◀ All Raid Runbooks
Spider WingPlague WingAbomination WingMilitary WingFrostwyrm Lair
🕸️Frostwyrm Lair Trashtrash
Mob Types
Guardian of Icecrown90kBlood Tap — drains HP and heals itself
Frost Wyrm300kFrost Breath — frontal cone frost damage + slow, Icebolt — random player encased in ice block
  • Guardian of Icecrown packs — tank and burn, dispel Blood Tap
    Guardian of Icecrown packs — tank and burn, dispel Blood Tap if possible. Blood Tap drains player HP and heals the Guardian, making fights drag out if left unchecked.
  • Frost Wyrms — face away from raid, break Icebolt targets free
    Frost Wyrms must be faced away from the raid because Frost Breath is a frontal cone dealing frost damage and applying a slow. Break players out of Icebolt ice blocks quickly — they take damage while encased.
SapphironSapphironboss
Sapphiron
HP: 3,300,000
None
Tanks: 1-2Healers: 10-12Frost Resistance gear for all raid members (100+ unbuffed minimum). Frost Resist aura/totem mandatory.
⚠️Frost Resistance highly recommended (at least 100+ unbuffed for all raid members). The constant Frost Aura + Frost Breath combo is the #1 wipe cause.
Boss Abilities
Frost Aura~1,200 frost damage every 2 seconds to entire raid — constant throughout fight.
Life Drain5-target chain heal on himself for ~3,500 per target, heals Sapphiron.
BlizzardGround-targeted AoE, ~2,000 frost damage/sec, moves slowly across room.
Icebolt (Air Phase)Marks 2-3 players and encases them in ice blocks after 3 seconds.
Frost Breath (Air Phase)Massive AoE frost damage raid-wide, only survivable by hiding behind ice block players.
  • Ground phase — spread out, avoid Blizzard, healers counter Frost Aura
    Spread out to minimize Blizzard overlap. Healers must continuously counter the constant Frost Aura damage (1,200 every 2 sec to entire raid). Dispel or interrupt Life Drain if possible — it heals Sapphiron significantly.
  • Air phase — hide behind ice-blocked players to survive Frost Breath
    Every 45 seconds, Sapphiron takes flight. He targets 2-3 players with Icebolt — they get frozen into ice blocks. Then he casts Frost Breath — massive AoE that kills anyone NOT behind an ice block. Everyone must immediately run behind an ice-blocked player to line-of-sight Frost Breath. After Frost Breath, Sapphiron lands and the ground phase resumes.
  • Frost Resistance gear is essential
    Frost Resistance gear is essential to survive the constant Frost Aura ticking on the entire raid. All raid members should have at least 100+ Frost Resistance unbuffed. Frost Resist aura from paladins and Frost Resistance totem from shamans are mandatory.
Kel'ThuzadKel'Thuzadboss
Kel'Thuzad
HP: 3,200,000
Phase 1 (first 3-5 min) — waves of Soldiers, Abominations, Soul Weavers, and Banshees. Phase 3 (at 40% HP) — 5 Guardian of Icecrown adds spawn.
Tanks: 4+ (1 for KT, 3+ for Phase 1 adds and Phase 3 Guardians)Healers: 10-12Fight has 3 distinct phases. Phase 1 is add management, Phase 2/3 is the real fight.
⚠️Shadow Fissure is an instant kill — when you see the red circle on the ground, move IMMEDIATELY. You have about 4 seconds.
Boss Abilities
Frost BoltSingle target ~5,000 frost damage, interruptible.
Frost Bolt Volley~3,000 frost damage to entire raid.
Shadow FissureVoid zone on ground — 4 sec warning (red circle), then ~100,000 shadow damage — instant kill.
Mana DetonationRandom mana user explodes dealing ~2,000 damage to nearby players.
Frost BlastEncases a player + nearby players in an ice block for 4 sec, dealing ~26% max HP per second — must be healed through or they die.
Mind ControlUp to 2 players mind controlled at once.
Guardians of Icecrown (Phase 3)At 40% HP, 5 Guardians of Icecrown (90k HP each) join the fight. Must be off-tanked.
Phase 1 Add Types
Soldiers of the Frozen WastesLow HP undead — AoE them down. Come in large waves from the alcoves.
Unstoppable AbominationsHigh HP — must be tanked. Hit hard and take a while to kill.
Soul WeaversRanged casters — kill priority. Dangerous if left alive to free-cast.
BansheesRanged undead adds that join the waves.
  • Phase 1 — stand at the outer ring, do NOT go to the center
    DO NOT go to the center of the room during Phase 1. Stand at the outer ring. Waves of undead come from the alcoves — Soldiers (low HP, AoE them), Abominations (high HP, tank them), Soul Weavers (ranged casters, kill priority), and Banshees. After ~3-5 minutes, the adds stop and Phase 2 begins.
  • Phase 2 — tank Kel'Thuzad in the center, interrupt Frost Bolt, dodge Shadow Fissure
    Kel'Thuzad himself attacks. Tank him in the center. Interrupt Frost Bolt (the single-target one). Move out of Shadow Fissure immediately — the red circle on the ground means death in 4 seconds. When someone gets Frost Blast (ice block), ALL healers switch to healing them through it (~26% max HP per second for 4 seconds). CC or quickly kill mind-controlled players. Spread out slightly so Mana Detonation doesn't chain.
  • Phase 3 (40% HP) — off-tank 5 Guardians while burning Kel'Thuzad
    At 40% HP, 5 Guardians of Icecrown spawn (90k HP each) and must be off-tanked. All Phase 2 mechanics continue. Burn Kel'Thuzad while managing the Guardians — do not let the Guardians run loose in the raid.