Youth Group SSC · TK Strategy Hub
Coilfang Reservoir — T5

Serpentshrine Cavern

Six encounters in Lady Vashj's flooded sanctum. Bring resistance gear, fully-stocked dispels, and patience — this raid teaches a guild to play together.

Encounter Index

  1. Hydross the Unstable
  2. The Lurker Below
  3. Leotheras the Blind
  4. Fathom-Lord Karathress
  5. Morogrim Tidewalker
  6. Lady Vashj

Hydross the Unstable Medium

Boss 1 · Frost / Nature dual-school · Resistance gear required

Hydross is the first boss and a gear check disguised as a tank-swap fight. He alternates between a Frost form and a Nature form. Each form requires a separate dedicated resistance tank and applies a stacking debuff to anyone in melee range — including the wrong tank, the entire melee, and any healer who creeps in too close. Our 3-warlock comp lets us Banish the Pure Spawn adds rather than tank them, which is a big strategic edge.

Hydross — Room Layout & Tank Positioning
FROST SIDE NATURE SIDE Pure Spawn (Toxic) Pure Spawn (Frost) HYDROSS moves L↔R every 60s MT Havitz Frost Resist OT Gayboi Nature Resist Group 1 melee Nocharles, Saexgg, Bushpig, Ellic Frost ranged Jd, Crpc Melee follow tank Nature ranged Kali, Jerzee, Morg Bluelazer (backup; warlocks Banish) Glad/Meta/Gond — Banish Pure Spawns Raid crosses divider on each transition
MT (resist tank) OT (resist tank) Melee Ranged Healer Hydross Pure Spawn

Mechanics

Tank Plan

Two tanks must be in resistance gear and present at all times.

Frost Side Havitz

Required: 365+ Frost Resist (after Mark of the Wild + Frost Resist Totem from Ellic or Crpc). Greater Frost Protection Potion pre-pull.

Position: tank Hydross facing away from raid on the Frost-side platform. When phase changes to Nature, walk straight off the platform out of melee — do NOT taunt back.

Nature Side Gayboi

Required: 365+ Nature Resist. Dolmar stays Nature side and runs Improved Aspect of the Wild — massive NR boost. Nature Resistance Totem from Jerzee.

Position: stand on the Nature-side platform building threat ahead of the transition (Judgement of Crusader + Holy Shield ticks while DPS-warriors damage Hydross). Paladins can't taunt in TBC — when Hydross crosses, Gayboi must already lead threat. Avenger's Shield as Hydross approaches; Holy Shield + Consecration the moment he's in melee.

The single most-wiped mechanic: a melee or healer with stale Mark debuff stacks crossing into the wrong cloud. Mark stacks linger 4s after you leave the cloud. Wait for the timer before chasing the boss.

Pure Spawn Strategy — Banish Rotation

3 warlocks, ~45s spawn interval, 30s Banish duration. Easy rotation:

Why Banish over tanking: Banished elementals deal no damage and can't reach Hydross. Frees 3 melee slots that would have been off boss DPS, frees a healer from add-tank duty. ~15% faster kill.

Healing Assignments

RolePlayerNotes
Frost-tank healerJd + CrpcJd Greater Heal/Flash on Havitz; Crpc Earth Shield on Havitz + Chain Heal melee group.
Nature-tank healerMorg + KaliMorg Holy Light spam + Holy Shock on CD; Judgement of Light up for melee return-heal.
Raid healer (both sides)Jerzee + LittlemoonJerzee Chain Heal Nature side; Littlemoon Rejuv/Lifebloom rolling cross-side.

Dispel / Decurse Rotation

Totem & Aura Setup

Common wipe: the very first transition. Both tanks are still in pull positions, threat handoff is sloppy, Hydross body-pulls melee through both clouds. Pre-position Gayboi before the pull and have him build threat throughout the Frost phase via Judgement of Crusader + Avenger's Shield + auto-attacks. He must be threat-leader on Nature side when the swap hits — paladins can't safety-net with a taunt.

