Operation: Mechagon Dungeon Guide
Operation: Mechagon is a new 5-man dungeon, introduced in Patch 8.2 alongside the Eternal Palace raid. The dungeon contains a total of 8 bosses and will have a weekly lockout. This dungeon will be available to players who are at the max level of 120 and is available only on Mythic difficulty.
In this guide, players will find strategies and role-based information for each boss within the dungeon. We will also include information on how to activate the "hard mode" version of HK-8 Aerial Oppression Unit. This dungeon will not launch with a Mythic+ mode until a later date.
Players can complete the first three bosses in whichever order they so choose. After the third boss encounter, HK-8 Aerial Oppression Unit will land in Junkwatt Depot. It is recommended that when players see the HK-8 Aerial Oppression Unit flying over any of the bosses that they do not engage that particular boss.
The HK-8 Aerial Oppression Unit will begin to have a pattern once players defeat the first boss. It will begin to move to new locations as players progress through the dungeon. Players will want to defeat any boss that does not have the HK-8 Aerial Oppression Unit hovering above it, due to it making the fight harder if it is located at the same boss encounter.
1. Outside Mechagon City
Players will begin the dungeon in the same area that that they have been playing on since the release of Patch 8.2. In this layout, players will find the first four bosses, which are:
- Gunker, who is located in The Outflow.
- Trixie Tazer & Naeno Megacrash, who can be found in Bondo's Yard.
- King Gobbamak, who can be found in Scrapbone Den.
- HK-8 Aerial Oppression Unit, which is located in Junkwatt Depot.
2. Outside Operation: Mechagon Bosses
2.1. King Gobbamak
Upon engaging King Gobbamak, players will notice that the boss will be summoning Scrapbone Grunters throughout the fight. These troggs will only deal minor damage, but can quickly become overwhelming if not dealt with. Players will want to use the Stolen Tech that is around the area to keep the number of Troggs to a minimum.
When King Gobbamak reaches 100 Energy, he will begin to cast Charged Smash on the tank. This deals a very high amount of damage that will be split among the players around the tank. For this ability, the party should be grouped up during the cast to help alleviate the amount of damage done and to keep the tank alive.
After players are hit with Charged Smash, they will have an Electrical Charge, which will deal a small amount of damage over time to the player. In order to remove this, players will need to stand near either a Stolen Scrapbo or a Stolen Shock Coil. Doing this will activate the Stolen Tech for 20 seconds and instantly kills any Scrapbone Grunters that come near it.
Lastly,King Gobbamak will cast Rumble every 45 seconds, which will deal a high amount of damage to all players over 5 seconds and causes Cave-Ins to occur. It is recommended that players should use any defensives they have and should avoid the falling rocks.
In order for players to summon Gunker, all three Toxic Monstrosities will need to be cleared in the Outflow. Doing this will free the Squirt Bots, which will activate the boss and assist the players during the encounter.
Please keep in mind for the duration of this fight, most of Gunker's abilities will revolve around Toxic Goop. Players will want to avoid coming into contact with Toxic Goop, as it will cause them to become Gooped. Players that become Gooped will be incapacitated, preventing them from using any of their actions. Once one player is Gooped, all other players should burn down the Goop that is encasing them.
Throughout the fight with Gunker, players will receive help from Squirt Bots. Once the encounter begins, Squirt Bot will activate the ability Sanitizing Spray around the players and slowly will make its way around Gunker. Squirt Bot will periodically walk over the Toxic Goop, which will remove the pool from the ground. However, there will be a permanent pool of Toxic Goop under Gunker, so damage dealers will want to avoid this.
During the encounter, there will be one Squirt Bot that walks around the melee range which can be permanently followed by melee players; however, Gunker will cast Splatter throughout the fight, which will apply Gooped to a random Squirt Bot. At this point, players will need to defeat the Goop that is encasing the Squirt Bot, but keep in mind that it will not have the Sanitizing Spray aura while encased.
Throughout the fight with Gunker, he will have a set amount of abilities that he will use. Mainly, he will use Toxic Fumes, which will cause damage every 3 seconds. But as stated, he will have a set pattern of abilities that he will use throughout the fight.
