Operation: Mechagon Workshop M+ dungeon walkthrough

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This Mechagon Workshop M+ guide shows you how to find the dungeon, its layout, boss mechanics, the best strategies against them, and all the loot you can get!

King Mechagon is in the middle, the logo of TWW is on the left, and the Keystone is on the right.

Key takeaways

  • Mechagon Workshop, returning from Battle for Azeroth, is part of The War Within Season 2 Mythic+ rotation. It has undergone many changes, requiring updated tactics.
  • The dungeon consists of three main sections: The Robodrome, The Under Junk, and Mechagon City.
  • Mechagon Workshop has four bosses: Tussle Tonks, K.U.-J.0., Machinist’s Garden, and King Mechagon.
  • Various dungeon areas and bosses’ abilities require proper positioning, balancing damage output, defensive cooldowns, and teamwork.
  • For a detailed guide and tactics, please refer to the full guide.

Among all the latest contents in The War Within Season 2, there is a new selection of Mythic+ dungeons for players to conquer. Last time, we’ve discussed the Operation: Floodgate M+ walkthrough. And today, we’ve created a Mechagon Workshop mythic plus guide to help you with all the changes, tactics, tips, and tricks needed to complete this dungeon easily.

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What is Mechagon Workshop

Mechagon Workshop is a dungeon from Battle for Azeroth that returns in Season 2 of The War Within. It consists of four bosses:

And although Mechagon Workshop was part of this system before, it has undergone some changes in TWW, which we’ll be covering in this guide. 

Mechagon Workshop entrance

The Mechagon Workshop entrance is located on the Mechagon isle, at coordinates [73.6, 36.0]. You can also use a portal in Dornogal [53.7, 38.7] to teleport to the island directly. From there you can reach WoW Mechagon Workshop location. 

Mechagon Workshop walkthrough

In this section, we’ll cover The Robodrome, The Under Junk, and Mechagon City, including how to navigate the dungeon, reach each boss, counter their abilities, and the best strategies to take all four bosses down.

Mechagon Workshop dungeon layout

In the Mechagon Workshop map above, you can see that the dungeon consists of three areas:

First Part: Clearing Robodrome

Your first objective is to clear the Robodrome of all enemies. If you’re feeling bold, you can pull the entire room—but be careful. New enemies have been added to make this area more challenging.

Rocket Tonks and Strider Tonks are your standard enemies, with nothing too dangerous aside from the Rocket Tonks’ AoE attacks—just avoid them. The real threat comes from Bomb Tonks. Their Detonate cast deals heavy group-wide damage, and if left uninterrupted, even a single explosion can wipe your team. So make sure to interrupt it at all costs.

If you’re unsure about your group’s ability to handle everything at once, it’s safer to split the mobs into two pulls. However, if your team can coordinate defensive cooldowns and crowd control properly, an all-in-one pull is possible.

As you deal with all the tonks you should also pay attention to your surroundings. The arena itself fights against you. All the saw blades that slide in different directions deal damage on contact. The same goes for big hammers at the arena edge. Make sure to avoid these while dealing with mobs. 

Tussle Tonks boss guide

The first boss encounter in our Workshop Mechagon boss guide is a duo fight against a tank, Gnomercy 4.U., and a robot, The Platinum Pummeler. Several changes have been made to this encounter, making some old strategies outdated.

You can’t just burst down one boss anymore. When either one dies, its mech enters a soft enrage, spamming Electrical Storm. To prevent this, manage their health bars carefully and take them down at the same time.

The arena itself can work to your advantage, as both bosses can be hit by the sawblades and hammers scattered around.

Here are Gnomercy 4.U abilities and how to counter:

AbilityDescriptionHow to counter
B.4.T.T.L.3. MineDeals damage in the zone and leaves a mine in there. The mine explodes on contact with players.Avoid touching them.
Foe FlipperCharges at a random player that deals unavoidable damage and sends the player flying backward. Do not fly into mines, as the combo can be lethal.
Maximum ThrustExecuted when it reaches 100 Energy. Starts a charge in the tank’s direction, as shown by the line on the ground. If the boss hits a saw on the wall, it will be stunned, but also throw B.4.T.T.L.3. Mine around the impact area.Side-step the Maximum Thrust and watch out for the mines. Stay out of their range.