The Lurker Below Easy (once mastered)

Boss 2 · Spout / Whirl · Adds during Submerge

Lurker hides under the central platform. He is "fished out" by clicking the strange pool with a fishing pole — the pull is intentional. Once up, the fight cycles: melee on the platform, react to Spout (the rotating beam knockback), survive Whirl (frontal AoE), and burn down adds during Submerge.

Lurker — Platform Layout & Spout Strategy
Central platform NW Platform NE Platform S Platform LURKER MT Havitz (inside edge of platform) Melee Spout sweeps 360° around Lurker On Spout: jump into water (do NOT spam jump — re-entry damages you)
MT Melee (central) Ranged (split outer) Healer (one per platform) Lurker

Pull & Layout

One person with fishing skill clicks the strange pool to fish Lurker out. Bandet or Dolmar handles it.

The arena is 4 platforms over water: a large central platform (Lurker spawns here) and three smaller outer platforms (NW, NE, S). The raid splits across them so a healer is always in range of every group:

Why Crpc on central: Resto Shaman Chain Heal jumps between the melee cluster around Havitz, hitting 3-4 targets per cast (4 with T5 2-piece). It's the highest-throughput cluster heal in the game and exactly what the central platform needs as Whirl chips melee. Jd as the mobile raid healer: Renew + CoH + PoM lets him patch any platform that gets in trouble — fastest healer to bail out a struggling outer group.

Mechanics

Phase Cycle

Pull → Spout 1
Submerge (adds)
Spout 2
Submerge
Repeat

Spout Strategy

When DBM calls Spout in 5

Everyone — including Havitz — jumps off into the water. Submerge yourself fully. Stay there for the entire ~10-second channel. Do NOT keep jumping in and out — every re-entry into the water deals fresh damage.

The instant Spout ends, Havitz swims back to the central platform first. If he's slow, Lurker free-targets ranged raiders with his ranged attack. Melee follow Havitz back; ranged returns to outer platforms.

Submerge Adds — AoE Pack

Tank Plan

RolePlayerNotes
Main TankHavitzStand on platform, face Lurker outward. Whirl is unavoidable.
Add TankGayboiDrop Consecrate at the spawn ramp. Holy Shield through pack.
Off-DPS / flexBluelazerCat DPS the boss; bear-pickup any add that strays toward casters.

Healing Assignments

PlatformHealerNotes
Central — MTMorgHoly Light spam on Havitz; Holy Shock on CD; Judgement of Light up for melee return-heal.
Central — Melee ClusterCrpcChain Heal the melee cluster around Havitz (4 jumps with T5 2pc). Earth Shield rolling on Havitz as a damage layer.
Central — Raid / MobilityJdMobile raid healer — CoH, PoM, Renew rolling. If any outer platform's healer dies or panics, Jd is the fastest to swim out and patch them. PW:Shield on Havitz pre-Whirl.
NW PlatformKaliCoH on NW group when Pounding pulses; Greater Heal on the NW tank-add target if needed during Submerge.
NE PlatformJerzeeChain Heal NE cluster; Earth Shield on the NE add tank during Submerge.
S PlatformLittlemoonLifebloom + Rejuv on S group; HoTs tick through Spout swim. Entangling Roots if a Coilfang Ambusher strays toward S during Submerge.
Speed kill tip: Bloodlust on pull (Spoofy). If you can push Lurker below 50% before the second Spout, the third add wave can be skipped entirely.
Common wipes:
1. A melee stays on platform during Spout — gets shredded. Everyone in the water.
2. Tank doesn't return to melee fast after Spout — Lurker targets ranged with ranged attack and the platform-split makes recovery hard. Havitz swims back FIRST.
3. Healers all stack on central platform and can't reach the outer ranged groups during Whirl knockback. Stick to the platform split.

