Altar of Fangs Guide Quick Overview:
- Three bosses: Rav'i, the Writhing Coil, and Zul'jan.
- Trash mobs have interrupts: Watch out for specific abilities and spells, and use CC often.
- Rav'i: Move her to the empty Carrion Pile before Ssscavenging.
- Writhing Coil: Interrupt Toxic Atrophy and burst the snake phase.
- Zul'jan: Soak Ritual beams, then clear Ritual Venom with Physical hits.
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What is Altar of Fangs?
Altar of Fangs is a level 90 dungeon introduced in Midnight Patch 12.1. It takes place inside the Vaults of Atal'Utek, where Zul'jan is attempting to use the Fang of Ula'tek and break the wards keeping Ula'tek sealed away.
Unlike many larger Mythic+ dungeons, Altar of Fangs only has three bosses:
The dungeon is available on Heroic, Mythic, and Mythic+ difficulties, and its current Mythic+ timer is 29 minutes. I would keep an eye on that number during early Season 2 tuning, but 29 minutes is the value currently listed in the dungeon overview.
A lotta players and testers report that not only can the bosses make your day worse. Trash mobs this time around also are pretty dangerous, all throughout the dungeon. A CompetitiveWoW tester highlighted Ravenous Descendant stacks, High Evolutionist's Evolve, the Writhing Coil movement check, and Zul'jan's Ritual Venom as some of the mechanics that caused the most trouble during testing. That lines up closely with the encounters I'll focus on below.
Altar of Fangs Location

Altar of Fangs is located in Atal'Utek, inside the Vaults of Atal'Utek.
The dungeon entrance coordinates are:
/way #2509 47.2 67.6 Altar of Fangs Entrance
There are also several entrances into the Vaults of Atal'Utek itself:
/way #2512 43.3 44.2 Gate of the Serpent Eye Entrance
/way #2512 45.4 65.9 Gate of the Eastern Fang Entrance
/way #2512 31.8 64.9 Gate of the Western Fang Entrance
After timing Altar of Fangs on Mythic+10 or higher, you'll also unlock Path of Venomous Evolution, which lets you teleport directly to the dungeon entrance from your spellbook.
Altar of Fangs Boss Order

The Altar of Fangs boss order is fixed:
- Rav'i - a ravenous hydra that feeds from Carrion Piles around its arena.
- The Writhing Coil - a mass of serpents that splits into individual creatures during the fight.
- Zul'jan - the Amani warlord attempting to complete the Ritual of the Fang.
There are only three bosses, but I wouldn't mistake this for an easy dungeon. Several trash packs between them have mechanics that can be just as dangerous as a boss ability if they aren't interrupted or controlled properly.
Altar of Fangs Recommended Level
You need to be level 90 for Altar of Fangs.
For gear, there is no fixed Mythic+ item level requirement, but I recommend around 290-295+ ilvl for Mythic 0 and low keys. For higher keys, aim for roughly 300+ ilvl, while +10 runs feel much safer around 305-310+, depending on your group and experience.
Instead, I would prepare for a dungeon that puts noticeable pressure on three things:
- Interrupts, especially on Primal Serpents, High Evolutionists, Ula'tek's Chosen, and the Writhing Coil.
- Group healing, particularly during Rav'i's Scavenging and the Writhing Coil's Synchronized Venom and Death Rattle.
- Positioning, which becomes especially important on Rav'i and Zul'jan.
Altar of Fangs Walkthrough
Altar of Fangs starts in an open area containing six Caustic Mist Totems. You must destroy all six before you can continue to Rav'i.
I recommend treating this first area as an introduction to the dungeon's main trash philosophy. There aren't dozens of complicated spells to memorize, but the few dangerous casts that do appear need to be respected.
Opening Area and Caustic Mist Totems
The main enemies I’m keeping my eye on here are Twinfang Harrowers, Ravenous Descendants, Primal Serpents, and Ritual Chieftains.
Twinfang Harrower
Paralyzing Shot target two players with a Magic DoT with a slow effect.
The Twinfang spits numbing venom at players, inflicting 14 Nature damage on impact and an additional 5 Nature damage every 1 sec for 20 sec.
Affected players become paralyzed over time, reducing their movement speed by 10% with each tick.