- Toxic Goop: This will be indicated by green swirls on the ground.
- Coalesce: This will draw all pools of the Toxic Goop to him. It is recommended that players make sure that there are no pools behind them and should try to stand in the area of the Squirt Bot.
- At this time, he will once again cast Toxic Goop.
- Lastly, he will cast Toxic Wave, which casts out a wave of Toxic Goop in all directions. Players will need to be standing in a Squirt Box or directly behind one to avoid this ability.
2.3. Trixie and Naeno
Considered one of the toughest boss encounters, Trixie and Naeno DO NOT share the same health pool. When one is defeated, the other will become empowered, so players will want to kill the bosses at the same time. If players defeat Naeno first, Trixie will gain Super Boost, which increases her Haste by 100%, and if Trixie Tazer is defeated first, Naeno Megacrash will gain Turbo Boost, which increases the damage he deals.
Throughout the fight, Trixie will allow Naeno to enter the Mechacycle when she casts Jump Start. While in the Mechacycle, Naeno will aim in any given direction. After 4 seconds, he will cast Pedal to the Metal, which causes him to launch across the area in a straight line. Players will need to be aware of where the Mechacycle is and what direction he is in, due to the near lethal damage this ability will cause.
Afterwards, Naeno will cast Burnout, which will create a Smoke Cloud, and will cast Pedal to the Metal again. Once again, players will need to aware of where the bike is and what direction it is pointing in. After casting the second Pedal to the Metal, Naeno will exit the Mechacycle and begin combat once more.
Once in combat, Naeno Megacrash will begin to follow the Tank and cast Roadkill, which will charge to an area, causing high damage to any players in that area. Tanks will need to be on the look out for Bolt Buster, which is a frontal cleave that is cast towards them and will kill any non-tank player that is in the area.
During the fight, Trixie Tazer does not melee the tank, but instead she will spam her Taze cast, which deals a small amount of up-front damage, but applies a harder damage over time to any any player that is hit that lasts for 20 seconds. During the fight with Trixie Tazer, it is recommended that players alternate interrupts. Keep in mind that Trixie will also reposition herself using Electric Slide.
Trixie is also known to cast Mega Taze instead. This is an uninterruptable cast that will mark a player. Once the 8-second cast is finished, the player that is marked will be stunned for a total of 8 seconds and will take a very high amount of damage. Players who are marked will need to enter the Smoke Cloud in order to avoid the damage from Mega Taze.
2.4. HK-8 Aerial Oppression Unit
Players will find that this boss will consist of three phases. For the first phase, players will fight a Tank Buster MK1 and for Phase 2, players will need to return to an Overcharge station, which will cause triple damage to the HK-8 Aerial Oppression Unit going Haywire.
For Phase 1, this will take place against the Tank Buster MK1 while HK-8 Aerial Oppression Unit is in the air. The Tank Buster will cast Wreck, which will deal a large amount of Physical damage to the tank every 3 seconds. Every time the tank gets hit, it will begin to stack a debuff called Wreck, which will make every hit harder. At this point, tanks will need to make sure they have any and all cooldowns available for this ability.
Throughout Phase 1, the HK-8 will cast the ability Reinforcement Relay, which will summon Walkie Shockie X1s into the arena. These mobs will focus random players and slowly walk towards them, which will leave a Static Discharge behind. Please keep in mind that these robots are immune to any damage and can only be crowd controlled. Once the energy has been depleted, the robots will begin to cast Self-Destruct.
Players will need to keep some of the other minor things in mind during Phase 1 of this fight. First, when players engage the Tank Buster, a Blue Ring will lock them within the arena and they will not able to leave. Players in the healer role will need to take care of the Tank Buster MK1 using Fulminating Zap on random players in the fight. Lastly, the HK-8 will begin to move around the outskirts of the arena and cast Cannon Blast towards the center. If any player is hit with Cannon Blast, it will be a near one-shot and should be avoided at all costs.
