Legion was widely considered to be one of the best expansions thatWorld of Warcrafthas ever seen, bringing more flavor and diverse content than anything that preceded it.Halls of Valorwas one of the most iconic dungeons of that time, offering beautiful vistas, an engaging story, and memorable boss mechanics.

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The Halls of Valor on the map and the Meeting Stone for the dungeon in World of Warcraft.

Since Legion, there has been little need to revisit the old dungeon, aside from collecting appearances. However, it’s reappeared in the current Mythic+ pool of Dragonflight Season One, which may catch some people off-guard. Whether you’ve never been there or you’re just rusty, here’s everything you need to know about Halls of Valor.

Halls Of Valor Location

The entrance to Halls of Valor is located in theGates of Valornear the southern shore ofStormheim, one of the zones of theBroken Isles. If you played through the Legion storyline, you’ll recognize this as the place where the Stormheim storyline ends.

The quickest way to get there is by using yourpurple Dalaran Hearthstone, if you have one left over from Legion. If not,there’s a portal to Dalaran in Valdrakkenthat functions the same way. Once you’re in the Broken Isles, it’s just a matter of flying over to the zone.

The first thing you see when you zone into the Halls of Valor in World of Warcraft.

Hymdall Trash

As you zone into the instance, you’ll be met with a long, straight bridge that leads right to the first boss:Hymdall, the Guardian. Before you can challenge him, however, you’ll have to fight through a few mob packs.

Power Attack

Deals a large set amount of Physical damage.

Popping minor defensives, such as barriers, and not pulling too many Champions at once will help mitigate the damage taken.

Enraged Regeneration

Once this unit falls beneath 30 percent health, they gain five percent health back every one second for six seconds.

Keep your burst damage until the Champion is just over the threshold, then burn it down as quickly as possible.

Hymdall before his boss fight in Halls of Valor in World of Warcraft.

Valarjar Thundercaller

Thunderstrike

A random party member is targeted with an unavoidable AoE that deals a set amount of damage to any ally around them.

Move away from the rest of the group while focusing on battering down the Thundercaller first.

The Hearth of Revelry in Halls of Valor in World of Warcraft.

Thunderous Bolt

Deals a set amount of Nature damage to the Thundercaller’s current target.

This attack is easily interrupted or stunned, so do this as a priority.

Hyrja right before her boss fight in Halls of Valor in World of Warcraft.

Storm Drake

Lightning Breath

Deals a set amount of Nature damage to anyone within a cone in front of the Drake.

DPS should stand behind the Drake while the tank faces it away.

The Fields of the Eternal Hunt in Halls of Valor in World of Warcraft.

Crackling Storm

Targets an area on the ground and summons wandering vortexes that damage party members on contact.

Move out of the way of both the damage field and the vortexes.

Fenryr licking his wounds halfway through his boss fight in Halls of Valor in World of Warcraft.

Hymdall

Hymdall’s fight requires attention and focus from every party member, and it stands as atest of mobilityfor many groups. Everyone needs to know where theStorm Drakesare once they’re summoned to take up positions properly. Expect to have to keepmoving throughout the fightto dodge his zoning abilities.

All

Bloodletting Sweep

Hymdall deals a set amount of damage to his current target and inflicts bleed that deals damage every two seconds for eight seconds.

The tank should counter the DoT with defensives, and the healer should apply whatever shields or HoTs they have to do the same.

Odyn flanked by Kings Ranulf, Haldor, Bjorn, and Tor in Halls of Valor in World of Warcraft.

Dancing Blade

Hymdall plants a sword on the ground near a random party member. The sword will deal damage to anyone it touches every two seconds.

If you’re targeted by Dancing Blade, quickly move away from the area and avoid it for the rest of the fight.

Fighting God-King Skovald in Halls of Valor in World of Warcraft.

Horn of Valor

Hymdall deals a set amount of damage to every party member and summons Storm Drakes for Static Field and Ball Lightning.

The healer should be ready for party-wide damage once Hymdall begins the cast.Get ready to avoid the Storm Drakes' abilities below.

Odyn granting players the Aegis of Aggramar in Halls of Valor in World of Warcraft.