I recommend dispelling these whenever possible. A healer can remove one, while additional Magic dispels, racial abilities, or effects such as Freedom can help with the other.
Toxic Breath is a frontal line aimed toward the tank before sweeping across the area. As a tank, I would face the Harrower away from the rest of the group so everyone has more room to react.
Ravenous Descendant
These mobs become increasingly dangerous through Ravenous Enrage.
Their melee attacks build stacks that empower subsequent swings. The buff does not last forever, so I prefer controlling these mobs instead of letting the tank continuously absorb increasingly dangerous melee hits.
Soothe effects work well; make sure your casters actually press those buttons. Otherwise, slows, stuns, roots, and other crowd control can give the tank enough space for the stacks to expire before re-engaging.
Primal Serpent
Piercing Hiss is one of my highest interrupt priorities in the opening area.
If it completes, it applies a huge Haste reduction to the group. I recommend assigning someone to each Primal Serpent whenever multiple are active instead of assuming somebody else will kick it.
Their other attacks are much less threatening by comparison.
Ritual Chieftain
Blood Sacrifice deals party-wide damage and applies a large healing absorb.
This can quickly create problems when combined with other damage, so healers should be ready to remove the absorb as soon as possible.
Dismember is the main tank hit. I would use mitigation here when needed, especially when pulling a Chieftain alongside other dangerous melee enemies.
Once all six Caustic Mist Totems are destroyed, you can continue down into Rav'i's arena. These opening trash tactics, as well as the later profession interaction and miniboss progression, come from current dungeon testing and the player walkthrough supplied for this guide.
Altar of Fangs Bosses Guide
So, we’ve already established that there are only 3 bosses - but trust me, all 3 encounters are insanely different. There’s nothing too crazy or innovative, but you gotta do your due diligence and be prepared for each one.
Rav'i is mainly about boss positioning and controlling her feeding phase. The Writhing Coil is an interrupt and movement fight with an important AoE damage window. Zul'jan combines assigned soaking, debuff management, healing coordination, and arena control.
Rav'i
Rav'i is the first boss of Altar of Fangs. Three Carrion Piles sit around her arena, and almost the entire fight revolves around controlling which pile she reaches when her Energy empties.
I consider tank positioning the most important part of this encounter.

Rav'i Key Mechanics
Ravenous Stomp: Rav'i deals group damage and causes falling stalactites to land around the arena. Dodge their impact zones. Players caught by one take heavy Nature damage and are stunned.
The Stomp also causes Fresh Meat to land on two of the Carrion Piles.
Ssscavenging: When Rav'i runs out of Energy, she moves toward the nearest Carrion Pile and starts eating. She gains an absorb shield and repeatedly applies Carrion Burst to the entire group until the shield is destroyed.
Feeding Frenzy: If Rav'i reaches a Carrion Pile containing Fresh Meat, the eating phase becomes dramatically more dangerous. Carrion Burst triggers every 1.5 seconds instead of every 3 seconds, so I want to prevent this whenever possible.
Messy Eater: During Ssscavenging, chunks of meat land around the room. On Mythic and Mythic+, these need to be soaked. Every chunk that nobody catches triggers another Carrion Burst.
Triple Shot: Rav'i targets three players with venom. Each target takes damage over time and also damages allies within 5 yards.
Regurgitate: Rav'i fires three waves of stomach acid toward a player. Being hit deals heavy damage and reduces both movement speed and damage done by 50%.
Hydrastrike: All three hydra heads strike Rav'i's current target, creating heavy tank damage.
The current Dungeon Journal confirms these interactions, including the Mythic Messy Eater soak requirement and the increased Feeding Frenzy rate.
How to Defeat Rav'i
The first thing I do is pay attention to the three Carrion Piles around the arena.
After Ravenous Stomp, Fresh Meat lands on two piles. That means one pile remains safe.
The tank should identify that empty pile and start moving Rav'i toward it before Ssscavenging begins. Once her Energy reaches zero, she runs toward the nearest pile, so positioning her correctly beforehand prevents her from eating Fresh Meat.
This is the mechanic that makes or breaks the encounter.
If Rav'i reaches the correct pile, she'll begin normal Ssscavenging. Break the absorb shield as quickly as possible while soaking the falling chunks from Messy Eater.
Every missed soak means another Carrion Burst, and Carrion Burst stacks. I recommend treating the shield like a priority damage check instead of casually continuing your normal rotation.