After completing the above and the Tank Buster has been destroyed, Phase 2 will begin. This phase will begin with an announcement that either the North or South Overcharge station has been activated and players will need to start positioning themselves to the side of the arena. The HK-8 Aerial Oppression Unit will fly to the center and begin casting Annihilation Ray, which will deal light damage to the entire party.
At this point of the phase, players will need to go to the Overcharge Station while making sure to dodge the various traps that they will encounter. The first trap players will encounter is called Vent Blast and can be located underneath the grated floors. Standing on these grates, while they are lit up, will cause players to take a high amount of damage and stun any player for a total of 2 seconds.
The second trap that players will encounter will be the Sentry Array. This trap will have a rotating set of beams that will teleport players to the beginning if they are hit. Players with leaps and jumps will be able to avoid these beams and avoid being sent back to the start of the dungeon.
The last trap that players will encounter during this boss encounter will be Sentry Bots. Players that get hit by these bots will not only send you back to the start of the dungeon, but will also alternate between the left and right side of the platforms. During the second wave of bots, however, they will rotate around the Overcharge Station instead.
Once players have made it to the top, they will need to begin a Hacking channel on the Overcharge Station. The Overcharge Station begins with 100 energy and every second that any player spends hacking will remove 2 energy from the station. Once the Overcharge Station reaches 0 energy, this will cause the HK-8 Aerial Oppression Unit to go Haywire and it will take 300% damage for 30 seconds. While HK-8 Aerial Oppression Unit is down on the ground, players will want to avoid the area of impact from the Malfunction Sparks that come from the boss.
Please note that if the boss is NOT destroyed after 30 seconds, players will need to start from Phase 1 to finish the boss. Players must ALSO cause the boss to go into Haywire mode before it finishes the 3 minute cast of Annihilation Ray. If players do not cause Haywire, the party will wipe.
2.5. HK-8 Aerial Oppression Unit Hard Mode
Players can activate a hard mode of the HK-8 Aerial Oppression Unit boss fight if they so choose to. In order to unlock the hard mode fight, players will need to defeat the first 3 bosses with the unit hovering over the the boss. Players will not need to clear trash while the unit is above and can summon Gunker before the unit moves to make the fight a little easier.
When the HK-8 Aerial Oppression Unit is hovering over each boss while players fight, it will spawn 3 Walkie Shockie X1 robots that function the same way as in the HK-8 Aerial Oppression Unit boss fight. The only difference between these two are that the players will have the robots to deal with during the first 3 bosses.
Once players have cleared the first 3 bosses with the HK-8 Aerial Oppression Unit in the air, Players will need to head to the HK-8 Aerial Oppression Unit. Players will be able to tell when they have activated the hard mode of this boss due to a Tank Buster MK2 instead of Tank Buster MK1. This new version is going to have similar mechanics to the first one, but will be harder; the Fulminating Zap ability will be changed to Fulminating Burst.
Players will notice that the Walkie Shockie X1s have been upgraded to Walkie Shockie X2s during Phase 1 of the fight. These robots are now all connected by Shock Link and players will want to avoid being in the middle of this connection. Players will have the chance to leave the area of the link, but will take a small amount of damage leaving.
3. Mechagon City
3.1. Tussle Tonks
Once players have cleared the trash Tonks, the bosses The Platinum Pummeler and Gnomercy 4.U. will spawn. Once again, these two bosses do not share a health pool. While in the Robodome Arena, players will encounter various environmental hazards scattered throughout and they are important to be aware of during this fight. First, Buzz Saws will be active and roll around the arena in a particular pattern.
Another environmental hazard that players will need to be aware of are the 4 Piston Smashers that are located in the center of the room. Each time that the piston smashes the The Platinum Pummeler, it will become deactivated and will remove one stack. Tanks will want to use taunt at the start of the encounter and kite The Platinum Pummeler to 3 Piston Smashers. At this point, Healers will most likely gain aggro until the first stack is removed, so make sure your tank taunts in the right direction.
Throughout the fight, the boss will cast Whirling Edge, which will deal a high amount of damage to anyone who is in melee range after the cast. Players will need to back away and kite the The Platinum Pummeler during this time. During this phase, the boss will also begin to lay mines on the ground, which players should try and avoid.
