Raid & dungeon planner
The group that gets the most out of an instance: simulated throughput, the buffs members bring each other, and answers to every boss's mechanics — plus where the group should change between bosses.
Tank · 3
- Human / TaurenAoE damageTauntInterruptPurge enemy buffs
- Human / UndeadCure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic
Healer · 10
- Gnome / UndeadCure DiseaseDispel MagicPurge enemy buffsFear immunity / wardCrowd controlAoE damageShadow resistance
- Dwarf / Windshaper SkyborneInterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance
- Night Elf / Windshaper SkyborneFire resistanceNature resistanceFrost resistanceShadow resistanceArcane resistanceTauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse
Damage · 27
- Gnome / OrcBattle resurrectionCrowd controlAoE damage
- High Order Skyborne / OrcCrowd controlAoE damageRemove CurseInterrupt
- Dwarf / OrcInterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance
- Night Elf / TaurenFire resistanceNature resistanceFrost resistanceShadow resistanceArcane resistanceTauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse
- Human / UndeadCure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic
Group buffs
Valued by simulating every member with and without each buff. Totems, Trueshot Aura, Leader of the Pack and other auras are not modelled as buffs yet.
Boss by boss
How the planner decides
Group role split. The planner fills 5-player groups with 1 tank, 1 healer and 3 damage dealers; 10-player raids 2/3/5; 20-player raids 2/5/13; 40-player raids 3/10/27. Forever publishes no recommended raid make-up; these follow common practice and can be changed by locking members.
How the planner values a group. Each member counts as their simulated output relative to the best spec of the same role at the instance level (healers by HPS, tanks by the tier-list tank index), raised by the group buffs other members bring (each buff's gain is simulated per spec). Every boss mechanic the group can answer (dispel, interrupt, fear counter, resistance aura, crowd control…) adds a fixed bonus — 0.6 of a member for an important one and 0.15 for a useful one, scaled by raid size — so a missing answer outweighs a small throughput gap but not a large one. Mechanics come from Classic-era boss descriptions until Forever publishes encounter data.
Spec stacking limit. The planner takes at most one member of a spec per five players (one per spec in a dungeon, eight in a 40-player raid) and at most that many of a class (but always two in a dungeon). The simulator values every member against a single target in isolation, so without a limit it would stack the top spec; in game, duplicates compete for the same loot and share limited debuff and curse slots. Locked members are exempt.
Boss ability lists are Classic-era (warcraft.wiki.gg boss pages); Forever has not published encounter journals. Where a boss spell exists in the Forever client, its school, dispel type and damage are read from it. New Forever bosses have no ability data yet, so only throughput and buffs decide those groups.