Here are The Platinum Pummeler abilities and how to counter:

AbilityDescriptionHow to counter
Platinum PlatingCast when Pummeler reaches 100 Energy. A stackable buff that reduces incoming damage per stack.Tanks need to bring the boss under the hammer and trigger its attack, Piston Smasher. Don’t forget to avoid getting hit yourself. A hammer breaks after impact, so you must use another for the next plating. 
Platinum PummelA powerful tank-buster attack that cleaves. Use defensive cooldowns. Since the attack cleaves, the rest of the group should stay behind the boss.
Ground PoundA series of group-wide AoEs. Healers should be ready to top the team’s Health. DPS players should use their defensive cooldowns to help the healer out. 

The fight can feel chaotic, but it all comes down to positioning. The Tank should rotate bosses along the wall to bait one enemy into the wall and another into a hammer. The rest of the group is advised to stay together to spawn mines close to each other. This will help avoid cluttering the arena with them.

Second Part: Through the junkyard

When the battle with Tussle Tonks is over, a hole will open, leading you to the Junk Down area. There await some new enemies as well.

The biggest threat in this segment is Waste Processing Units:

Metal Gunk is another annoying enemy that synergizes well with Waste Processing Units:

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At the boss arena, you can meet Junkyard D.O.G. Although it’s not necessary to defeat them all to trigger the boss encounter, we advise clearing them out. Or risk accidentally pulling during the boss fight.

D.O.G. has a DoT attack, Fiery Jaws. Dispel as soon as possible. DoT can stack faster than it can be removed by the healer, so don’t hesitate to use personal defensive cooldowns to survive.

K.U.-J.0. boss guide

Overall, the encounter with K.U-J.0 is another fight that relies on positioning. The falling cubes play an important role in this battle, dropping from above throughout the fight. They provide protection against the boss’s powerful AoE attack, but turning into Junk Bombs and explode if hit twice by the boss’s abilities. To stay safe, avoid cleaving normal cubes with boss attacks and steer clear of any that start glowing.

Below are K.U-J.0 abilities and how to counter them:

AbilityDescriptionHow to counter
Blazing ChompA tank-buster move that leaves a powerful DoT. When the DoT is dispelled it explodes, dealing significant group damage. The tank needs to press their defensive buttons, while the Healer needs to top everyone’s Health before dispelling the DoT. 
Explosive LeapThe boss will mark three random players and then leap at them in any order, dealing damage to anyone and anything nearby, including cubes.Spread out to avoid overlapping AoE with your allies or cubes. If you have abilities like Feign Death, you can use them to interrupt the attack when the boss jumps at you. That way, the boss will not follow up with leaps on other targets.
Venting FlamesA deadly group-wide AoE.Hide behind normal cubes to avoid certain death. Tanks should aim to position the boss close enough to the cube, so everyone has enough time to hide. 

Third part: Through the Mechagon City

When the guardian dog is defeated, you can start climbing the conveyor belt up. This way you will be able to reach the Mechagon City. The belt always moves backward, slowing you down. There are also burners on the wall that periodically shoot streams of fire.

The good news is that if someone reaches the end of the belt, they can press the small button on the wall to stop it altogether, flame traps included. Some classes, like Demon Hunters, can use their increased mobility to skip most traps and quickly disarm the contraption. The same goes for Warriors with their Heroic Leap or Warlocks with their portals. 

When you reach the city, you will have to deal with several waves of defensive measures before you proceed further:

First waveMechagon Tinkerers and G.U.A.R.D.sTinkerers are the ones to keep an eye out for, as they spam a powerful single-target attack, Giga-Wallop. They also create Anti-personnel Squirrels that walk toward random players and cast a big lethal AoE. Squirrels cannot be mind-controlled this time, but you can still stun them with hard crowd control.
Second waveDefense Bots MKIII and MKIBoth types of bots apply dispellable DoTs, Arcing Zap, at random targets. MKIII also occasionally casts a group-wide AoE, Short Out. Incoming damage can be high when both abilities overlap, so be ready to pop defensives to help your healer. When they are low on HP, they apply a shield with Defensive Countermeasure. It can be dispelled with Purge, or burn through it with enough damage. 
Third waveA single mini-boss called Blastatron X-80It is an unmovable mech that constantly pulses with damage. Occasionally, it will also cast line AoE, Sonic Pulse. It deals high damage and applies Silence. Sidestep it at all costs. Another dangerous move is Capacitor Discharge. It is a series of room-wide circle AoEs with only one quadrant being a safe zone. The whole group should move along the safe area to dodge all hits. 