Gnomercy 4.U. is next and it will spend a lot of time not attacking the tank. Once Gnomercy 4.U. begins to cast Maximum Thrust, players will need check which direction it is facing and dodge the ability. Once the boss impacts the wall, it will be stunned for 10 seconds.
Another ability Gnomercy 4.U. will do is Vent Jets, which will be fixated on random players. The entire party will take a high amount of Fire damage every 10 seconds and it is recommended that healers use their cooldowns during this time. Players that are directly in front of the boss during Vent Jets will take an additional amount of damage.
The next boss encounter is with K.U.J.0 and is a very simple and straight-forward encounter with minimal mechanics. While in the arena, Junk Cubes will begin to be dropped. Any player who gets hit with Air Drop will deal minor damage to players in the area along with a knockback. Players will want to be aware of when these Junk Cubes are hit by K.U.-J.0.'s abilities, so that they can become "Heated" the first time it is hit; they will become a Junk Bomb the second time it is hit. Players will be instantly dealt with a deadly amount of damage and it will knock them back.
K.U.J.0's last ability will be Explosive Leap. This ability will cause players to be marked and jumped on. The players that are marked should spread out from both the other players and the Junk Cubes. His most deadly ability is Venting Flames. Players will be dealt a very high amount of Fire damage if they are in the line of sight of the boss. Players can use the Junk Cubes that are scattered around the arena or go into any corner to hide. Players will want to make sure to avoid any "Heated" Junk Cubes at the start of the cast.
Tanks will have Blazing Chomp cast upon them, which will deal a very high amount of Magic damage every second and will need to be dispelled as soon as possible. Once this is dispelled, it will deal a minor amount of damage to the rest of the party.
3.3. Machinist's Garden
At first glance, The Machinist's Garden appears to be a nice robot garden. But hidden away are many traps that will try to kill you and the other players of your group. As the fight with the Machinist's Garden goes on, it will continue to lay more traps that players will need to try and avoid.
At the start of the fight, Head Machinist Sparkflux will have an energy bar. Once the bar reaches 100, he will begin to cast "Hidden" Flame Cannon, which will leave a high ticking DoT on the player and can stack if you cross multiple lines. You can avoid this cast by looking at the center statue and look for the little sprouts that protrude after the cast. These spouts will tell the player where the Flame Cannons will begin and, once they begin to fire, players are locked into the room they are standing in.
Sparkflux will begin activating Inconspicuous Plants throughout the fight. Players will be randomly focused and have Blossom Blast channelled onto them. This will deal a significant amount of damage until the Inconspicuous Plant is killed. Once destroyed, it will become an Oil Fountain and transform itself once it has been hit with the next "Hidden" Flame Cannon.
When it is hit by the "Hidden" Flame Cannon, it will evolve into a Roaring Flame, causing fire patches in the area. Please keep in mind that Roaring Flame will not despawn and players will have more fire patches to dodge as this fight goes on.
Head Machinist Sparkflux will also cast Discom-BOMB-ulator throughout the fight and this will leave a blue swirl on the ground. Players will have this cast on them at random and getting hit with this will end up disorienting the player for 9 seconds, but it can be dispelled. If the tank ends up getting hit with this cast, the boss will begin to melee another target.
Head Machinist Sparkflux's last ability is called Self-Trimming Hedge. This ability is a bouncing sawblade that will not despawn and any player getting hit with this will be dealt a large amount of damage.
3.4. King Mechagon
King Mechagon is the final boss of the instance and will have a total of 3 phases. At the start of Phase 1, the boss will be in his Aerial Unit R-21/X and while in this mode, the boss will not hit the tank in melee. Instead, tanks will have Pulse Blast cast on them, which deals pure Magic damage.
King Mechagon will summon 4 Plasma Orbs at the start of the fight. Players will want to avoid the orbs, as those who get too close will be dealt damage and knocked back. King Mechagon will also occasionally move these orbs using his ability Recalibrate and deal massive damage in the areas marked, but also deal a smaller amount of damage to players that they pass through. Players will want to dodge these orbs by checking where they are going from the directional arrows on each orb.
