
- Healers Dawn Crystals:
- Two Dawn Crystals will spawn at the same time as the DPS crystals.
- They need to be healed to full, at which point they will transform and can be picked up. You will need these in Phase 3 to survive the phase.
- To help with healing the Dawn Crystals, they will also appear on your boss frames.
- Once they are fully healed, if they are left on the floor for more than 5 seconds, they will start to deal damage to the raid. You can pick them up by simply running on top of them, which will give you an extra-action button to drop them, while you take ticking DoT damage as long as you hold them.
- On Heroic Difficulty and above, these interact heavily with the rest of the encounter! Make sure to check the below section on how to handle these on Heroic.
- Tanks:
- Swap after each set of
Heaven's Lance. - This is a quick 5-hit combo which deals more damage with every hit.
- This ability can also be cast while you are moving the boss during
Dark Quasar, so be prepared to
use a cooldown if you get caught off-guard.
- Swap after each set of
After 3 cycles of abilities the intermission will begin.
Intermission:
Total Eclipse starts the intermission and lasts 30 seconds. Every player will have
Eclipsed healing absorbs applied to them for the duration of the intermission, and should not stray too far
from Healers. The raid will want to spread out a fair amount, due to the way this phase plays out.
There are two core mechanics in the intermission.
Dark Quasar, which return from Phase 1
but are just straight lines this time, and
Starsplinters, which force players to spread out.
Starsplinter (Spread Mechanic):
- Players will be marked with a set of beams around them. After a short period, spikes will shoot outward from each affected played. Any other players that are in the path of the beam will be hit with big damage.
- The animation for these beams is very reliable, so if you are just beyond the range of the animation, you will not get hit.
After 30 seconds players are then taken
Into the Darkwell and Phase 2 begins!
Phase 2:
12
Void Cores rotate around the room. These need to be destroyed before the phase ends,
which will happen in 3 cycles.
Galvanize (Beams):
Galvanize lines will appear on 1 Tank, 1 Melee DPS, 1 Ranged DPS, and 1 Healer.- Each of these will need to be aimed at a Void Core on the outside to destroy them.
- A good recommendation would be to set up some markers North, South, East, and West and have one beam on each area.
- Once the Galvanize has shot out and the Void Cores are hit, they will pull you towards them with
Cosmic Fission.
If you manage this correctly and destroy four cores in all four cardinal directions, the pulls will cancel
each other out.
Core Harvest will then pull the cores that were hit into the boss and deal raid-wide damage. This cycle repeats 2 more times.- After the final cycle, any remaining cores will be pulled in and Phase 3 will begin. If you missed hitting any cores, this final hit will be hurting a lot more, or possibly instantly wipe the raid.
- All players in the raid should end this phase in the same area of the room, as there will be a knockback for the start of phase 3, and you want everyone to be knocked into the same direction.
Phase 3:
The room is now filled with darkness that deals high ticking damage and will quickly kill
you. You need to stay near players who have been carrying the Dawn Crystals from Phase 1,
as they will emanate a protecting light around them via
Torchbearer.
There are only a handful of mechanics in this final phase.
Dark Constellation (Constellations):
- Dark orbs will appear in the room. After a few seconds they will create beams between each other, that connect them to the closest orb to them.
- Do not stand in the path of these orbs, as it will deal a large amount of damage. There will be many gaps in the pattern that you can move into before the connections are formed.
Light Siphon (Soaks):
- 3 Siphon Pools will spawn around the boss in a relatively fixed pattern.
- You will have to soak these with multiple players until they disappear.
- You have ~20 seconds to fully soak them before they explode.
- Avoid being hit by the constellations as you soak.
- A good rule is to split the raid in half and soak the ones on the "edges", and then meet up on the third one as annotated in the image below.
The Dark Archangel (Cone):
- L'ura will push players away and cast
The Dark Archangel. - One Dawn Crystal-holder will need to use their Extra Action Button to create a protective shield.
- After the ability fires, move out of the dark zone to a new area.
- Make sure the raid moves in the same direction! A good rule to follow is to always
move clockwise. You can use Gateways or
Stampeding Roar in a rotation to move out quickly. - Multiple crystals can be used at once, and it is important to set a rotation in advance on who uses theirs first, to not run out of Crystals.
- L'ura will push players away and cast
Heroic Changes:
- All Phases:
- If you are hit with any Avoidable mechanic that deals Cosmic damage while holding a Dawn Crystal, you will create two pools on the ground that need to be soaked by any player in the raid. Failing to do so deals raid-wide damage and can quickly wipe the raid
- It is therefore paramount to ensure that you (or the dropped crystal) are not hit by any of the avoidable mechanics in this fight, or you will force a lot of additional movement on a fight that requires very precise movement and positioning.
- The players responsible for the Crystals may have to occasionally drop the Crystal to help deal with other mechanics, but remember that they can only stay on the ground for up to 5 seconds.
- Phase 2:
Galvanize is now a group soak. You should have the raid split into four
groups to soak the beam as it goes out. Crystal Holders should drop their crystal to the
side of the beam, soak the beam, and then pick the crystal back up before it starts to pulse.
Quick TLDR Guide
Phase 1:
- Remember the order of the memory game and position yourselves in that order going clockwise. The beam will always begin on the tank that has threat of the boss.
- Interrupt or Crowd Control the
Termination Prism adds that rotate around the boss. - Avoid being hit by
Heaven's Glaives. When initially fired they move very fast and will bounce
off the walls for the rest of the phase. - Move with rotating
Dark Quasar when they fire from the Darkwell in the middle of the room. - Tanks: Swap after each set of
Heaven's Lance (this happens for the entire fight).
Intermission:
- Avoid
Dark Quasar beams (they do not rotate in this phase). - When you have
Starsplinter (star-shaped beams coming from your character),
find a spot where you are not hit by somebody else, and then stand still to
allow other players to avoid you. - Healers: Everyone will constantly have a stacking healing absorb applied to them.
Phase 2:
- Aim your
Galvanize beams at the Void Cores at the edge of the room. They
are rotating so keep moving with them. - Do not aim multiple
Galvanizes at the same Core. - Try to aim at opposite sides of the boss to negate the pull-in effect afterwards.
- End the Phase with the raid close or stacked stacked on one side of the room.
Phase 3:
- When
Dark Constellation land. Look for safe spaces between them. They will create a beam
that connects to the nearest one to it after a few seconds. - Soak
Light Siphons. - Stand in the protective shield created by one of the Dawn Crystal carriers during
The Dark Archangel. - Crystal Holders: Assign one player to use their extra action button during
The Dark Archangel to
create a protective shield for the raid. - Quickly leave the area of darkness when the shield fades.
Mythic Changes
This section will be updated soon either once the Author kills the boss, or when Mythic logs are available.
Changelog
- 14 Apr. 2026: Guide contents added.
- 31 Mar. 2026: Guide created.
This guide has been written by Panthea, who raids in Catalyst and is the author of TankNotes. He plays all tanks and is a Moderator for the Hammer of Wrath Paladin Discord. You can follow him on Twitter.
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