Halls of Valor Dungeon Guide: Location, Boss Strategies, Trash, and Loot
Getting into Halls of Valor
The Halls of Valor dungeon is situated on the eastern coast of Stormheim in the Broken Isles and is accessible to players at level 70. To reach the dungeon, Alliance and Horde players can use the Valdisdall flight point in Stormheim and travel east until they discover the entrance.
The purpose of this guide is to provide a comprehensive overview of the Halls of Valor dungeon, including essential information to complete it on Mythic and Mythic Keystone difficulty. The guide will cover all five boss fights and highlight the most significant trash enemies in the dungeon, along with their critical abilities. If you’re interested in learning about the other Dragonflight Dungeons or the current Mythic+ season, please refer to our linked overviews. Without any delay, let’s get started!
Unlock Unique Bonuses in Halls of Valor
There are going to be 2 bonuses in this dungeon. The first being Odyn’s Favor and the second one — Odyn’s Blessing. You can find more details on how to obtain them and what their effect is down below:
Odyn’s Favor is the first buff you will automatically obtain as soon as you defeat either Hyrja or Fenryr. It will grant your group 75% movement speed for the remaining dungeon, both in and outside of combat.
You will receive Odyn’s Blessing after you have defeat Hyrja and Fenryr. The buff will grant you 150% movement speed for the remaining of the dungeon, replacing the Odyn’s Favor.
The High Gate and Hymdall
Notable Trash Before Hymdall
Your tank must pay attention to Valarjar Champion‘s Power Attack; several of those mobs can cause trouble. Once the mob drops under 30% health, he will cast Enraged Regeneration (usable once per combat).
After defeating Hymdall, you’ll have the option of going to the left (toward Hyrja) or the right (toward Fenryr). It’s recommended to take the left path first so that you can use the second Bloodlust of the dungeon on Fenryr. Additionally, you can find the Mug of Mead on several tables in the main hall, which can distract mobs and allow you to bypass them without triggering combat. This is a useful tip if you want to skip some extra trash mobs without relying on Invisibility Potions. Below, you’ll find more information on the mobs in this area.
Valarjar Runecarver is going to be one of the primary targets to interrupt, especially its Etch cast. The mob will also cast Shattered Rune to random targets, so it is essential to defeat them as quickly as possible.
Valarjar Mystic is the most important mob here because of its healing ability Holy Radiance; stop this at all costs. In addition, he will cast Rune of Healing, do your best never to let the mobs stand in it (the effect works for you too).
Your tank must pay attention to Valarjar Shieldmaiden‘s Breach Armor stacking debuff effect that reduces the armor. Make sure you do not stay in front of the mob because of its Mortal Hew frontal cleave; it will also apply 10% reduced healing debuff, further endangering your tank’s life.
Avoid Valarjar Aspirant‘s Blast of Light; the frontal is likely to one-shot you depending on the key level. In addition, the mob will occasionally cast Valkyra’s Advance, leaping to a random enemy, your healer must make sure each of you is in a healthy condition!
You need to defeat the 2 mini-bosses located in front of Hyrja, before she becomes available to be attacked. Here is what you should know about them:
Solsten will test the limits of your healer because of Eye of the Storm doing damage to everyone around. Stand within the lighting zone to reduce incoming damage. In addition, Solsten will occasionally cast Arcing Bolt, further increasing the difficulty of the already tough encounter.
Olmyr the Enlightened is the easier of the two mini-bosses; all you have to do is make sure you stand outside of melee and avoid getting hit by the lighting orbs — Sanctify while interrupting its Searing Light cast.
Hyrja Boss Guide
This boss fight is one of the most demanding in terms of healing per second (HPS) compared to other dungeons, so it’s crucial to pay attention. The boss, Hyrja, has two phases, Mystic Empowerment: Thunder (with abilities similar to Solsten) and Mystic Empowerment: Holy (with abilities like Olmyr the Enlightened). The phase triggered depends on where you position yourself in the room. If you stand closer to where Solsten was previously located, you’ll activate Mystic Empowerment: Thunder, while standing closer to where Olmyr the Enlightened was previously located will trigger Mystic Empowerment: Holy. Additionally, the boss will gain stacks that increase the potency of the current Empowerment phase, so it’s essential to avoid consecutive phases of the same Empowerment. Here’s a more detailed breakdown of the fight:
All Roles
Stay under the Lighting Shield once Hyrja in casting Eye of the Storm during her Mystic Empowerment: Thunder phase.