Players will be targeted randomly with Giga-Zap. During the first phase of this fight, players will be hit with a large amount of upfront damage and will be left with a damage over time effect. Players can expect the debuff to last 12 seconds and damage taken will be increased from Giga-Zap by 100%. King Mechagon's last ability for Phase 1 is Cutting Beam.
The Aerial Unit R-21/X that King Mechagon is in will begin to fly and start to cast Cutting Beam. All players in the party will receive a high amount of damage, but will do massive damage to anyone who is directly under Cutting Beam. During this time, a random player will be chased by the Aerial Unit.
Once players have defeated the Aerial Unit R-21/X, King Mechagon will stun all players and enter the Omega Buster. This will begin Phase 2. Players can expect to face Plasma Orbs and Recalibrate from Phase 1 and the Omega Buster can be tanked like a regular boss. The biggest difference in this phase will be the Giga-Zap ability.
During Phase 2, all pllayers will be hit with Giga-Zap that are in the area, instead of it being on one player. This ability will also be cast three times in a row, which will make the debuff more important to manage during this phase. Any player who is marked with Giga-Zap will be tethered and it is recommended that they do not move. If Giga-Zap is not targeted on you, you will want to move out of the area to not get the debuff.
King Mechagon's final move of phase 2 will be to detach his Magneto-Arm which lands in the arena. All players and Plasma Orbs will be drawn to the Arm for 9 seconds. While this happens, it will do ticking damage to the entire party and can be reduced by increasing your distance from the Magneto-Arm.
For King Mechagon's final phase, King Mechagon ejects from the Omega Buster and will become a Tank and Spank fight. He will not have any special mechanics during this final phase.
|Item Name||Type||Main Stats||Source|
|Electrifying Cognitive Amplifier||One-Handed Mace||Intellect/Stamina||The Platinum Pummeler|
|Cranial Recalibrator||One-Handed Mace||Agility/Stamina||King Gobbamak|
|Salvaged Incendiary Tool||One-Handed Axe||Agility/Stamina||Gunker|
|Fusion Hacker||One-Handed Axe||Strength/Stamina||HK-8 Aerial Oppression Unit|
|Logg||Two-Handed Mace||Strength/Stamina||King Gobbamak|
|Light Auto-Stabilizing Energy Rifle||Gun||Agility/Stamina||HK-8 Aerial Oppression Unit|
|Salvaged Mekacycle Shielding||Shield||Strength/Stamina/Intellect||Trixie Tazer|
|Tearing Sawtooth Blade||One-Handed Sword||Strength/Stamina||Head Machinist Sparkflux|
|Sharpened Trogg Femur||One-Handed Sword||Intellect/Stamina||Gunker|
|Apex Perforator||Dagger||Agility/Stamina||The Platinum Pummeler|
|Trixie's Backup Backbiter||Dagger||Agility/Stamina||Trixie Tazer|
|Reclaimed Shock Coil||Staff||Agility/Stamina||King Gobbamak|
|Neural Synapse Enhancer||Dagger||Intellect/Stamina||Head Machinist Sparkflux|
|Item Name||Slot||Type||Main Stats||Source|
|Insulating Threaded Gloves||Hands||Cloth||Intellect/Stamina||Gunker|
|Self-Sanitizing Handwraps||Hands||Leather||Agility or Intellect/Stamina||King Mechagon|
|Galvanized Leather Grips||Hands||Leather||Agility or Intellect/Stamina||King Gobbamak|
|Swift Pneumatic Grips||Hands||Agility or Intellect/Stamina||K.U.J.0|
|Slick Tactical Grips||Hands||Agility or Intellect/Stamina||Gunker|
|Gauntlets of Absolute Authority||Hands||Plate||Strength or Intellect/Stamina||King Mechagon|
