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TBC Anniversary Mount Hyjal Raid Composition Guide

TBC Anniversary Mount Hyjal Raid Composition Guide
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The Battle for Mount Hyjal is a 25-player Tier 6 raid where composition matters most during the timed enemy waves, add encounters and the final fight against Archimonde. Blizzard has scheduled Mount Hyjal to open on August 27, 2026, according to the official TBC Anniversary Phase 3 announcement.

A balanced Mount Hyjal raid needs strong area threat, multiple raid healers, reliable interrupts, curse removal and enough Shamans to support all five groups on Archimonde. The recommended setup uses three tanks, seven healers and fifteen DPS. It is a progression template rather than a mandatory class list, but every replacement must preserve the required jobs.

RoleRecommended NumberMain Responsibility
Tanks3Wave control, boss tanking, Infernals and Lesser Doomguards
Healers7Tank assignments, raid healing and recovery between waves
Melee DPS4Caster interrupts, Banshee damage and boss debuffs
Ranged DPS11Area damage, Gargoyles, Frost Wyrms and target switching
Total25Complete Mount Hyjal roster

Learning groups can bring an eighth healer by removing one ranged DPS. A fourth tank is rarely required as a permanent role if the Feral Druid and Protection Paladin are prepared to divide add assignments. Experienced groups can reduce the healer count to six after the waves and Archimonde become consistent.

Class and SpecializationNumberPrimary Purpose
Protection Warrior1Physical boss tank and Archimonde main tank
Protection Paladin1Large wave groups, Infernals and Lesser Doomguards
Feral Druid1Third tank, Abominations and physical DPS when not tanking
Holy Paladin1Consistent main tank healing and raid Blessings
Retribution Paladin1Third Blessing, Judgement support and melee damage
Restoration Shaman3Raid healing, Mana Tide and party-specific totems
Enhancement Shaman1Windfury Totem and melee support
Elemental Shaman1Totem of Wrath and caster support
Holy Priest2Flexible tank healing, raid healing and Shackle Undead
Shadow Priest1Mana recovery for healers and mana-intensive DPS
Restoration Druid1Healing over time effects, combat resurrection and curse removal
Balance Druid1Caster critical strike support and curse removal
Arms Warrior1Blood Frenzy, physical damage support and Mortal Strike
Rogue1Interrupts, Wound Poison and physical priority damage
Hunter3Misdirection, flying enemy control and physical raid support
Warlock3Seed of Corruption, curses and high ranged damage
Mage2Area damage, Polymorph, interrupts and curse removal

This roster includes five Shamans, three Paladins and all four healing classes. One Hunter should normally use a Survival setup for Expose Weakness, while the other two can use damage-focused Beast Mastery builds. One Warlock can provide Affliction utility, with the remaining Warlocks focused on Destruction damage and Seed of Corruption.

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TBC party buffs and totems only affect the five players in their group. The following setup places one Shaman in every party and distributes tank, melee, caster and mana support without exceeding the 25-player limit.

GroupPlayersGroup Purpose
Group 1Protection Warrior, Protection Paladin, Feral Druid, Restoration Shaman, Holy PaladinTank survival, defensive totems and direct tank healing
Group 2Arms Warrior, Retribution Paladin, Rogue, Enhancement Shaman, Holy PriestMelee support, Windfury Totem, interrupts and physical debuffs
Group 3Survival Hunter, Hunter, Hunter, Restoration Shaman, Restoration DruidHunter support, Agility totem and mobile healing
Group 4Warlock, Warlock, Warlock, Elemental Shaman, Balance DruidCaster damage, Seed of Corruption and spell critical strike support
Group 5Mage, Mage, Shadow Priest, Restoration Shaman, Holy PriestMana regeneration, caster damage and raid healing

Group assignments determine buffs but do not force players to remain physically stacked during encounters. Anetheron and Archimonde require players from the same party to spread across the combat area while remaining inside the range of important totems and healers.

Why Mount Hyjal Uses Three Tanks

Three tanks provide enough control for the full raid without removing too many damage dealers. Each tank has a distinct job that changes between the waves and bosses.

  • Protection Warrior: Tanks bosses that deal heavy physical damage and remains the preferred Archimonde tank because Berserker Rage can prevent Fear.
  • Protection Paladin: Collects large groups of Ghouls, Crypt Fiends, Fel Stalkers and Giant Infernals with reliable area threat.
  • Feral Druid: Controls Abominations, assists with Infernals or Doomguards and changes to physical DPS when only one tank is needed.