When the last enemy is down you can proceed to the next section. This time it’s a little stealth segment. Use smoke to avoid detection while waiting for the opportunities to pass between the bots. The ones that patrol back and forth create necessary walkways between detection zones. If a bot detects you, it will send you back to the start of this segment.

When your little spy adventure is finished, you can expect packs with new enemies:

Machinist’s Garden boss guide

Eventually, you will arrive in the area of the next encounter, a mechanical garden full of devious contraptions. Your target is Head Machinist Sparkflux. The boss himself is rather harmless. It’s the garden you need to worry about. Being aware of your positioning and always being ready to move is the key to winning this fight.

Here are the Machinist’s Garden movesets and how to counter them:

AbilityDescriptionHow to counter
Discom-BOMB-ulatorThe only attack that comes from Sparkflux. A telegraphed AoE aimed at random play.Avoid getting hit as it deals high damage and disorients players.
Self-Trimming HedgeA saw blade flies around the arena, ricocheting from walls.Avoid standing in its way. 
Inconspicuous PlantAn add that spawns periodically through the fight. It has ranged attacks and is unmovable, constantly shooting at the closest target to it. On death, it starts to spill oil.Deal with it quickly, while the Tank moves closer to it. Other group members should use hard stuns to avoid damage and give the tank more time to move closer.
Roaring FlameA series of raining fire AoEs. This happens when the Oil Fountain left by the Inconspicuous Plant contacts fire.Stay out of the affected area.
“Hidden” Flame CannonCast when Energy reaches 100. Activates three cannons at the center of the arena that start spewing flame beams. The center also rotates clockwise. Flame beam ignites any Oil Fountain on its path.The group needs to move alongside the beams to avoid getting hit by them, while also avoiding other AoEs.

This may sound overwhelming, but it is clearly all about positioning. As long as you move alongside the beams and avoid getting hit by AoEs, you should be fine, as there are no sources of unavoidable damage. Aside from plant add, that is. 

Final Part: Get the King

The final stretch is the way to King Mechagon himself. It is a straightforward section. The only new enemy here is the weaker version of Blastatron X-80 you fought before. You can take both but be ready to heal through double pulsing damage. These also have a Sonic Pulse line attack, but this is it. Defeating mechas will spawn a transport to take you further.

All the other mobs on your way will be the same, just in various combinations. You have already met them in the Mechagon City part. Don’t forget, you can use Shield Generators to protect yourself from many attacks, like Defense Bot MKIII’s Short Out.

King Mechagon boss guide

The final encounter of the dungeon is King Mechagon himself. The fight consists of two Phases, each with its quirks. In the first Phase, the boss acts like a typical boss encounter, while in the second Phase, he turns into a wall boss. So tanks need to be ready to adjust accordingly. But like through the whole dungeon, this fight is also all about positioning. 

Phase 1

Here are all King Mechagon’s abilities and how to counter them:

AbilityDescriptionHow to counter
Pulse BlastThe primary fire of King Mechagon. It is a magical ranged attack. Meaning physical mitigation is useless against it.Try to dodge it.
Plasma OrbSeveral orbs persist on the battlefield through all Phases. Deal damage on touch and cause knockback.Avoid touching those.
Recalibrate.The boss makes all the Plasma Orb fly in a direction indicated by arrows and explode upon reaching it.Avoid standing in the orbs’ way.
Mega-ZapA line AoE aimed at a random target. Deals high damage, pierces through, applies a DoT, and a vulnerability debuff to being hit by another Mega-Zap. It’s unavoidable.Use personal mitigations and spread out. Avoid standing in a line or too close to others.
Take Off!King Mechagons flies up, creates a high-damage zone, Cutting Beam, underneath himself, and starts chasing a random target. While doing so, he also pulses group-wide damage.Chosen players should move away from the boss, while others avoid getting hit by Cutting Beam. Meanwhile, the Healer needs to keep up with pulsing damage

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Phase 2

Phase 2 starts when you completely defeat King Mechagon’s Aerial Unit. The whole group will be stunned, while the King will assume control of the giant mech, Omega Buster. This is an unmovable wall boss that enrages if the tank is not in his melee range. So the tank should always be near the Omega Buster, preferably at his side.