If Rav'i reaches Fresh Meat, she enters Feeding Frenzy instead. The same basic strategy applies, but Carrion Burst happens twice as quickly. This creates much more healing pressure and gives your group considerably less room for missed soaks.
For Triple Shot, I spread loosely before the cast. You don't need to run to opposite ends of the arena, but the three affected players should avoid overlapping their 5-yard damage zones. This is also a good place for personal defensives if the healer is already dealing with other damage.
For Regurgitate, avoid the circle immediately around Rav'i and watch the direction of the acid waves. Getting hit is especially punishing because the movement and damage reduction can interfere with the mechanics that follow.
Rav'i Tank Tips
As the tank, I would prioritize these things:
- Watch which two Carrion Piles receive Fresh Meat.
- Drag Rav'i toward the empty pile before she reaches zero Energy.
- Prepare mitigation for Hydrastrike.
- Keep movement controlled so the group still has room for Triple Shot and Regurgitate.
The boss's positioning matters more than squeezing out a little extra tank damage.
Rav'i Healer Tips
When the boss uses Ssscavenging or Feeding Frenzy, that’s when the healers need to be on high alert and get their heals ready. They better be off the cooldown, because someone is definitely getting hit.
I would also watch Triple Shot targets closely. The DoT lasts 10 seconds, and overlapping players can turn predictable damage into a much nastier healing check.
Save stronger healing cooldowns for a bad Feeding Frenzy or a Scavenging phase where soaks are missed.
Rav'i DPS Tips
Break the Scavenging absorb shield immediately.
I would avoid holding major damage for too long if it means extending a dangerous eating phase. The sooner the shield disappears, the sooner Carrion Burst stops stacking.
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Trash After Rav'i
After Rav'i, the dungeon introduces several new enemies and a lot more poison-based pressure.
High Evolutionist
Envenom targets a random player and applies a Poison DoT.
You can allow occasional casts through if your group has reliable Poison removal, but I still prefer limiting unnecessary damage.
The dangerous mechanic is Evolve.
If the evolution succeeds, the High Evolutionist heals and transforms, upgrading Envenom into Mass Envenom. Use crowd control to stop Evolve when possible. If the transformation begins progressing, focus the High Evolutionist and break through its protection quickly.
Rattling Wraith
Rattle is a channel that causes heavy sustained party-wide damage.
And if your party already missed the interrupt window or if some tanks, or even worse, DPS, got DoTs, Rattle might be the end of this run.
Corrosive Fangs is the tank mechanic and applies a damage amplification effect. Tanks should be ready with mitigation.
Bloodletters
Bloodletters create puddles near themselves through their melee attacks. I recommend steadily moving these packs instead of letting the floor around the tank become unusable.
Hatchlings
Hatchlings appear naturally in certain packs, but they can also emerge when players step on eggs. They fixate random players until killed.
AoE slows, roots, knockbacks, and stuns make them much easier to control. Avoid running away in completely different directions because that makes grouping and killing them harder.
After clearing this section, you'll reach the second boss.
The Writhing Coil
The Writhing Coil alternates between a single-target boss phase and an Uncoiled phase where it separates into five snakes.
Damage dealt to the snakes persists on the boss when they reform, which makes the Uncoiled phase one of the best windows for AoE damage cooldowns.
The Writhing Coil Key Mechanics
Synchronized Venom: Applies damage to the entire party and then continues ticking every second for 35 seconds.
Preparing Toxin / Toxic Atrophy: The boss attempts three Toxic Atrophy casts in succession. Each completed cast reduces the group's damage done by 15% and movement speed by 10%, and the effect stacks.
Vindictive Onslaught: A two-part attack aimed at a player.
First comes Burrowing Charge, a straight-line attack that needs to be sidestepped.
This is followed by Venom Jet, a frontal cone directed toward the same player.
Tail Scythe: Heavy Physical damage against the tank.
Death Rattle: The boss deals rapidly increasing party-wide damage.
Vine Grip: Players become tethered to the Writhing Coil and need to move far enough away to pull the creature apart.
Uncoil: The boss separates into five Uncoiled Writhes.
Spiteful Hunt: The snakes fixate players. On Mythic and Mythic+, letting them reach their targets applies Spiteful Venom.