|High Speed Gauntlets||Hands||Plate||Strength or Intellect/Stamina||Trixie Tazer|
|Royal Attendant's Trousers||Legs||Cloth||Intellect/Stamina||King Mechagon|
|Overcharged Pantaloons||Legs||Cloth||Intellect/Stamina||HK-8 Aerial Oppression Unit|
|Unseen Predator's Breeches||Legs||Leather||Agility or Intellect/Stamina||Trixie Tazer|
|Flame-Seared Leggings||Legs||Leather||Agility or Intellect/Stamina||K.U.J.0|
|Reinforced Riding Chausses||Legs||Agility or Intellect/Stamina||Trixie Tazer|
|Self-Repairing Cuisses||Legs||Agility or Intellect/Stamina||Head Machinist Sparkflux|
|Anodized Plate Legguards||Legs||Plate||Strength or Intellect/Stamina||King Gobbamak|
|Heavy Alloy Legplates||Legs||Plate||Strength or Intellect/Stamina||The Platinum Pummeler|
|Supplicant's Soiled Slippers||Feet||Cloth||Intellect/Stamina||King Gobbamak|
|Hyperthread Boots||Feet||Cloth||Intellect/Stamina||The Platinum Pummeler|
|Ooey-Gooey Galoshes||Feet||Leather||Agility or Intellect/Stamina||Gunker|
|Machinist's Treasured Treads||Feet||Leather||Agility or Intellect/Stamina||Head Machinist Sparkflux|
|Regal Mekanospurs||Feet||Agility or Intellect/Stamina||King Mechagon|
|Roughshod Chain Boots||Feet||Agility or Intellect/Stamina||King Gobbamak|
|Pyroclastic Greatboots||Feet||Plate||Strength or Intellect/Stamina||K.U.J.0|
|Greaves of Acid Resistance||Feet||Plate||Strength or Intellect/Stamina||Gunker|
|Ringmaster's Cummerbund||Waist||Cloth||Intellect/Stamina||The Platinum Pummeler|
|Silken Safety Harness||Waist||Cloth||Intellect/Stamina||Trixie Tazer|
|Mad King's Sporran||Waist||Leather||Agility or Intellect/Stamina||Gunker|
|Mekgineer's Championship Belt||Waist||Leather||Agility or Intellect/Stamina||The Platinum Pummeler|
|Mekgineer's Utility Belt||Waist||Agility or Intellect/Stamina||Gunker|
|Well-Oiled Plate Girdle||Waist||Plate||Strength or Intellect/Stamina||Gunker|
|Automatic Waist Tightener||Waist||Plate||Strength or Intellect/Stamina||Head Machinist Sparkflux|
|Hyperthread Wristwraps||Wrist||Cloth||Intellect/Stamina||King Mechagon|
|Wraps of Electrostatic Potential||Wrist||Leather||Agility or Intellect/Stamina||Trixie Tazer|
|Gold-Coated Superconductors||Wrist||Agility or Intellect/Stamina||The Platinum Pummeler|
|Anodized Deflectors||Wrist||Plate||Strength or Intellect/Stamina||King Mechagon|
|Trashmaster's Mantle||Back||Agility or Strength or Intellect/Stamina||K.U.J.0|
|Mountebank's Colorful Cloak||Back||Agility or Strength or Intellect/Stamina||Trixie Tazer|
4.3. Rings and Trinkets
|Item Name||Type||Main Stats||Source|
|Modular Platinum Plating||Trinket||Agility or Strength||The Platinum Pummeler|
|Ingenious Mana Battery||Trinket||Intellect||Head Machinist Sparkflux|
|Remote Guidance Device||Trinket||Agility or Strength||Trixie Tazer|
|Logic Loop of Division||Ring||Stamina||HK-8 Aerial Oppression Unit|
|Overclocking Bit Band||Ring||Stamina||Head Machinist Sparkflux|
|Logic Loop of Maintenance||Ring||Stamina||HK-8 Aerial Oppression Unit|
|Protecting Bit Band||Ring||Stamina||Head Machinist Sparkflux|
|Logic Loop of Recursion||Ring||Stamina||HK-8 Aerial Oppression Unit|
|Rebooting Bit Band||Ring||Stamina||Head Machinist Sparkflux|
|Logic Loop of Synergy||Ring||Stamina||HK-8 Aerial Oppression Unit|
|Shorting Bit Band||Ring||Stamina||Head Machinist Sparkflux|
- 10 Jul. 2019: Guide added.
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