Eco-Dome Al’dani Overview
Eco-Dome Al’dani is a three-boss dungeon introduced in The War Within Season 3. In the depths of K’aresh, ethereals built a sealed biodome to preserve fragile life—but the system is failing, and what was designed as protection has become a hostile containment breach. Expect unstable growth, roaming predators, and frequent arcane/void surges that punish sloppy positioning.
Mechanically, this dungeon is built around sustained pressure: add waves that snowball if you let them live, floor space you can accidentally ruin with poor puddle placement, and targeted lines that demand quick coordination. Learn the patterns once, and Eco-Dome becomes very consistent for key pushing.
Quick snapshot:
- Bosses: Azhiccar → Taah’bat and A’wazj → Soul-Scribe
- Big key killers: unchecked add scaling on Azhiccar, misaligned line mechanics on Taah’bat, missed echo pickups on Soul-Scribe
How to Get into Eco-Dome Al’dani
The entrance to Eco-Dome Al’dani is in Tazavesh (K’aresh). Once you reach Tazavesh, move toward the upper market / outer ring area and look for the dungeon portal.
- /way tazavesh 43.8 4.5 (entrance area)
- Alternate pin callouts you may see: ~43.4 7.6 (same general spot, depending on map source)

Eco-Dome Al’dani Map
Eco-Dome Al’dani has a simple, readable layout. The run is essentially linear with an obvious boss order: Azhiccar → Taah’bat and A’wazj → Soul-Scribe.
📌 Two Waystones act as checkpoints: one unlocks after Azhiccar, and the second after Taah’bat. After a wipe, you respawn at the newest Waystone you’ve activated.
Eco-Dome Al’dani Route
Route success here is less about solving the map and more about controlling tempo: avoiding accidental double pulls, keeping deaths to zero, and knowing where to spend cooldowns. A clean route should reach 100% enemy forces naturally without backtracking.
- Respect patrol timing: if two packs are about to overlap, waiting 5–10 seconds is often faster than recovering from a wipe.
- Plan stops for stuns: Azhiccar add waves and post-boss trash are where AoE control saves keys.
- Assign responsibility: on Taah’bat Phase 2, call who aims each line (don’t rely on “someone will do it”).
Eco-Dome Al’dani Bosses
Eco-Dome Al’dani features three bosses. Each fight escalates quickly if the group ignores priority mechanics, so treat this section like a checklist: execute the key steps and the encounters become extremely repeatable.
Azhiccar
Azhiccar is a two-phase cycle: a standard boss phase followed by an add-denial phase. The entire fight revolves around shutting down Frenzied Mites before they scale out of control. Tanks should stay in melee range during the boss phase to avoid triggering Thrash.
Boss Phase
- Twice each phase, Azhiccar casts Invading Shriek, dealing party damage and summoning 6 Frenzied Mites.
- Mites gain a stacking damage bonus whenever they use Engorge. If you let stacks climb, the pull spirals fast—AoE them early.
- Toxic Regurgitation targets two players, applying a DoT and creating Digestive Spittle puddles. Drop puddles near edges to keep the center playable.
Add Phase (Devour)
At 100 energy, Azhiccar channels Devour for ~18 seconds:
- Players are pulled toward the boss while taking ticking damage; getting dragged too close is lethal.
- New Frenzied Mites attempt to reach Azhiccar. Any mite that arrives enables Feast (boss heal + stacking damage buff).
📌 Treat Devour like a hard “add check”: slows, knockbacks, roots, and stuns should be planned. Any living mite at the end can still be eaten via Feast.
After Devour ends, all Digestive Spittle puddles vanish, and the cycle begins again. During Devour, Azhiccar won’t melee or use Thrash, which gives tanks room to help with add control.