Toxic Atrophy: Some of the snakes can cast the same dangerous debuff used during the main phase.
Undermining: The snakes destabilize the ground beneath them as they prepare to reform.
How to Defeat the Writhing Coil
During the normal phase, my first priority is always Toxic Atrophy.
The boss attempts three casts back-to-back. I strongly recommend assigning interrupts instead of letting everyone kick the first cast and then having nothing available for the second and third.
One stack already costs your group 15% damage and 10% movement speed. Multiple stacks are awful for both survival and your dungeon timer.
Synchronized Venom creates sustained healing pressure for most of the phase. Healers should prepare for a long damage pattern rather than a single burst.
For Vindictive Onslaught, watch the targeted player.
First, sidestep Burrowing Charge.
Then watch for Venom Jet immediately afterward. If I'm targeted, I try to position so the cone points away from the rest of the group before moving out of it.
The major transition starts with Death Rattle.
Everyone receives a tether through Vine Grip and must move away from the boss. The player guide used for this article recommends saving movement abilities specifically for this mechanic, and I agree. The longer the group takes to stretch the tethers, the longer Death Rattle continues ramping.
You'll know you've moved far enough when your tether changes state.
Once the group succeeds, the Writhing Coil splits into five snakes.
This is where I recommend using AoE offensive cooldowns.
Try to group the snakes with slows and crowd control while burning them down. Because damage dealt during Uncoil carries back to the boss, this phase is effectively a multi-target boss damage window rather than disposable add padding.
Several snakes will also attempt Toxic Atrophy, so interrupts are still essential.
At the end of the phase, avoid standing in the middle of the arena. Undermining creates dangerous ground effects as the snakes prepare to reform through Assimilation.
Then the normal phase begins again.
Writhing Coil Tank Tips
Use mitigation for Tail Scythe, but I would put more mental focus into controlling the arena and helping interrupt Toxic Atrophy.
During the snake phase, help keep the Uncoiled Writhes together whenever possible.
Writhing Coil Healer Tips
The fight contains two major healing patterns:
- The long Synchronized Venom DoT.
- The rapidly increasing damage during Death Rattle.
I would make sure the group is healthy before Death Rattle and use healing cooldowns if players are slow to extend their tethers.
Writhing Coil DPS Tips
Interrupt Toxic Atrophy.
I cannot stress that enough. Losing damage while simultaneously being slowed makes every other mechanic worse.
Save AoE cooldowns for the Uncoiled Writhes when possible because damage transfers back into boss health.
Unfinished Mixture Profession Buff
After defeating the Writhing Coil, you'll enter another room before progressing deeper into the dungeon.
There is an Unfinished Mixture in the back-left portion of this room.
During current testing, a player with at least 25 skill in Midnight Cooking or Alchemy can interact with it and grant the entire group 3% Versatility for the remainder of the dungeon.
I would absolutely make use of this whenever your composition allows it. It costs practically no time and provides a useful group-wide bonus for the final section and Zul'jan.
Ascendant Serpent Miniboss
You cannot immediately leave the room. First, destroy the four Infusion Totems. Doing so releases the Ascendant Serpent, which acts as a miniboss before the final part of the dungeon.
Ascendant Serpent Abilities
Infest: Places circles and DoTs around players before spawning Hatchlings.
Spread enough that players aren't cleaving one another, then group and control the Hatchlings with AoE damage, slows, and CC.
- Virulent Whirl: Creates moving Virulent Twisters around the arena. Keep moving and avoid them.
- Noxious Spray: A tank-targeted line attack that also pushes the tank.
- Face the Ascendant Serpent away from the group and use mitigation while dealing with the pushback.
The Ascendant Serpent and its Hatchlings received several adjustments during Season 2 testing, including reduced miniboss health and fewer twisters from Virulent Whirl, so I would be careful about relying on old PTR footage for exact tuning.
Trash Before Zul'jan
The last section contains fewer completely new concepts, but several mechanics can cause very fast wipes when combined.
Blade of the Altar
Laced Edge deals a physical hit and applies additional damage over time. This is especially dangerous when overlapping other group damage.
Ula'tek's Chosen
Mass Envenom is a priority interrupt. It deals group-wide damage, so I would stop every cast possible. Toxic Surge creates line attacks to dodge while simultaneously dealing heavy party-wide damage.