Static Field

Storm Drakes glide across a third of the arena, coating it in a lingering damage field. Once the field dissipates, it will repeat the action for the other two thirds of the arena.

Watch the sides of the arena to see where the Storm Drake will spawn. If it’s to the left or to the right of you, move to another part of the arena, then move back when the damage field is gone.

Heroic / Mythic / Mythic+

Ball Lightning

Tornados are born from Static Field and travel across the length of the arena, dealing a set amount of damage.

Keep an eye out for wandering tornados and avoid them accordingly.

Hyrja Trash

Once Hymdall has been bested and you’ve passed his trial, you’ll have to fight through quite a few more mobs. Your aim is to travel up one of the staircases and enter theHearth of Revelry. From here,take a leftto find the next boss,Hyrja.

Sentinel’s Watch

Gives the Sentinel’s allies immunity to interrupts and stuns.

Move the Sentinel away from any other mob so that they don’t benefit from the aura.

Crackle

Creates a linear lingering storm effect on the ground that damages the party.

Avoid the storm effect on the ground by moving away from it.

Charged Pulse

Attacks in a wide AoE with a long cast time.

Move away from the radius of the AoE, as Sentinels cannot be stunned.

Use Dispel or Purge to get rid of the shield.

Valarjar Shieldmaiden

Breach Armor

Reduces the armor of the Shieldmaiden’s current target by ten percent. This debuff can stack.

Pop defensives and focus down the Shieldmaiden so that the stack doesn’t get too high.

Mortal Hew

Attacks in a wide arc in front of the Shieldmaiden that deals a set amount of damage to everyone hit and applies a reduced healing debuff.

DPS should position behind the Shieldmaiden while the tank faces them away from the party.

Valarjar Runecarver

Shattered Rune

Deals a set amount of Shadow damage to a random party member.

This can be interrupted with a stun, though it would be better to focus on downing the Runecarver as quickly as possible.

Etch

Applies a DoT that does a set amount of Shadow damage every one and a half seconds for six seconds.

This ability is easily interrupted or stunned.

Valarjar Mystic

Holy Radiance

Heals the Mystic’s allies for a third of their maximum health.

If possible, isolate the Mystic from its allies in order to prevent the mass healing AoE.

Rune of Healing

Targets the ground with a lingering healing field that restores five percent maximum health every two seconds for ten seconds.

Rune of Healing can be used by party members as well to restore their own health, so long as you don’t allow mobs to stand on it.

Valarjar Purifier

Cleansing Flame

Spews balls of light along the ground that hunt each member of the party.

This ability is easily interrupted or stunned. If no interrupts are off cooldown, allow the balls to chase you around until the channel is over.

Valarjar Aspirant

Blast of Light

Attacks in front of the Aspirant with a large set amount of Holy damage.

Position either to the side or the back of the Aspirant.

Valkyra’s Advance

Jumps up and crashes down on the ground, dealing a set amount of Holy damage to any party member within its radius.

Move away from the target on the ground to avoid the damage.

Solsten

Eye of the Storm

Solsten creates a damaging storm that fills the entirety of the arena, dealing a set amount of damage every one and a half seconds for nine seconds. If party members stand within the bubble formed at the center of the storm, it shields them for 75 percent of the damage.

Every party member should be inside of the bubble during Eye of the Storm while popping minor defensives to mitigate damage.

Arcing Bolt

Solsten bounces a bolt of lightning among five to six targets, dealing a set amount of damage to each target.

Party members should separate from one another to minimize the bouncing as much as possible.

Olmyr the Enlightened

Sanctify

Olmyr the Enlightened creates glowing orbs that travel around the arena and deal a set amount of damage to anyone that touches them.

Use mobility spells to easily move around the orbs.

Searing Light

Deals a set amount of Holy damage to Olmyr the Enlightened’s current target.

Use interrupts or stuns to negate the damage altogether.

Every mob pack within the Hearth of Revelry can be distracted by an item calledMug of Mead. This is found on the tables within the hall, and if thrown at a group of mobs, they willturn hostile on one anotherand allow you to sneak by them. However, keep in mind thatyou can still draw threatwhile they’re in this state, and the effect doesn’t last forever.