Leotheras the Blind Hard

Boss 3 · Demon / Whirlwind alternation · Inner Demons

Leotheras alternates between Human/Whirlwind form (~45s; spinning melee fixates, threat reset at end of each Whirlwind) and Demon form (caster: Chaos Blast on highest-threat target). At ~30s into Demon form he casts Insidious Whisper on 5 random players — each is sent to a personal Inner Demon plane and must solo a clone. Failure → permanent mind control of that player. Standard TBC strategy: a Warlock with high Fire Resistance gear tanks the Demon form via Soul Link + Voidwalker — not the Prot Warrior. Chaos Blast is Fire damage, and warlock self-mitigation + healer support trivializes it.

Leotheras — Phase Positioning
LEO WW: Bluelazer (bear) Demon: Havitz Melee — back of boss, ready to dance fixates Ranged spread Healers split for cross-coverage Inner Demon plane (every 60s, 5 raiders) Whirlwind fixate path
Tank Melee Ranged Healer Leotheras

Phase Cycle

Whirlwind (45s)
Demon (45s)
Inner Demons
Whirlwind
...

Mechanics — Human / Whirlwind Phase (~45s)

Mechanics — Demon Phase (~45s)

Tank Plan

PhaseTankNotes
Human / WhirlwindBluelazer (bear)Cooldowns: Barkskin (1min), Frenzied Regen (3min). Maul threat throughout.
Demon (Chaos Blast)Glad (warlock-tank)Soul Link talented; Voidwalker out; FR gear; Lifestone + Healthstone for emergencies.
MT freeHavitzDPS contribution in Battle stance; backup WW tank if Bluelazer struggles.
FreeGayboiDPS contribution; pickup any unexpected adds.

Inner Demon Strategy — Class-by-Class

This is the gut-check moment. ~28 effective seconds to kill a clone with your exact gear and abilities. Tips:

If you cannot kill your demon, evac to the entrance and let the raid bring you down. Better than wiping. But practice — healers especially — on the dummy in your DPS swap set.

Healing Assignments

RolePlayerNotes
WW tank healerLittlemoon + JerzeeRoll Lifebloom + Rejuv on Bluelazer; Earth Shield + Lesser Healing Wave from Jerzee.
Demon tank healerMorg + KaliHoly Light spam; PW:Shield from Kali pre-Chaos Blast for absorb. Lighter cast load — Glad self-mitigates via Soul Link, so this slot can spare the lower-mana priest.
Raid healersCrpc + JdCrpc Chain Heal melee during fixate handoffs; Jd CoH on the cluster (Jd has the gear to sustain CoH spam — Kali would OOM faster).
Inner Demon healingNONEYou cannot heal the demon plane. Each player solos.

Dispel / Decurse

Soft enrage: 10 minutes. Lust on pull, push 50% before the third demon wave.

Fathom-Lord Karathress Medium

Boss 4 · 1 boss + 3 lieutenants · Kill order is everything

Four targets: Karathress himself plus three lieutenants — Sharkkis (hunter w/ pet), Tidalvess (shaman), and Caribdis (priest). Each lieutenant grants Karathress a passive buff while alive. Pick the right kill order, interrupt rigorously, and burn.

Karathress — Mob Positioning & Kill Order
KARA Havitz TIDALVESS Kill 1st (Spitfire Totem) Bluelazer (bear, interrupts) SHARKKIS Kill 2nd CARIBDIS Kill 3rd ⚡ heals Kara — KICK ALL HEALS Gayboi (Sharkkis + pet) Melee on Tidalvess 1st (kill totems!) Earth Shock interrupters on Caribdis (Spoofy/Crpc/Jerzee/Ellic) Healers center
MT Havitz OT Gayboi Karathress Lieutenants Melee Ranged Healer

Mechanics — Lieutenants

Kill Order

Tidalvess → Sharkkis → Caribdis → Karathress.

