Operation: Floodgate – Full Mythic+ Walkthrough
Operation: Floodgate – Mythic+ Dungeon Guide (Season 2, The War Within)
Introduction
Operation: Floodgate is a Season 2 dungeon in The War Within, featuring a mix of industrial chaos and swampy hazards. This guide focuses on Mythic and Mythic+ difficulty and provides a detailed breakdown of trash mobs, boss mechanics, and routing tips for effective group coordination. Whether you're timing a high key or just learning the ropes, this guide will help your party navigate the complex mechanics and avoid the most dangerous pitfalls.
Dungeon Overview
Key Mechanics
-
Weapon Stockpiles: Five must be collected throughout the Waterworks to unlock the third boss. These are in fixed locations—make sure at least one player interacts with each pile as you pass.
-
Goblin Glider Shortcut: A glider near a dam-side weapon stockpile allows for fast travel across the map. Coordinate with your group before jumping—let the tank lead to avoid accidental aggro.
-
Zeppelin Hazard: A patrolling Zeppelin targets players with missile indicators in the swamp zone. After defeating the second boss, a rocket becomes available to shoot it down, clearing a safe path forward.
Waterworks Trash Breakdown
Shreddinator 3000 (CC Immune)
-
Shreddation: Spawns sawblades under each player — spread and dodge.
-
Flamethrower: Frontal cone that rotates. Tanks must face it away; group should track rotation to avoid damage.
Mechadrone Sniper
-
Trickshot: Interrupt this channeled shot to reduce pressure on the group.
-
Snipe: Targets random players; consider defensives if multiple hit the same person.
Loaderbot
-
Wind Up: Fixates a random player; kite it and use stuns or knockbacks to break the channel.
Venture Co. Surveyor
-
Surveying Beam: Channel that targets one player; leaves damaging puddles. Interrupt or use CC.
-
EZ-Thro Dynamite III: Additional fire-based splash damage to random players — avoid stacking.
Darkfuse Soldier
-
Blood-Infused Strikes: Stacking DoT on the tank; dispel or rotate defensives.
Darkfuse Hyena
-
Pack Tactics: Buffs nearby hyenas — avoid multi-pulls.
-
Bloodthirsty Cackle: Interrupt or use soothe to remove enrage effects.
Venture Co. Architect (CC Immune)
-
High Ground: Grants immunity while positioned on scaffolding — destroy scaffolding to bring them down.
-
Nailgun: Applies a bleed and root — dangerous if overlapping with other AoEs.
Venture Co. Diver
-
Plant Seaforium Charge: Drops bombs — avoid the planted explosives.
-
Harpoon: Interrupt to prevent forced pulls and random damage.
Bombshell Crab
-
Pinch: Tank ability with stacking slow.
-
Crabsplosion: On-death AoE — stagger kills to avoid group wipes.
Darkfuse Demolitionist
-
R.P.G.G.: High-damage explosion — avoid or interrupt reload via CC.
Darkfuse Bloodwarper (CC Immune)
-
Blood Bolt: Interrupt to reduce tank pressure.
-
Warp Blood: Applies a healing absorb and causes group-wide damage — prepare cooldowns and healing.
Darkfuse Inspector
-
Surprise Inspection: Random teleport + frontal — use CC to prevent it.
Disturbed Kelp
-
Jettison Kelp: Group-wide damage channel — interrupt or prepare healing.
-
Restorative Algae: Interrupt or purge to prevent mob healing.
Unpulled Swamp Mobs
Usually skipped in optimal routes, but useful to know if pulled accidentally:
-
Waterworks Crocolisk: Applies Vicious Chomp to tanks — kite to drop stacks.
-
Undercrawler: Casts Lethargic Venom — interrupt or dispel poison.
Boss Encounters
Boss 1: Big M.O.M.M.A.
This fight alternates between two phases:
-
Add Phase (Mechadrones)
-
Burn Phase (boss takes massive damage)
Add Phase Mechanics
-
Mechadrone: Maximum Distortion – Interrupt to prevent group damage.
-
Doom Storm – Swirls spawn on random players; dodge quickly.
-
Shoot – Random target physical damage; watch group health.