Hyrja

Hyrja has apuzzle elementto her boss fight. Once Solsten and Olymr the Enlightened have been eliminated, their ghosts will linger to empower Hyrja. However, by moving her around the arena, you cancut off one of the ghosts' aidto make the fight much easier to deal with.

Shield of Light

Hyrja does a set amount of Holy damage in a line and knocks back players that are hit.

Avoid being in Hyrja’s line of fire when she’s casting the ability.

Mystic Empowerment: Thunder

If Hyrja is near Solsten, she is able to cast Eye of the Storm and Arcing Bolt. Solsten continues to empower Hyrja every four seconds, increasing the damage of the two abilities by ten percent.

Drag Hyrja toward Solsten’s side of the arena to cut off Olmyr the Enlightened’s empowerment.

Hyrja creates a damaging storm that fills the entirety of the arena, dealing a set amount of damage every one and a half seconds for nine seconds. If party members stand within the bubble formed at the center of the storm, it shields them for 75 percent of the damage.

Hyrja bounces a bolt of lightning among five to six targets, dealing a set amount of damage to each target.

Generally, the party spread out to avoid this bouncing. Healers should brace for incoming damage while the tank and DPS use whatever absorb shields they have.

Mystic Empowerment: Holy

If Hyrja is near Olmyr the Enlightened, she is able to cast Sanctify and Expel Light. Olmyr the Enlightened continues to empower Hyrja every four seconds, increasing the damage of the two abilities by ten percent.

Hyrja creates glowing orbs that travel around the arena and deal a set amount of damage to anyone that touches them.

Expel Light

Hyrja makes a random party member explode with Holy after three seconds, damaging anyone standing within eight yards of them.

If you’re targeted by Expel Light, quickly move away from the rest of the team.

Upon starting the Hyrja fight, it should be imperative to drag the bossaway from the center of the arenaas quickly as possible. If Hyrja is allowed to remain in the middle of Solsten and Olmyr the Enlightened, she gainsboth empowermentsand is able to cast both sets of abilities.

Instead, it’s easier to drag Hyrjacloser to Solstenand out of range of Olmyr the Enlightened. Eye of the Storm and Arcing Bolt are objectively easier to deal with, and members only have to worry aboutmoving into the bubbleduring the storm.

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Fenryr Trash

Once Hyrja is dealt with, every party member will gain the buffOdyn’s Favor, whichincreases movement speed by75 percentfor the rest of the dungeon.

Double back through the Hearth of Revelry until you reach where you first came in. Now, instead of hanging to the left, cleave through the mob packson the rightto proceed toward the portal of theFields of the Eternal Hunt.

Valarjar Marksman

Snap Shot

Deals a set amount of Physical damage to a random target.

Use minor defensives to absorb the small hits.

Leap To Safety

Jumps away from the party and takes 25 percent reduced damage for six seconds.

Close the distance between the party and the Marksman to continue bursting it down.

Penetrating Shot

Shoots a linear projectile in front of the Marksman that pierces through every party member in the way, ignoring armor.

Valarjar Trapper

Bear Trap

Throws a bear trap on the ground. If a member steps in the bear trap, they’re stunned for three seconds and it applies a bleed for a set amount of Physical damage over twelve seconds.

Angerhoof Bull

Rumbling Stomp

Attacks in an AoE to deal a set amount of Physical damage to any nearby party member and knocks them back.

Move away from the Bull’s AoE or stun it to stop it completely.

Enrage

Gains ten percent increased Physical damage and 30 percent increased attack speed for 30 seconds.

Dispel Enrage or burst down the Bull as quickly as possible.

Steeljaw Grizzly

Charge

Rushes toward the first enemy the Grizzly sees, reducing movement speed by 70 percent for one second.

Don’t try to group up too many mobs at once while a Grizzly is around, and make sure to heal the Tank.

Crunch Armor

Increases the amount of damage taken by the current target by ten percent for ten seconds.

Shields and minor defensives or HoTs can counteract this debuff fairly well.

Rending Claws

Deals a set amount of Physical damage.

If affected by the debuff from Crunch Armor, damage mitigation helps guard against this attack.