Tank Plan

TargetTankNotes
KarathressHavitzPosition back of room facing away. Cataclysmic Bolt is non-interruptible, heal through.
Sharkkis + petGayboiHoly Shield + Consecrate; Shield Slam threat keeps both targets locked.
TidalvessBluelazer (bear)Bash interrupts on shock casts; Maul threat; pull to melee for cleave.
CaribdisRanged kill — kited if neededOne Fury Warrior (Saexgg) swaps to Defensive stance + shield to grab her if she charges casters.

Interrupt & CC Rotation

Caribdis Healing Wave on Karathress is the bleed mechanic — she must be interrupted on every cast. With 4 shamans, this is trivial.

Healing Assignments

RolePlayerNotes
MT (Karathress)Morg + JdHoly Light spam — Cataclysmic Bolt halves Havitz's HP every cast (instant, ~50% max HP). Holy Shock on CD; Inner Focus + Greater Heal from Jd as a layered save.
Sharkkis tankKaliSteady Greater Heal during pet+lt damage.
Tidalvess tankJerzeeEarth Shield on Bluelazer + Chain Heal melee.
Caribdis tank + RaidCrpcPW:Shield equivalent (Earth Shield) on swap-tank, Chain Heal cluster.
Raid backupLittlemoonRejuv + Regrowth rolling on melee cluster.
Common wipe: Caribdis casts unkicked, full-heals Karathress, fight resets in DPS. Build the Earth Shock rotation in /assist target macros and run it like a metronome.

Morogrim Tidewalker Medium

Boss 5 · Murloc waves at 75/50/25% · Watery Grave

Morogrim is a tank-and-spank with two interruptions: Watery Grave (4 random raiders trapped in bubbles around the room) and the Earthquake/Murloc summons at 75%, 50%, and 25%. The boss himself is straightforward; the murloc waves separate clearable guilds from wipe-fests.

Morogrim — Watery Grave Positions & Murloc Spawns
MORO Havitz (front) faces away CENTRAL WATERFALL (Grave drops from here) L Entrance (6 murlocs) R Entrance (6 murlocs) Murlocs spawn at 75/50/25% — 12 total per Earthquake (6 from each entrance) Gayboi — murloc tank Bluelazer (backup) Melee back arc Ranged spread 10yd Healers center
MT Murloc tank Melee Ranged Healer Morogrim Central waterfall (Grave drop)

Mechanics

Phase Cycle

100-75%: Tank-and-spank
75% Murlocs
50% Murlocs
25% Murlocs
Burn

Murloc Wave Strategy

12 murlocs per Earthquake — 6 from each side entrance. Assign one tank per entrance; both tanks have a mage in their group for slows.

Watery Grave Strategy

Tank Plan

RoleTankNotes
Main TankHavitzTank Morogrim at front, face entrance. Don't move during murloc waves.
Murloc TankGayboiHoly Shield + Consecrate spam.
Backup addBluelazerBear-pickup any murloc breaking free.

Healing Assignments

RolePlayerNotes
MT healerMorg + JdHoly Light spam + Holy Shock on CD; PW:Shield pre-Tidal Wave (8k+ hit on tank).
Murloc tank healerKaliHoly Light / Greater Heal spam on Gayboi.
Raid AoECrpc + Jerzee + LittlemoonChain Heal cluster groups; Lifebloom + Rejuv on grave victims pre-cast (HoTs tick inside the bubble).
Tranq optionLittlemoon or OutisBurn one Tranq if Earthquake + Watery Grave overlap at 25%.
Common wipe: Watery Grave + Earthquake overlap at 25%. Pre-position CDs: Outis Tranq is the unsung save here.

Lady Vashj Hard — gating boss

Boss 6 · SSC end-boss · Tainted core relay, strider kiting, naga adds

The big one. Vashj is a 3-phase fight: P1 is tank-and-spank with avoid mechanics, P2 is the puzzle (cores carried to elementals while shielded Vashj is unkillable), and P3 is the burn / enrage with poison bolt volleys. Most guilds wipe in P2 for weeks before the relay clicks. Communication is everything. Our 3 warlocks turn P2 from a chaos phase into a controlled clean-up by Banishing Tainted Elementals.