This is one of the places where I would avoid combining too many dangerous mobs unless the group has defensive and healing cooldowns ready.
Living Venom
Living Venom enemies use Venom Burst and explode when killed. Do not kill the entire pack simultaneously.
I prefer staggering their deaths so the group can recover between explosions. Killing several together can overwhelm the party instantly, particularly when their deaths overlap Toxic Surge. Use group defensives if several are going to die close together.
Once these enemies are cleared, you'll reach Zul'jan.
Zul'jan
Zul'jan is the final boss of Altar of Fangs and, in my opinion, the encounter where understanding the mechanic matters most.
The central idea is simple:
- Intercept the beams during Ritual of the Fang.
- Gain Ritual Venom.
- Use Zul'jan's Physical abilities to remove Ritual Venom before it expires.
- Control where the resulting blood pools are dropped.
Most problems happen when groups understand only the first half of that sequence.

Zul'jan Key Mechanics
Ritual of the Fang: Zul'jan moves to the center and channels beams toward himself for 8 seconds.
If those beams reach Zul'jan, he gains Fang Empowered, causing stacking party-wide damage. Players need to intercept the beams instead.
Ritual Venom: Soaking a beam applies Ritual Venom. The debuff lasts 50 seconds and explodes when it expires. On Mythic and Mythic+, Ritual Venom stacks.
Bloodletting: Zul'jan's Physical abilities remove Ritual Venom stacks from players they hit. Removing those stacks also causes blood pools to appear nearby.
Boneslicer: Zul'jan throws an axe in a straight line through a targeted player. Everyone caught takes Physical damage and receives a 7-second Physical DoT.
Because each Physical hit interacts with Bloodletting, the initial hit and subsequent DoT ticks can clear your Ritual Venom stacks.
Axegrinder: Zul'jan releases spinning axes that ricochet around the room. They deal Physical damage when touched and become weaker as they lose speed.
Chop Down: Zul'jan hits his tank twice for heavy Physical damage.
These interactions are confirmed in the current Dungeon Journal, including the 50-second Ritual Venom duration and its stacking behavior on Mythic difficulties.
How to Defeat Zul'jan
I recommend assigning positions before the pull. Ritual of the Fang happens immediately, and four beams travel toward Zul'jan along the X-shaped pattern visible on the floor.
Pre-position players near those lines. When the ritual begins, intercept the beams instead of letting them reach the boss. If your assignments are consistent, simply return to the same beam every time Ritual of the Fang repeats.
After soaking the full beam, you'll have multiple stacks of Ritual Venom. Do not let these expire.
The intended solution is Bloodletting. Physical attacks from Zul'jan remove your Ritual Venom stacks, but each removal also creates blood on the floor. That means the encounter is partly about deciding when and where to take Physical damage.
For most players, Boneslicer is the easiest way to clear the debuff.
When Zul'jan targets someone with Boneslicer, he throws his axe in a line. Players standing in the path are hit by the initial attack and then receive the 7-second DoT.
Those repeated Physical damage events can remove all of your Ritual Venom stacks. There are two ways I would handle this depending on the group.
Safe PUG Boneslicer Strategy
In an uncoordinated group, I recommend splitting the Ritual Venom clearing between the two Boneslicer casts that happen between Rituals.
Make sure every player who needs to clear Ritual Venom gets hit by at least one Boneslicer.
Do not automatically stack the entire party into every cast. Boneslicer applies a substantial DoT, so putting it on everyone simultaneously can create unnecessary healing pressure.
This method is slower and messier, but much easier to communicate in a PUG.
Coordinated Boneslicer Strategy
For an organized group, there's a cleaner strategy from current player testing.
You can use effects such as an immunity, Shadowmeld, Vanish, or another suitable ability to prevent or cancel the first Boneslicer, then have the group intentionally stack into the second cast.
This consolidates Ritual Venom removal into one planned healing event.
The advantage is not just healing efficiency. It also makes your blood placement much more predictable because the group is clearing stacks at roughly the same time and location.
I would only use this method when everyone understands the plan. In a random group, splitting the Boneslicers is safer.
Managing Blood Pools
Every Ritual Venom stack removed through Bloodletting creates blood nearby.
This means arena space gradually disappears if people clear stacks wherever they happen to be standing.