Taah’bat and A’wazj
This encounter alternates between fighting A’wazj and a phase where you must “unlock” Taah’bat by aiming mechanics correctly. The bosses share health through Beastmaster’s Bond, so clean cleave and disciplined positioning are huge value.
Phase 1
- Binding Javelins target 2 players and create 8-yard circles; anyone inside becomes tethered to the spears. Place the circles like a tight Venn diagram, then pull the boss between them to cleave both spears quickly.
- A’wazj uses Warp Strike on a delayed target, leaving a stacking DoT in the line. Getting struck while tethered is especially dangerous—use a personal if needed.
- Tanks eat Rift Claws (heavy arcane hit + bleed). Plan defensives as key level increases.
At 100 energy, A’wazj begins Arcane Blitz, starting Phase 2.
Phase 2
A’wazj becomes unattackable and repeatedly casts Warp Strike. Meanwhile, Taah’bat pressures the group with Arcane Overload and gains immunity via Incorporeal. You must redirect Warp Strike lines through Taah’bat—six hits are required to break the shield.
📌 If you’re targeted by Warp Strike, aim it through Taah’bat and avoid clipping allies. Multiple DoT stacks can be lethal—don’t be shy with defensives.
Once Incorporeal breaks, both bosses are stunned for a short burn window. Dump damage here (shared health + cleave value), then the fight resets into Phase 1.

Soul-Scribe
Soul-Scribe is an execution fight built on personal responsibility. Collecting your echoes grants Fatebound (stacking buff). Failing to collect echoes before they are destroyed applies Wounded Fate (bad).
Main echo loop
- Whispers of Fate: damages the group and creates one echo per player. Touch your echo to gain Fatebound; if an ability hits it first, you take Wounded Fate.
- Ceremonial Dagger: line attacks fire at echoes after a delay—identify yours and collect it before daggers go off.
- Dread of the Unknown: 9-yard AoEs on players that explode shortly after. Grab your echo fast, then spread.
📌 At 100 energy, Soul-Scribe casts Eternal Weave, spawning multiple echoes per player and adding rotating arcane cones for ~24 seconds. This is the main wipe point in most groups.
- Greedy (advanced) play: time pickups just before cones would destroy echoes to maximize Fatebound stacks.
- Safe (pug) play: collect echoes immediately and prioritize survival—one death costs more time than a lost stack.
Healing note: Echoes of Fate ticks constant group damage, so cooldown planning matters most during Eternal Weave windows.

Eco-Dome Al’dani Loot
Eco-Dome Al’dani loot scales with difficulty and is a reliable upgrade source throughout Season 3, especially if you’re targeting specific slots while pushing keys. Below is the dungeon loot table by boss (with Wowhead links for quick reference).

Azhiccar Loot
Gear | Slot / Type |
|---|---|
Legs | |
Wrist | |
Trinket | |
Shoulders | |
Ranged | |
Wrist | |
One-Hand |
Taah’bat and A’wazj Loot
Gear | Slot / Type |
|---|---|
Head | |
Feet | |
Trinket | |
Waist | |
Chest | |
Two-Handed | |
Ranged |
Soul-Scribe Loot
Gear | Slot / Type |
|---|---|
Hands | |
Two-Handed | |
Trinket | |
Shoulders | |
One-Handed | |
Shield | |
Chest | |
Ring |
Eco-Dome Al’dani Achievements
Eco-Dome Al’dani doesn’t have fancy one-off gimmick achievements—most are tied to simply completing the dungeon on different difficulties. The standout is the Mythic+ feat that awards a convenient teleport.
Achievement | Description |
|---|---|
Defeat Soul-Scribe in Eco-Dome Al’dani. | |
Defeat Soul-Scribe on Heroic difficulty or higher. | |
Defeat Soul-Scribe on Mythic or Mythic Keystone difficulty. | |
Time Eco-Dome Al’dani on Mythic Level 10 or higher (Feat of Strength). Reward: Teleport to Eco-Dome Al’dani. |
That’s everything you need to run Eco-Dome Al’dani efficiently: entrance location, route priorities, boss mechanics with Wowhead references, plus loot and achievements. If you’re chasing score and weekly upgrades, consistency is the win condition here—clean add control on Azhiccar, precise Warp Strike alignment on Taah’bat, and disciplined echo pickups on Soul-Scribe.