Avoid being stacked at all times due to Arcing Bolt, only stack under the Lighting Shield for Eye of the Storm cast.
Dodge the incoming Sanctify orbs when Hyrja is under the Mystic Empowerment: Holy.
Beware of Expel Light; it will always go on a random target, followed by bouncing to the nearest target upon expiring. Swap between each other when you have defensive cooldowns, and avoid bouncing the debuff back to the original recipient.
Tank
Never tank Hyrja in the middle since you will simultaneously get both Mystic Empowerment effects.
You want to swap between Mystic Empowerments and rarely do the same one twice in a row unless your healer is confident they can handle it.
Healer
Use healing cooldowns once Hyrja is casting Eye of the Storm during her Mystic Empowerment: Thunder phase.
After defeating Hyrja, proceed to the right wing of The High Gate to face Fenryr. In this area, there are several new types of mobs that you should be aware of:
Valarjar Marksman is one of the static mobs in this dungeon, they will keep casting Snap Shot to random targets, jump out of melee with Leap to Safety and having an extremely hard-hitting frontal cone ability — Penetrating Shot (avoid it at all costs!). This is the mob you want to focus on!
Try to avoid pulling Angerhoof Bull, but if you do pull them, make sure you step away from the Rumbling Stomp and dispel their Enrage ability.
Once you are in this area, you want to clear Steeljaw Grizzly; they are quite easy to kill since the only dangerous ability they have is Crunch Armor. They will occasionally cast Rending Claws on the highest threat target and Charge the first enemy they get threats on. It will mostly be tank damage, so always watch out for your tank’s health at all costs.
At last, the most dangerous mob in this area is Ebonclaw Worg because of their Leap for the Throat, cast on random targets. Do your best to stack together and use defensives if you are not at full health.
Fenryr Boss Guide
Fenryr is a boss with two phases, and his spawn location can vary each time you enter the dungeon. He can be found either in the south, inside a bear den, or in the west, near the hunter’s camp. You can determine his location by following the footprints on the ground. During the fight, you can bring him down to 60%, and he will retreat to his den and start casting Licking Wounds, ending Phase One. It’s worth noting that the boss’s abilities remain the same throughout both phases. Here’s more information about the fight:
All Roles
Be stacked at all times under the boss, in both phases, because of Claw Frenzy. The ability does physical damage split between all enemies within 12 yards. The more target it hits, the less damage each of you will take (because of damage distribution).
Watch out for Unnerving Howl, it will interrupt your cast.
Once Fenryr summons its 3Ebonclaw Worg, quickly focus them to prevent further damage from them.
Never let Fenryr catch you during his Scent of Blood chase. Using your combat-resetting abilities will completely cancel the cast (Example: Hunter’s Feign Death).
Once you get targeted by the Ravenous Leap, get out of melee so you do not cleave any nearby member of your team. Remember, once the boss leaps on you; he will leave permanent Bleed effect that stacks every time he casts Ravenous Leap on you.
Tank
Make sure you stack the Ebonclaw Worg on top of Fenryr to allow your DPS players to cleave all targets simultaneously.
Healer
Top up players once they get hit by the Claw Frenzy ability.
Use healing cooldowns once to out-heal the Bleed effect from Ravenous Leap.
Halls of Valor and God-King Skovald
Notable Trash Before God-King Skovald
After defeating Fenryr, players will receive Odyn’s Blessing buff, which will allow them to proceed quickly to face the penultimate boss, God-King Skovald. However, before engaging the boss, players must first defeat the Four Kings: King Tor, King Ranulf, King Bjorn, and King Haldor. The order in which they are defeated is up to the players, but it’s important to note that each defeated king will pass on its unique ability to the remaining kings. Once two kings are defeated, the final two will be active, and players will have to fight them simultaneously. It is recommended to defeat King Ranulf first, followed by King Haldor, and then both King Bjorn and King Tor. Here is a more detailed breakdown of each king’s abilities.