Ebonclaw Worg

Leap For The Throat

Jumps to a party member, dealing a set amount of Physical damage to any nearby members.

The party should space out when dealing with Worgs to reduce the amount of incoming damage.

Fenryr

Although Fenryr doesn’t have many mechanics, he is still considered dangerous nonetheless. You’ll be expected to coordinate with your group to eithermove together or separate awayfrom one another, so it is imperative to know Fenryr’s moveset, especially in higher keys.

Claw Frenzy

Fenryr deals a set amount of damage that’s split among all members within 12 yards. Claw Frenzy never misses and will always ignore armor.

Group up on the tank to eat the minimal damage evenly. Heal up victims afterwards.

Unnerving Howl

Fenryr interrupts all casting for three seconds. In heroic difficulty and above, he also summons three other wolves to attack the party.

As soon as Fenryr summons the wolves, switch your focus to bursting them down.

Strength of the Pack

Fenryr’s damage is increased by twenty percent for every wolf nearby.

Nullify the boss’s buff by killing the wolves as quickly as possible.

Ravenous Leap

Fenryr jumps to three random party members, inflicting a set amount of damage to them and anyone next to them, as well as inflicting a bleed that deals damage every three seconds.

Space yourself out from the rest of the party to avoid spilling the damage. DPS and Healers can mitigate the Bleed effect stacks by popping defensives or healing up.

Scent of Blood

Fenryr chases after a random party member for six seconds while the member is granted extra movement speed. If Fenryr catches them, he will kill them instantly or bring them to critical levels, depending on their health.

Run away and kite the boss around the arena. With the movement speed buff, as long as you keep your distance, you’ll outpace him.

Along with the regular gear rewards, on Mythic and above difficulty,Fenryr will spawn againas a neutral mob in the cave behind where you kill the boss version. This gives beast mastery hunters a chance totame this versionof Fenryr and keep him as a pet.

God-King Skovald Trash

After Hymdall, Hyrja, and Fenryr have all been downed, every party member gains the buffOdyn’s Blessing. This replaces Odyn’s Favor,increasing movement speed by another 75 percentfor a total of150 percent, and it grants access to the final room of the dungeon.

Proceed back through the Hearth of Revelry one last time, find the large door in the middle of the hall and race upThe Ephemeral Wayto reach Odyn’s room, the Hall of Glory.

Unruly Yell

Silences long cast times within his radius for three seconds.

Avoid standing near King Ranulf or attempt to interrupt him through stuns.

King Haldor

Sever

Deals a set amount of Physical damage and makes the current target take twenty percent more Physical damage. This effect can stack.

Pop defensives and damage mitigation in order to avoid the exponential stacks from the debuff.

King Bjorn

Wicked Dagger

Deals a set amount of Physical damage and reduces healing received on a random party member.

Use minor defensives to tank the damage. Healers should pay close attention and keep HoTs on affected members if possible.

King Tor

Call Ancestor

Summons an Honored Ancestor, which moves toward King Tor. If it reaches him, he’s healed for half his maximum health.

Kill or slow down the Honored Ancestor to prevent him from reaching King Tor.

Keep in mind that while you can challenge the Kings in any order, when one is defeated, theothers will gain their signature ability. It’s wise to clear them from left to right, first taking out Ranulf, then Haldor, and ending with Bjorn and Tor.

God-King Skovald

When all four Kings are defeated, Odyn will grant the party theAegis of Aggramar, which blocks any incoming damage from the front. Whoever is wielding the Aegis will be the most important person in this boss fight, and so it should be claimed by the tank. When that happens,God-King Skovaldwill appear from behind the party. Be sure to group up with your tank behind the Aegis toavoid Ragnarok’s party wipe mechanic.

Ragnarok

Upon reaching 100 energy, Skovald deals a set amount of Fire damage to the party every one and a half seconds for nine seconds. Ragnarok increases the damage of the next Ragnarok by 25 percent with stacking effects.

This effect can be nullified by using the Aegis of Aggramar’s special ability and hiding within the protective dome.

Felblaze Rush

Skovald charges toward his current target and deals a set amount of Fire damage to them and places a burn on anyone within six yards that deals damage every one second for twelve seconds.

