M.O.T.H.E.R. Abilities

Last updated on Aug 23, 2018 at 19:14 by Dhaubbs 6 comments

Table of Contents

General Information

On this page, we list all the abilities from the M.O.T.H.E.R. encounter in Uldir. The idea is to give you a solid understanding of the encounter before you read the strategy.

If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.



MOTHER is a single-phase encounter that forces your raid to progress through the encounter zone, spawning adds and dealing raid damage as you move. This fight hinges largely on your group's ability to quickly move through the rooms in an organized fashion.


Fighting Area

Before looking at each ability individually below, we feel it is important to go over the fighting area and fight structure briefly.

The encounter zone is divided into 3 rooms by 2 Defense Grid Icon Defense Grids. These are barriers that deal moderate raid-wide damage when players move through them and that spawns an add (discussed below) 3 seconds after a player moves through the barrier. The add will spawn in the room the player is moving into. Defense Grid obstructs line of sight to anything on the other side, however reticle-targeted abilities such as Blizzard Icon Blizzard can still be placed across the barrier.

When the encounter starts, the second and third rooms will initially be covered in fire, preventing the raid from starting anywhere except the first room. This same fire (Cleansing Purge Icon Cleansing Purge, discussed below) will appear in each of the rooms after a certain time, acting as an enrage for that room.


Remnant of Corruption Adds

Remnant of Corruption adds are summoned 3 seconds after a player moves through the Defense Grid Icon Defense Grid. These mobs will try to cast Clinging Corruption Icon Clinging Corruption and need to be interrupted.


Cleansing Purge

Cleansing Purge Icon Cleansing Purge is active in the second and third rooms for a short time at the start of the fight. Moreover, when the fight starts, MOTHER triggers a countdown for Cleansing Purge in the first room, and a similar countdown starts for the second and third rooms when MOTHER moves into them. This countdown lasts 3 minutes per room, serving as the enrage timer for the fight, and is displayed as the chamber's energy bar.

Since Cleansing Purge Icon Cleansing Purge's damage is so high that it effectively wipes the raid immediately, it acts as an enrage timer, preventing the raid from lingering for too long in any room.


Depleted Energy

Upon reaching the third room, MOTHER will become debuffed with Depleted Energy Icon Depleted Energy, causing her to take 100% increased damage for the remainder of the fight. Where Cleansing Purge Icon Cleansing Purge punishes raids for moving too slowly, Depleted Energy rewards raids for moving quickly.


Sanitizing Strike

Sanitizing Strike Icon Sanitizing Strike will strike a cone in front of MOTHER for a moderate amount of Fire damage, and apply a stacking debuff increasing the damage taken from future Sanitizing Strikes by 50% for 30 seconds. This targets an area in front of MOTHER, not an actual player, so the active tank can simply step to one side to completely dodge this mechanic.


Purifying Flame

Periodically, Purifying Flame Icon Purifying Flame will spawn beneath most players' feet, leaving a small 3-yard indicator. After a short delay, these will inflict moderate Fire damage to anyone still standing on top of them, and will leave a small temporary patch of fire.

MOTHER uses this ability in all rooms.


Wind Tunnel

Wind Tunnel Icon Wind Tunnel causes each room to vent air across it, pushing players to the walls. The wall that Wind Tunnel pushes you towards will be covered by Purifying Flame Icon Purifying Flame so players must run against the Wind Tunnel to counteract the forced movement.


Uldir Defensive Beam

Uldir Defensive Beam Icon Uldir Defensive Beam is an ability that only occurs in the second and third rooms, once MOTHER enters each one respectively. Periodically (on a set timer), it causes a wall of lasers to quickly travel across the room horizontal or vertically. There is a gap in the lasers that the raid must move through, or suffer near fatal damage. The vertical lasers will always travel from the ceiling to the floor, and the safe spots are marked by golden swirling markers.