Here are King Mechagon’s abilities in phase 2 and how to counter them:

AbilityDescriptionHow to counter
Plasma OrbSeveral orbs persist on the battlefield through all Phases. Deal damage on touch and cause knockback.Avoid touching those.
RecalibrateThe boss makes all the Plasma Orb fly in a direction indicated by arrows and explode upon reaching it.Avoid standing in the orbs’ way.
Mega-ZapIt now targets three random players with wider beams. Everything else remains the same, but with the increased width and multiple beams, positioning is even more important.Position to avoid overlapping. Melees can stand at the boss side opposite the tank, leaving bigger room for ranged and the Healer to spread their beams.
Magneto-ArmDeploys an arm that constantly draws in players and Plasma Orbs, while pulsing with group-wide damage. The further you are from the arm, the weaker the pull and the less damage you get.Run away from it as far as possible, while avoiding Plasma Orbs. Use of movement speed-increasing abilities is advised. 
Protocol: Ninety-NineAn enrage-type group-wide AoE. Used only if the boss is not engaged in melee combat. If it’s triggered, this means the tank is out of the boss’s melee range.Tank should always stand close to the boss.

When Omega Buster is defeated, the King will be defenseless. Quickly finish him. And there you have it. You’ve successfully completed Mechagon Workshop!

Mechagon Workshop loot table and achievement

Below is a list of all the possible loot from Mechagon Workshop dungeon:

ItemSlot
Ringmaster’s CummerbundCloth Belt
Hyperthread BootsCloth Boots
Mekgineer’s Championship BeltLeather Belt
Gold-Coated SuperconductorsMail Wrist
Heavy Alloy LegplatesPlate Pants
Modular Platinum PlatingTrinket
Apex Perforator One-Hand Dagger
Electrifying Cognitive AmplifierOne-Hand Mace
Trashmaster’s MantleCloak
Operator’s MittsCloth Gloves
Flame-Seared Leggings Leather Pants
Swift Pneumatic GripsMail Gloves
Pyroclastic Greatboots Plate Boots
Protecting Bit BandRing
Rebooting Bit BandRing
Shorting Bit BandRing
Overclocking Bit BandRing
Machinist’s Treasured Threads Leather Boots
Self-Repairing CuissesMail Pants
Automatic Waist Tightener Plate Belt
Ingenious Mana BatteryTrinket
Tearing Sawtooth BladeOne-Hand Sword
Neural Synapse EnhancerTwo-Hand Staff
Inventor’s Ingenious Trifocals Cloth Head
Shoulderguards of Fraying SanityCloth Shoulders
Hyperthread WristwrapsCloth Wrist
Royal Attendant’s TrousersCloth Pants
Mekgineer’s Mindbending HeadgearLeather Head
Extravagant EpauletsLeather Shoulders
Self-Sanitizing HandwrapsLeather Gloves
Mad King’s Sporran Leather Belt
Psychogenic Prognosticator’s Lenses Mail Head
Circuit-Linked ChainmailMail Chest
Maniacal Monarch’s GirdleMail Belt
Regal MekanospursMail Boots
Apogee Inventor’s Goggles Plate Head
Anodized DeflectorsPlate Wrist
Gauntlets of Absolute AuthorityPlate Gloves
Mechanized Plate ChassePlate Chest
Aerial Unit R-21/XMount
Golden SnorfCompanion

Mechagon Workshop achievements

This dungeon has only one related achievement – the Keystone Hero: Operation: Mechagon – Workshop, which requires you to complete Operation: Mechagon – Workshop at Mythic Level 10 or higher, within the time limit.

Conclusion

And this wraps up our Workshop Mechagon dungeon guide. We hope it helps you to get the easy clear of Workshop Mechagon dungeon on Mythic+ difficulty. Happy dungeoning Season 2! And if you ever need assistance, our Mythic Plus boost is here to help!

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