Space yourself out from the rest of the party to avoid spilling the burn on to teammates.

Aegis of Aggramar

Anyone who has the Aegis of Aggramar, whether that be Skovald or a party member, can use a special ability to block any damage from the front for nine seconds.

While you are in possession of the Aegis, click the glowing button on your screen to activate its ability. When Skovald uses it, circle around to his back to deal damage.

Flame of Woe

Skovald summons a Flame of Woe while he’s protected by the Aegis. The Flame chases a random party member every one and a half seconds while spreading Infernal Flames.

Keep your distance from the Flame of Woe and kite to the edge of the arena so that Infernal Flames doesn’t get in the way of the fight.

Consuming Flame

The Flame of Woe will lose five percent of its health every three seconds until it is dead.

Don’t bother about trying to burst down the Flame of Woe, as it burns itself out anyway. Just verify to avoid both it and the field it leaves behind.

Infernal Flames

A lingering damage field is left behind by the Flame of Woe while it moves, dealing a set amount of Fire damage every half a second.

Move away from the spreading damage field and don’t go anywhere near it.

Savage Blade

Skovald deals a set amount of damage to his current target.

Use minor defensives like shields to eat the damage.

Do not use the Aegis of Aggramar when Skovald is not channeling Ragnarok. If you do so, then the Aegis will overload, and you won’t be able to use it for Ragnarok, likely resulting in a party wipe.

Odyn

After God-King Skovald has been felled and the Aegis of Aggramar has been claimed,Odynhimself descends to the battlefield to fight you. His fight, just as with Hymdall and Fenryr, will consist of makinggood use of your mobility spellsto avoid dying fromRunic Brand or Radiant Tempest. Keep an eye out for wanderingGlowing Fragmentsas well - they can chain-stun you if you aren’t careful.

Runic Brand

Odyn applies a brand to every party member. This will slowly chip away at their health every one second until they are dead or they find the corresponding rune on the floor around Odyn, which removes Runic Brand and gives Branded.

Quickly find the corresponding rune on the floor of the arena. This is easily done by matching the color of the glowing circle with the color of the rune above your head.

Branded

Upon matching the brand with the proper rune, party members are healed to full health and transform into glowing Val’kyr, increasing damage and healing by 50 percent and increasing movement speed by 25 percent.

You’ll want to transform as soon as possible, as the buff makes the fight significantly easier.

Spear of Light

Odyn summons glowing spears at a random party member’s location, dealing a set amount of damage to anyone around it and lingering to inflict damage every two seconds. In higher difficulties, Glowing Fragments erupt from each spear and travel around the arena.

Avoid the spear when it pops up and be mindful of moving around the traveling orbs that it spawns. Try to tank the boss away from casts.

Glowing Fragment

If a party member touches a Glowing Fragment, it explodes and stuns the member for three seconds while doing a set amount of damage.

Keep an eye out for the wandering orbs and take care not to come into contact with one. Heal players hit by an orb.

Shatter Spears

Every lingering spear transforms into five Glowing Fragments.

As the arena becomes filled with Fragments, pull the boss to a spot where it isn’t so cluttered. Move away from the Spears of Light.

Radiant Tempest

Odyn begins to channel a massive AoE around himself, dealing enough damage to instantly kill party members still trapped within as the channel completes.

As soon as Odyn begins his channel, immediately use mobility spells to get to the edge of the arena as quickly as you can.

Summon Stormforged Obliterator

Odyn calls a Stormforged Obliterator into the fight to help him fight back against the party.

Once Odyn summons the Obliterator, focus on bursting him down like with Fenryr’s wolves.

Surge

The summoned Stormforged Obliterator casts an uninterruptable attack to deal a set amount of damage to all players. Every Surge reduces the cast time of the next Surge by 100 percent with stacking effects.

If left unchecked, Surge can quickly spiral out of control and threaten the party with a wipe. Be sure to burst down the Obliterator as soon as he’s summoned, and try to stun or interrupt it if you can.

Key to the Halls

Amice of the Enlightened

Runebands of the Worthy

Hunger of the Pack

Greaves of the God-King

Pendant of the Stormforger

Pauldrons of the All-Father

Gift of Radiance

Mastery

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