I recommend keeping the center and the Ritual beam lines clean.
When preparing to take Boneslicer, move toward the outside of the room or another predetermined drop area. After the DoT begins, keep moving enough that your blood doesn't stack directly underneath the group.
The tank has the same problem with Chop Down.
Because Chop Down deals Physical damage, it removes Ritual Venom and creates blood around the tank. Tanks should gradually reposition Zul'jan instead of keeping him in one spot for the entire fight.
Axegrinder
Immediately after Ritual of the Fang, Zul'jan sends spinning axes around the arena. Normally, I would avoid these.
They technically deal Physical damage and therefore interact with Bloodletting, but deliberately getting hit by a moving axe is much less controlled than using Boneslicer.
Treat Axegrinder primarily as a dodge mechanic unless your group has a specific reason to use it.
Zul'jan Tank Tips
Use strong mitigation for Chop Down. Remember that its Physical hits can also remove your Ritual Venom stacks and create blood pools. I would slowly move Zul'jan around the outside of the room as blood accumulates while preserving the central X-shaped lines for Ritual of the Fang.
Zul'jan Healer Tips
Know beforehand how your group intends to handle Boneslicer. If players are splitting the debuff between casts, you'll have several smaller healing events. If everyone stacks into one Boneslicer, prepare a strong healing cooldown for the resulting group-wide DoTs.
Keep an eye on Ritual Venom timers as well. A player reaching the end of the 50-second duration without clearing their stacks is in immediate danger.
Zul'jan DPS Tips
Always soak your assigned Ritual beam. Know which Boneslicer you are using to clear Ritual Venom before the cast begins. Don't drop Bloodletting pools across the central beam positions. For me, those three rules cover most of what makes the encounter dangerous.
Altar of Fangs Loot Table
Altar of Fangs has armor for every armor type alongside weapons, accessories, and four dungeon trinkets.
Here is the current boss loot table:
|
Item |
Slot |
Boss |
|
Cloth Chest |
Rav'i |
|
|
Cloth Legs |
The Writhing Coil |
|
|
Cloth Hands |
Zul'jan |
|
|
Leather Shoulders |
The Writhing Coil |
|
|
Leather Helm |
Zul'jan |
|
|
Mail Wrist |
Rav'i |
|
|
Mail Chest |
Zul'jan |
|
|
Plate Feet |
Rav'i |
|
|
Plate Chest |
The Writhing Coil |
|
|
Plate Legs |
Zul'jan |
|
|
Neck |
The Writhing Coil |
|
|
Ring |
Zul'jan |
|
|
One-Handed Axe |
Rav'i |
|
|
Warglaive |
Rav'i |
|
|
Dagger |
Zul'jan |
|
|
Dagger |
Zul'jan |
|
|
Two-Handed Staff |
The Writhing Coil |
|
|
Polearm |
The Writhing Coil |
|
|
Bow |
Zul'jan |
|
|
Off-Hand |
The Writhing Coil |
|
|
Trinket |
Rav'i |
|
|
Trinket |
Rav'i |
|
|
Trinket |
The Writhing Coil |
|
|
Trinket |
Zul'jan |
The current loot data lists four trinkets and a broad weapon pool across the three encounters.
Altar of Fangs Mythic+ Rewards
The item level of your end-of-dungeon reward depends on the Keystone completed.
|
Keystone |
End-of-Dungeon Item Level |
Great Vault Item Level |
|
+2 |
295 |
305 |
|
+3 |
295 |
305 |
|
+4 |
298 |
308 |
|
+5 |
302 |
308 |
|
+6 |
305 |
311 |
|
+7 |
305 |
315 |
|
+8 |
308 |
315 |
|
+9 |
308 |
315 |
|
+10 |
311 |
318 |
|
+11 |
311 |
318 |
|
+12 and higher |
311 |
318 |
A +10 or higher Great Vault reward reaches the Myth 1/6 track under the currently listed Season 2 reward structure.
The dungeon also uses the Season 2 Nebulous Voidcore Bonus Loot system, allowing players to spend Voidcores after Mythic+ runs on an additional class-appropriate loot pool. The available items depend on your class.
The Writhing Brood Mount

One of the most interesting Altar of Fangs rewards is The Writhing Brood mount. It has a chance to drop from Zul'jan on Mythic or Mythic+ difficulty. That gives players a reason to keep running Altar of Fangs beyond Mythic+ score and normal gear progression.