Interrupt King Ranulf‘s signature ability — Unruly Yell. Other than that, he will auto-attack your tank.
King Haldor signature ability is Sever, cast on the highest threat target (your tank).
King Bjorn will throw its Wicked Dagger to a random target, dealing initial damage and leaving a 50% reduced healing effect, leaving him as the toughest King to deal with due to the unavoidable damage.
At last, you have King Tor; you always want to defeat this at the end. Otherwise, you risk transferring its signature ability — Call Ancestor to all of his pairs. Use crowd-control effects once he spawns the ancestor to prevent him from healing.
God-King Skovald Boss Guide
The Aegis of Aggramar is a shield that the tank can use during the God-King Skovald encounter. The tank should pick up the shield and use it when the boss begins casting Shattered Defenses. This ability deals a massive amount of damage and will stun any player that it hits. The Aegis of Aggramar will negate the damage and stun effect, allowing players to continue to attack the boss.
During the fight, the boss will periodically summon Valarjar Champions. These adds will fixate on random players and charge towards them, dealing damage to anyone in their path. Players should avoid standing in the path of the Valarjar Champions and kite them away from the group.
The boss will also summon Helya’s Gaze, which will cause beams of light to appear on the ground. Players must move out of the beams to avoid taking damage.
When the boss reaches 30% health, he will begin casting Fervent Martyr. This ability will cause him to become invulnerable and summon a group of Valarjar Champions. Players must defeat the champions before the boss’s invulnerability wears off.
Once the boss is defeated, players will complete the dungeon and earn their rewards.
All Roles
God-King Skovald will randomly target a player with Felblaze Rush, the ability hits everyone within 6 yards of the impact, so make sure you do not accidentally “clip” any allies if the charge is on you.
During Ragnarok, stand behind the Aegis of Aggramar.
Kite away the Flame of Woe, as they will randomly fixate someone from your party. Remember that they will eventually die due to Consuming Flame and they leave a fire patch behind them — Infernal Flames (step away from it!).
Tank
When God-King Skovald is casting Ragnarok, use the Aegis of Aggramar; it will absorb all the shield if players stand behind it.
Using active mitigation when the boss is casting Savage Blade on you.
After Ragnarok, boss will pick up the Aegis of Aggramar and use it himself, summoning Flame of Woe. It is important to tank the boss closer to the Flame of Woe, so you enable your party to “cleave” all targets simultaneously.
Healer
Top the health of the player/s hit by Felblaze Rush.
Quickly spot-heal any player that gets hit by Ragnarok, it takes a few ticks for it to become lethal!
Halls of Valor and God-King Skovald
Odyn Boss Guide
During the Odyn encounter, it’s crucial to have good communication and coordination within your team. Here are some additional tips for the fight:
Players with the Runic Brand debuff should call out their assigned rune, and other players should assist them in connecting it to the correct rune on the ground. This will grant the entire team the Branded buff, which provides a significant damage increase.
During the Storm of Justice ability, players should spread out to avoid taking unnecessary damage. It’s essential to have designated spots for players to stand in to minimize damage to the group.
When Odyn casts Valarjar’s Bond, all players should move towards the boss to break the chains and prevent the tank from being one-shot.
When Odyn casts Gaze of Odyn, players should look away from the boss to avoid being stunned.
Finally, make sure to keep an eye on your positioning and avoid standing in any avoidable mechanics, as they can deal significant damage or even kill you instantly.
Upon Runic Brand cast, quickly navigate your way to connect the branding on you towards the right rune on the ground. You can either go by colors (which is much easier) or the shape of your rune.
Using Bloodlust during the Branded buff is the best way to speed up the fight.
Top up players quickly if they get hit by Glowing Fragment, remember if any players die during this encounter, they will be deemed Unworthy and they will not be able to be resurrected until the encounter is over.
Splash all four vrykul kings with Mug of Mead in Halls of Valor on Mythic difficulty.
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