Dungeons

Deadmines: Stairs, Runners, and the Ship

A low-level Alliance dungeon with runners, corners, stair pulls, and a ship that needs a reset before boarding.

Updated Jul 16, 2026 Buff My Pet Editorial

Pull backward from the first room

Deadmines stays dangerous because it has stairs, corners, runners, and a ship where groups rush the next pull. Decide whether this is a careful clear or a quest run before the first pull. Low level means the toolkit is still small when the pull breaks.

The pull points

  • Tunnels and runners: kill runners cleanly, pull off odd corners, and use line of sight to bring casters into a clear pull location.

  • Stairs: a tidy pull becomes a half-pull when the second pack joins from the angle nobody watched. Move to flat ground before fighting if the tank cannot hold the room there.

  • Ship: drink, mark, and reset before boarding. Mr. Smite has stun transitions. VanCleef brings allies. Clear the patrol before Cookie.

Let the room choose the pace

Pull back when the room allows it. Reset before the ship. Mana bars and runner control set the pace for the next pull.

Buildings hide extra packs

Buildings hide runners and packs the same way caves do. Treat Deadmines as a route with narrow pulls.

By class

Class angles from this page

Mage

Use Mage control early on engineers, runners, and ship transitions. Sheep or slow the target that expands the room, then fight on flat ground.

Paladin

Use Blessings, off-healing, and support buttons after the group has pulled backward to flat ground. Keep the ship reset clean and save emergency tools for the pull that breaks.

Priest

Priest keeps Deadmines safe by calling the drink and reset when the group fights on stairs, drifts around corners, or opens ship packs from awkward spots. Heal the pull the group prepared.

Rogue

Sap, interrupts, and stuns stop the target that turns one pull into a larger one. Use control before runners move and before ship packs overlap.

Warrior

Drag the pull backward, pick flat ground, and keep a retreat lane open before threat becomes the main problem. Set the pull location before the pack makes the choice.

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