Elite Shadowlands Adventure Missions Are Harder for Some Covenants
As players continue to upgrade their Covenant Sanctums, one highly prioritized aspect are the Covenant Adventures - a new style of Garrision missions first introduced in
Warlords of Draenor
which allow players to send their followers on autonomous missions. These missions lead to a wide variety of rewards, but the one most players are prioritizing right now is finishing elite
missions in order to earn extra
for crafting legendary items. Unfortunately, players of some covenants have found themselves having a more difficult time than others, even when using followers several levels above the mission requirement.
, Adventure troops and followers gain levels instead of rarity, with different missions having different level requirements. Each covenant also gains access to different troops and heroes with their own unique abilities, and that seems to be the crucial element to success, as some Covenant lineups appear to be much better suited to completing early elite missions than others. These silver and gold dragon marked missions offer better rewards than the normal smattering of anima or gold, but require facing much more difficult groups of enemies or individual bosses with health pools in the thousands and attacks which often damage multiple targets at once.
We don't have much in the way of specifics just yet, as follower levels and organization play a major role in mission success, but the perceived order of balance between covenants is Necrolord > Night Fae > Kyrian = Venthyr, in order to easiest to hardest, with several
comments on Reddit
complaining about the difficulty of Kyrian missions in particular.
Complaints on Reddit
have even included screenshots of their problems, failing Level 12 missions with teams of level 19 heroes. Others note that because troops use the average level of heroes, recruiting new level 1 heroes will actually de-level their troops and result in making missions
, until having spent several hours or days leveling them up to match the rest of the team.
Another poster recorded a video completing a rare
mission, although their level 15-22 Necrolord army had a far easier time against the level 18 elite mission.
Although it does seem to be harder for some covenants than others, that doesn't mean these missions are impossible. The four covenant's heroes and troops may not be entirely equal, but they all level up as they complete missions, and out leveling the mission will tip odds in your follower's favor. Therefore, if you do find yourself struggling with these elite missions, it's worth grinding out levels by completing the normal 4 hour anima missions and sending all of your heroes on the +1,000 bonus experience missions whenever they're up. While this may end up requiring an average level far above the mission requirement, it at least will help make it so that you can
complete the missions rather than being stuck entirely.
You can take a look at the different followers available to each Covenant in the table below, or check out our
Covenant Adventure Missions Guide
for a greater overview on the system as a whole.
Covenant Adventure Missions
Pelagos meditates, increasing his damage by 30% and inflicting a Sorrowful Memory on all enemies, dealing $s2 Holy damage.
Pelagos faces his fears and hurls light in the face of his foes, dealing $s1 Holy damage to all enemies at range.
Kleia charges into battle, dealing $s1 Physical damage to all adjacent enemies.
Kleia's determination (and mace) make enemies pay dearly, dealing $s1 Physical damage to any who attack her.
Mikanikos enhances the durability of the closest ally, reducing the damage they take by 50% for two rounds.
: Mikanikos dazzles all enemies for two rounds, reducing their damage by 100%. Does not cast at the start of battle.
Apolon's light ignites the farthest enemy, dealing $s1 Fire damage and $s2 Fire damage for the next 2 rounds.
Bron reconfigures, wreathing himself in bands of light that deal $s1 Holy damage to all who attack him for the next 3 rounds.
Clora cleaves all enemies in melee, dealing $s1 Holy damage.
Kosmas erupts in light, dealing $s1 Holy damage to all enemies and healing allies for $s2.
Sika dishes out potions to the party, increasing their Damage by $s1 Holy for 3 rounds.
The Phalanx takes $s1% reduced damage and protects all ranged allies in the same way.
The Halberdier slices their weapon at the farthest enemy, dealing $s1 Physical damage.
Nadjia strikes the closest enemy twice, dealing a $s1 and then $s2 Physical damage
Nadjia becomes untargetable and heals herself for $s2.
Theotar pulses with shadow, dealing $s1 Shadow damage to all enemies at range.
Theotar rips the blood from all enemies at range, increasing the damage they take by $s1%.
Draven's wingspan shields himself and all allies, reducing all damage taken by $s1%.
Draven sweeps his wings, dealing $s1 Physical damage to all enemies.
Bogdan reminds the nearest enemy of their manners, dealing $s1 Shadow damage for the next three turns.
Lost Sybille smashes the heads all adjacent enemies together, dealing $s1 Physical damage.
Rahel cheerfully slices the closest enemy and hurls a dagger at the farthest enemy, dealing $s1 Shadow damage to both.
Simone wields her mirror with precision, dealing $s1 Arcane damage to the farthest enemy.
Stonehead smiles and politely smashes all enemies in melee for $s1 Physical damage.
Vulca invokes the power of loss, dealing $s1 Arcane damage to all enemies at range.
Stabs the closest enemy twice, dealing $s1 Physical damage with the first knife and and $s2 with the second.
Deals $s1 Arcane damage to the farthest enemy and heals themself for $s2.
Marileth heals a nearby ally for $s1 and increases their maximum health by 10%.
Marileth douses the nearest enemy, dealing $s1 Shadow damage and inflicting an additional $s2 Shadow damage when the target is struck for three rounds.
Emeni's marvelous mastication inspires all adjacent allies, increasing their damage by $s1 Shadow.
Emeni's fumes deal $s1 Nature damage to all enemies in melee range.
Heirmir's brooch heals her for $s1.
Enemies attacking Heirmir take $s1 Physical damage.
Every round, Gunn heals for $s1.
Khaliiq hurls energized daggers at all enemies at range, dealing $s1 Shadow damage and reducing their damage by 10% for 2 rounds.
Deals $s1 Nature damage each round to all enemies and heals all allies for $s2.
Rathan blasts the furthest enemy, dealing $s1 Shadow damage.
Rencissa lashes out, dealing $s1 Shadow damage to adjacent enemies.
Mevix judges his opponent wanting, dealing $s1 Shadowfrost damage to all enemies in a cone in front of him.
Scream at enemies at range, inflicting $s1 Nature damage each round for 4 rounds.
Whirls in place, dealing $s1 Shadow damage to all enemies in melee.
Niya invigorates adjacent allies, increasing all damage they deal by 20%.
Niya's Burr Trap deals $s1 Nature damage to the furthest enemy each turn for 2 turns.
Heal an adjacent ally for $s1, but reduce their damage by 10% for the next round.
: Dreamweaver doubles the damage of all allies for 2 rounds.
Korayn steels his resolve and slices his opposition, dealing $s1 Physical damage to all adjacent enemies.
Korayn and allies take 10% less damage.
Groonoomcrooek's branches lash in the wind, dealing $s1 Nature damage to all enemies in a line.
Kota unleashes a flurry of arrows, dealing $s1 Physical damage in a cone emanating from his closest enemy.
Sha'lor blasts the furthest enemy with shaped Anima, dealing $s1 Arcane damage.
Qadarin heals himself for $s1 Nature.
Tez'an stabs multiple times with his spear, dealing $s1 Physical damage to all enemies in melee.
Watcher Vesperbloom implants a seed into the nearest enemy, dealing $s1 Nature damage and increasing damage taken by 20% for three rounds.
Heals the closest ally for $s1.
Winding tendrils ensnare all enemies, dealing $s1 Nature damage and reducing their damage by 20% every other round.
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