The Protection Paladin should not automatically main-tank Kaz'rogal. Mark of Kaz'rogal drains mana and can remove the resources required for threat and defensive abilities. The Warrior is the safer boss tank, while the Paladin and Feral Druid change to damage or remain available for emergency control.

When a Fourth Tank Is Useful

A fourth tank-capable player can simplify early progression, but the raid does not need four permanent tank specializations. The best solution is a hybrid player with a complete tank set who can change roles before the raid begins.

  • Heavy Abomination waves can be divided between three or four tanks.
  • Anetheron can use a dedicated Fire Resistance Infernal tank.
  • Azgalor can use two Lesser Doomguard tanks in addition to the boss tank.
  • A fourth tank provides recovery if a wave reaches the camp from an unexpected direction.

Do not remove an important area damage class solely to carry an inactive fourth tank through the entire raid. Mount Hyjal becomes harder when waves live too long and overlap.

Protection Paladin Wave Assignment

The Protection Paladin is the central wave tank. Position near the route used by the ground enemies and establish Consecration before Mages and Warlocks begin area damage.

  • Hunters use Misdirection on the first dangerous melee target.
  • The Paladin collects Ghouls, Crypt Fiends and Fel Stalkers.
  • The Warrior and Feral Druid remove Abominations from the main group.
  • Warlocks wait for the area damage call before using Seed of Corruption.
  • Mages control loose humanoid casters and begin area damage after threat is stable.
  • Healers avoid large opening heals until every important enemy has a tank target.

Threat management is especially important when the Paladin changes to Fire Resistance equipment for Giant Infernals. Resistance equipment can reduce spell power and threat, so damage dealers must follow the tank's call rather than attacking on a fixed timer.

Physical Tank Assignments During Waves

The Protection Warrior and Feral Druid should not compete with the Paladin for the same group of small enemies. Their main purpose is controlling enemies that create dangerous physical damage or cannot be safely stacked on the area tank.

  • Split Abominations between the Warrior and Feral Druid.
  • Face Abominations away from melee and keep Disease Cloud positions controlled.
  • Taunt loose enemies away from healers and important camp NPCs.
  • Collect Giant Infernals that the Paladin cannot safely hold.
  • Help move ranged enemies toward the main group after interrupts.
  • Change to damage equipment when a wave contains few dangerous melee enemies.

Seven-Healer Mount Hyjal Setup

Seven healers provide a safe progression balance. The roster covers powerful tank healing, healing over time effects, group healing, mana support and defensive utility.

HealerNumberPrimary Assignment
Restoration Shaman3Raid healing, Chain Heal, Mana Tide and Tremor Totem
Holy Priest2Flexible tank or raid healing and undead control
Holy Paladin1Main tank healing and Blessing support
Restoration Druid1Healing over time effects, movement healing and combat resurrection

Restoration Shamans are valuable because many waves create damage across several players at once. The Holy Paladin remains assigned to the active boss tank, while the Restoration Druid maintains healing over time effects on tanks who may be stunned, silenced or temporarily outside direct healing range.

Wave Healing Assignments

Wave healing should be assigned by tank instead of allowing every healer to react to the same health bar. Clear assignments reduce overhealing and preserve mana before the next timed wave.

  • Holy Paladin and one Holy Priest cover the Protection Paladin during large area pulls.
  • Restoration Druid covers the Feral Druid and maintains additional effects on the Warrior.
  • One Restoration Shaman supports the physical tanks and nearby melee.
  • Two Restoration Shamans and the second Holy Priest cover the raid and assist any pressured tank.
  • All healers stop unnecessary casting when the last enemies are nearly dead.
  • Casters and healers begin drinking immediately after leaving combat.

Ranged DPS Class Setup

Ranged DPS is more valuable than usual in Mount Hyjal because Gargoyles and Frost Wyrms may remain airborne or attack distant NPCs. Ranged classes also provide the safest damage on several bosses.

  • Warlocks: Supply the strongest sustained area damage through Seed of Corruption and maintain required boss curses.
  • Mages: Provide controlled area damage, Counterspell, Polymorph and Remove Lesser Curse.
  • Hunters: Use Misdirection, intercept Gargoyles, attack Frost Wyrms and maintain physical raid support.
  • Shadow Priest: Restores mana to the most resource-intensive caster and healer party.
  • Balance Druid: Improves caster critical strike chance and provides another Remove Curse player.
  • Elemental Shaman: Supplies Totem of Wrath, Bloodlust or Heroism and important caster totems.

The roster uses eleven ranged damage dealers because the same classes that kill flying enemies also accelerate the ground waves. Replacing too many ranged positions with melee makes Gargoyle control and Archimonde spacing more difficult.