Big M.O.M.M.A. Abilities
-
Sonic Boom: Targets a random player with a delayed wave that:
-
Silences on hit
-
Pushes back
-
Explodes in a 7-yard radius at the end
Counter: Targeted player should run away from the group and dodge the wave. Use movement speed abilities if needed.
-
-
Electrocrush: Tank hit + 10s nature DoT
Use defensives proactively.
-
Kill-o-Block Barrier: Casts at 100 energy — reduces boss damage taken by 80% and pulses AoE every 2.5s
Prevent it by killing all 4 Mechadrones before energy reaches 100.
Burn Phase
-
Jumpstart: Once all adds die, boss takes 200% increased damage for 12s, but the group takes heavy AoE every 1.5s
Burn boss, use healing/damage cooldowns, and reposition carefully — electricity puddles will shrink your space.
Boss 2: Demolition Duo (Bront & Keeza)
Bront and Keeza do not share health. Keep damage balanced to avoid the Divided Duo stacking buff.
Bront Mechanics
-
Wallop: Tank-targeted slam + 5yd AoE
Tanks should use defensives and stay clear of melee players.
-
Barreling Charge:
-
Charges 2 random players, then the tank.
-
Stuns anyone hit.
-
Destroys bombs if it passes through them.
Players must bait charge through bombs, then move out of its path.
-
Keeza Mechanics
-
Kinetic Explosive Gel: Magic DoT applied to a random player
-
Explodes in 5yd radius on dispel
-
Also clears bombs on contact
Spread out before dispel to avoid splash damage.
-
-
Quick Shot: Random-target damage
Be cautious if this hits someone with the Gel debuff.
-
B.B.B.F.G.: Spawns wide damaging lines to avoid.
Bomb Mechanic
-
Big Bada BOOM!: Spawns 6 bombs that explode after 30s, applying a stacking DoT to the group.
-
Clear them using Barreling Charge or Gel explosions.
-
Avoid puddles left behind when bombs are destroyed — they deal damage on contact.
-
Strategy: Assign players to manage bomb clearing. Balance boss HP, use defensives for overlapping damage.
Boss 3: Swampface
Central mechanic: Razorchoke Vines
-
4 players (non-tank preferred) are tethered in pairs for 24s.
-
If partners move more than 14 yards apart, the vines snap them back together.
Coordinate movement with your partner — especially while dodging other mechanics.
Other Abilities
-
Mudslide: Large line AoE at a random player
Everyone should stay loosely spread and dodge.
-
Awaken the Swamp:
-
Spawns 5 circles that explode one after another, sending out waves and doing group-wide damage.
Dodge the outward waves and prepare for healing throughput.
-
-
Sludge Claws (Tank Mechanic):
-
Deals physical + nature damage and applies a healing absorb.
Healers should prioritize dispels and tanks should use defensives during overlaps.
-
Boss 4: Geezle Gigazap
Energy-based fight with alternating Turbo Charge phases and heavy movement.
Turbo Charge (Every time boss hits 0 energy)
-
Boss jumps to the control panel and channels for 10s:
-
Constant AoE ticking damage
-
Shoots damaging lines at random players every 2s
Healers should use cooldowns here; players dodge the lines.
-
-
After Turbo Charge: Dam Rubble falls, creating Dam Water puddles. These are vital for handling the next mechanic.
Leaping Sparks
-
5 Sparks spawn and fixate each party member, stunning on contact.
-
Can only be destroyed by luring them through Dam Water.
-
If a Spark touches water:
-
It dies
-
The puddle becomes Shock Water (dangerous and unusable for future sparks)
-
Each player must find their own water puddle to kite their Spark through. Limited puddles = high coordination check.
Other Abilities
-
Gigazap: 4yd AoE on 2 random players + DoT
Spread out to avoid cleaving others or hitting water puddles.
-
Thunder Punch (Tank Mechanic):
-
Physical hit + 4s nature DoT + knockback
Keep your back to the room’s edge or console to avoid being thrown off or into Shock Water.
-
Strategy: Position puddles well, clear Sparks individually, and spread out to avoid overlapping AoEs.
Thank you for your interest in our guide, if you don't want to waste your time on routine, then we recommend you to use our boosting services. For you a bonus of 20% discount by promo code GAID20.