wowfu

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.

Onyxia's Lair· 40 players · level 60 · 3 tanks, 10 healers, 27 damageopens 2026-12-09

Tank · 3

  • Protection Warrior×2340 TPS100% of best
    Human / Tauren
    AoE damageTauntInterruptPurge enemy buffs
  • Protection Paladin318 TPS100% of best
    Human / Undead
    Cure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic

Healer · 10

  • Holy Priest×7373 HPS100% of best
    Gnome / Undead
    Cure DiseaseDispel MagicPurge enemy buffsFear immunity / wardCrowd controlAoE damageShadow resistance
  • Restoration Shaman344 HPS92% of best
    Dwarf / Windshaper Skyborne
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance
  • Restoration Druid302 HPS81% of best
    Night Elf / Windshaper Skyborne
    Fire resistanceNature resistanceFrost resistanceShadow resistanceArcane resistanceTauntCure PoisonAoE damageCrowd controlBattle resurrectionRemove Curse
  • Holy Paladin270 HPS73% of best
    Dwarf / Undead
    Cure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic

Damage · 27

  • Demonology Warlock×7374 DPS100% of best
    Gnome / Orc
    Battle resurrectionCrowd controlAoE damage
  • Enhancement Shaman×7266 DPS71% of best
    Dwarf / Orc
    InterruptAoE damagePurge enemy buffsCure PoisonFear immunity / wardCure DiseaseFrost resistanceFire resistanceNature resistance
  • Fury Warrior×6207 DPS55% of best
    Human / Orc
    AoE damageTauntInterrupt
  • Survival Hunter×3240 DPS64% of best
    Human / Windshaper Skyborne
    AoE damageCrowd controlNature resistanceRemove Frenzy/Enrage
  • Destruction Warlock358 DPS96% of best
    Human / Orc
    Battle resurrectionCrowd controlAoE damage
  • Arcane Mage326 DPS87% of best
    High Order Skyborne / Orc
    Crowd controlAoE damageRemove CurseInterrupt
  • Shadow Priest271 DPS72% of best
    Gnome / Undead
    Cure DiseaseDispel MagicPurge enemy buffsFear immunity / wardCrowd controlShadow resistance
  • Retribution Paladin252 DPS67% of best
    Human / Undead
    Cure DiseaseCure PoisonShadow resistanceFrost resistanceFire resistanceAoE damageDispel Magic

What the group brings each other

Buffs, totems, aurasBattle Shout· Protection Warrior, Fury Warrior · 100% of raidPower Word: Fortitude· Holy Priest, Shadow PriestMark of the Wild· Restoration DruidStrength of Earth Totem· Restoration Shaman, Enhancement Shaman · 100% of raidMana Spring Totem· Restoration Shaman, Enhancement Shaman · 100% of raidArcane Intellect· Arcane MageBlessing of Wisdom· Protection PaladinGreater Blessing of Kings· Holy PaladinBlessing of Might· Retribution PaladinDevotion Aura· Protection Paladin, Holy Paladin, Retribution Paladin · 38% of raidWindfury Totem· Restoration Shaman, Enhancement Shaman · 25% of raid
On the bossSunder Armor· Protection Warrior, Fury WarriorFaerie Fire· Restoration DruidHunter's Mark· Survival HunterCurse of the Elements· Demonology WarlockCurse of Recklessness· Destruction Warlock

Each effect is valued by simulating every member with and without it (magnitudes from Forever spell data or tooltips). Totems, auras and Battle Shout reach the provider's party; a paladin gives one blessing, a warlock keeps one curse and a shaman one air totem.

Boss by boss

✓ Fear immunity / wardBellowing Roar fears · Holy priest, Restoration shaman, Enhancement shaman, Shadow priest
✓ Fire resistanceFlame Breath deals fire damage to the group · Protection paladin, Restoration druid, Holy paladin, Restoration shaman, Enhancement shaman, Retribution paladin
✓ InterruptFlame Breath is a 2.0 s cast · Protection warrior, Restoration shaman, Arcane mage, Enhancement shaman, Fury warrior
Damage: fire up to 3,937 (group)
Frontal cone: Frontal cone — only the tank in front; everyone else at the sides or behind.
Knockback: Knockback — tank with a wall behind, keep away from ledges and packs.
Stun: Stuns — expect damage spikes the victim can’t react to.

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.

Group buffs and boss debuffs. Magnitudes come from Forever spell data (auras, armor reductions, damage-taken) or, for totems and talent auras, the Forever tooltip. Rules the data doesn't state: Sunder Armor at 5 stacks and Expose Armor at 5 combo points (they don't stack with each other); Leader of the Pack and Moonkin Aura are exclusive (their tooltips say so); a party gets one air totem — Windfury for warriors, rogues and paladins, Grace of Air for hunters, shamans (own Windfury Weapon, per tooltip) and druids (forms don't use weapon imbues, 1.x rule); a raid has enough warlocks for both Curse of Recklessness and Curse of the Elements. Forever made Improved Scorch, Improved Shadow Bolt, Winter's Chill and Shadow Weaving personal, so they aren't group effects. No consumables or world buffs.

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.