Lady Vashj — Phase 2 Platform Layout
N GEN S GEN W GEN E GEN VASHJ P2 shielded Havitz (P1+P3) Gayboi (Toxic Spawns) Bluelazer strider kite path Strider Banished Banished Live (drops core) Core relay Glad/Meta/Gond — Banish rotation Hunters relay #2
MT Havitz Gayboi (adds) Vashj Tainted Elemental Ranged DPS

Phase Overview

P1: 100-70%
P2: Shield + Cores
P3: 30% Burn

Phase 1 (100% → 70%)

Phase 2 (70% → 30%) — The Puzzle Phase

At 70%, Vashj raises a magic shield, becoming immune. Mage adds (Tainted Elementals) start spawning. From them drop Tainted Cores — carried to one of 4 channeling stations at the cardinal points. 4 cores in = shield down.

Tainted Core Relay

The key mechanic. Picking up a Tainted Core ROOTS the carrier in place — they cannot move at all. The core is an inventory item; the only way to pass it is to use the item on another player, which transfers the core (and the root) to them. Cores must reach the 4 generators (cardinal points around the platform) and be used at point-blank range to disable each shield generator. 4 generators down → P3.

Enchanted Elementals & Banish Strategy

Phase 3 (30% → 0%) — Burn

Tank Plan

RoleTankPhaseNotes
MT (Vashj)HavitzP1 + P3Shield Wall every CD on Shock Blast. Last Stand at 35%.
Strider KiterBluelazerP2 + P3Cat → Travel form swaps. Never let one melee cast.
Toxic Spawn / Add controlGayboiP2Consecrate the platform edge. Pick up Toxic Spawns via Avenger's Shield + Holy Shield + threat. If a banish drops, Saexgg swaps to Defensive stance + shield to taunt and tank that elemental — paladins can't taunt.

Core Relay Assignments

Carrier is rooted. Each generator needs a player positioned next to the generator to receive the core and use it. Two-hand chain: pickup → throw to designated catcher near gen → catcher uses core on generator.

GeneratorPickup (rooted on grab)Catcher (stationed near gen)
N GeneratorJays dumbassBandet
S GeneratorGrimmy (Ret)Dolmar
W GeneratorSaexggBandet (rotates after N)
E GeneratorNocharlesDolmar (rotates after S)
Why hunters as catchers: they station at the generator and never move during the relay. Once they receive the core, they're rooted but already at the generator, so they immediately use the item to disable it. Pickup players (melee/Ret) grab cores center-platform, get rooted, throw to the hunter at the assigned generator.

Healing Assignments

RolePlayerNotes
MT healerMorg + JdHoly Light spam on Havitz P1 & P3; Greater Heal pre-Shock Blast; PW:Shield from Jd as a layered absorb.
Strider kiter healerJerzeeEarth Shield on Bluelazer + Lesser Healing Wave during pursuit.
Add tank healerKaliGreater Heal Gayboi during cluster.
Raid healer (P2)Crpc + LittlemoonChain Heal melee; Rejuv on relay carriers (HoTs tick through movement).
Raid healer (P3)Kali + LittlemoonCoH spam through Poison Bolt Volley. Tranquility once.
Tranq backupOutisTranq #2 if P3 burn extends.

Dispel / Decurse Rotation

The most common wipe: a strider gets a Panic fear off in melee range. Scatter, raid breaks, relay drops. Bluelazer cannot let striders cast — Bash on first stack-up.
Communication for P2: dedicated voice callouts: "core dropped E", "first hand has it", "throwing", "second hand", "in." Anyone not relaying mutes during P2. Run it as a metronome.

Loot Highlights

← Overview Continue to Tempest Keep →