Altar of Fangs Profession Reward
Zul'jan can also provide the Tailoring recipe: Pattern: Snakeskin Lining
This is available as Bonus Loot from the final boss.
Altar of Fangs Achievements
The currently listed Altar of Fangs achievements include:
Completing the dungeon at Mythic+10 or higher within the required conditions is also what gives access to the dungeon teleport, Path of Venomous Evolution.
Best Classes for Altar of Fangs
This is an experimental section and to come clean - I can’t give you the list of classes, because that’s not what’s important.
Dungeon and class tuning can change quickly at the start of a Mythic+ season, and a spec that looks mandatory during testing can easily move once live tuning begins.
What’s far more useful and important is to have classes that provide certain QoL features to the party during the dungeon.
- More interrupts are a plus
- AoE crowd control for Hatchlings and Uncoiled Writhes. So, mages, warlocks, etc.
- Soothe for Ravenous Descendants where available.
- Magic and Poison dispels for healers and supports.
- Group defensives for sustained Nature damage.
- Good AoE burst for the Writhing Coil's Uncoiled phase. Usually comes from ranged DPS.
- Cleave is always good on melee specs.
Also, there’s very obvious class synergy. Those tools directly answer the mechanics inside Altar of Fangs without tying the guide to a class meta that may change.
Altar of Fangs Tips
If I had to reduce the entire dungeon to a few important rules, these are the ones I would remember:
- Assign interrupts. Piercing Hiss, Evolve-related pressure, Mass Envenom, and especially Toxic Atrophy can turn otherwise manageable pulls into disasters.
- Move Rav'i before she reaches zero Energy. Don't wait for Ssscavenging to start. Identify the empty Carrion Pile and position her there beforehand.
- Never ignore Rav'i's Scavenging soaks. Every missed Messy Eater chunk means more Carrion Burst stacks.
- Save movement for Death Rattle. The faster everyone stretches Vine Grip, the sooner the increasing party damage stops.
- Use AoE cooldowns during Uncoil. Damage dealt to the five snakes transfers back to the Writhing Coil.
- Take the profession buff. If your group has the required Cooking or Alchemy skill, grab the Unfinished Mixture after the second boss.
- Stagger Living Venom deaths. Don't turn several manageable explosions into one instant party wipe.
- Assign Zul'jan's Ritual beams before pulling. Returning to the same beam each cycle removes unnecessary confusion.
- Plan Boneslicer before it happens. Decide which cast each player will use to clear Ritual Venom.
- Keep Zul'jan's center clean. Drop Bloodletting pools away from the X-shaped Ritual lines whenever possible.
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F.A.Q.
Where is the Altar of Fangs dungeon entrance?
Altar of Fangs is located in Atal'Utek inside the Vaults of Atal'Utek. The dungeon entrance is at approximately 47.2, 67.6.
How many bosses are in Altar of Fangs in WoW Midnight?
Altar of Fangs has three bosses: Rav'i, The Writhing Coil, and Zul'jan.
What is the Altar of Fangs Mythic+ time limit?
The current Altar of Fangs Mythic+ timer is 29 minutes.
What item level do I need for Altar of Fangs?
Recommended ilvl is around 290-295+ ilvl for M0 and low keys. For higher keys, aim for roughly 300+ ilvl, with +10 runs being more comfortable around 305-310+, depending on your group and experience.
Who is the final boss of Altar of Fangs?
The final boss is Zul'jan, who attempts to complete the Ritual of the Fang using the Fang of Ula'tek.
How do I defeat Rav'i?
I keep Rav'i close to the Carrion Pile without Fresh Meat before she reaches zero Energy. During Ssscavenging, I soak Messy Eater impacts and break her absorb shield as quickly as possible.
Is there a profession bonus in Altar of Fangs?
Current dungeon testing shows an Unfinished Mixture after the Writhing Coil that can be activated by a player with at least 25 Midnight Cooking or Alchemy, granting the group 3% Versatility for the rest of the dungeon.
What mount drops from Altar of Fangs?
The Writhing Brood has a chance to drop from Zul'jan on Mythic or Mythic+ difficulty.
