Melee DPS Class Setup

The melee group is smaller but still supplies important debuffs and reliable physical damage against targets protected from magic.

  • Arms Warrior: Maintains Blood Frenzy and can apply Mortal Strike when healing reduction is needed.
  • Retribution Paladin: Provides the third raid Blessing, Judgement support and party utility.
  • Rogue: Interrupts Shadowy Necromancers, damages Banshees through Anti-Magic Shell and applies Wound Poison.
  • Enhancement Shaman: Provides Windfury Totem and strengthens the entire melee party.

The Feral Druid joins melee damage whenever a third tank is unnecessary. Melee players should be the default priority team for Banshees because Anti-Magic Shell absorbs an extremely large amount of magical damage.

TBC totems and Bloodlust or Heroism are party-specific. Five Shamans allow every group to receive appropriate totems and make the Archimonde setup significantly safer.

  • Group 1 receives defensive and tank totems from a Restoration Shaman.
  • Group 2 receives Windfury Totem from the Enhancement Shaman.
  • Group 3 receives Agility support and healing from a Restoration Shaman.
  • Group 4 receives Totem of Wrath from the Elemental Shaman.
  • Group 5 receives mana and healing totems from a Restoration Shaman.

On Archimonde, every Shaman changes to Tremor Totem when Fear is approaching. Tremor Totem does not remove the need for personal positioning or emergency PvP trinkets. Players must remain within totem range without stacking closely enough to spread Air Burst.

Paladin Blessing Setup

Three Paladins allow the raid to maintain three important Blessings without making every assignment dependent on class-specific exceptions.

PaladinPrimary BlessingAlternative Assignment
Protection PaladinBlessing of KingsBlessing of Sanctuary for tanks during waves
Holy PaladinBlessing of SalvationBlessing of Wisdom for healers
Retribution PaladinBlessing of Might or WisdomClass-specific replacement when another Blessing is more valuable

Blessing of Salvation is especially important for Mages and Warlocks during wave damage. Tanks should not receive Salvation. Publish the complete class assignment before the first wave instead of changing Blessings during the timed event.

Rage Winterchill Class Assignments

Rage Winterchill requires one boss tank, focused healing for Icebolt targets and reliable removal of Frost Nova. The extra tanks change to damage equipment or remain ready to move the boss if the main tank is trapped inside Death and Decay.

RoleAssignment
Main tankProtection Warrior
Tank healersHoly Paladin and one Holy Priest
Icebolt healingRestoration Shamans and second Holy Priest
Frost Nova removalPriests and Paladins
Movement supportPaladins using Blessing of Freedom when required

Anetheron Class Assignments

Anetheron requires a boss tank and a separate Infernal tank. The raid should decide before the pull whether ranged DPS will kill every Infernal or whether the off-tank will hold several of them.

RoleAssignment
Boss tankProtection Warrior
Infernal tankProtection Paladin with optional Fire Resistance equipment
Backup Infernal tankFeral Druid
Boss tank healersHoly Paladin and Holy Priest positioned on different sides
Infernal healerRestoration Druid or Restoration Shaman
Healing reductionRogue, Arms Warrior or Hunter

Position the two boss tank healers far enough apart that one Carrion Swarm cannot reduce both players' healing output. The Infernal healer stays with the off-tank and must not be responsible for the boss tank at the same time.

Kaz'rogal Class Assignments

Kaz'rogal punishes every mana user, so the roster should protect healer mana and assign the Shadow Priest to the party that benefits most from constant regeneration.

  • Use the Protection Warrior as the main tank.
  • Place the Shadow Priest with two Mages and mana-intensive healers.
  • Use Mana Tide Totems in a planned order instead of simultaneously.
  • Keep mana-using melee players separated from each other when Mark is approaching.
  • Allow the Protection Paladin to change to damage equipment or remain available for emergencies.
  • Assign every mana user a personal potion, rune and class cooldown order.

The raid should not replace physical DPS with additional mana classes immediately before this encounter. Warriors, Rogues and Hunters can continue dealing damage without creating additional Mark explosions.

Azgalor Class Assignments

Azgalor requires a boss tank and an organized team for the Lesser Doomguards created after Doom expires.

RoleAssignment
Boss tankProtection Warrior
Primary Doomguard tankProtection Paladin
Secondary Doomguard tankFeral Druid
Boss tank healersHoly Paladin and Restoration Druid
Doomguard healersHoly Priest and Restoration Shaman
Doomguard DPSAssigned melee group or available ranged players

The Restoration Druid maintains healing over time effects before Howl of Azgalor silences the raid. Doomed players run to the add tank position. The Protection Paladin collects the Doomguards, while the Feral Druid removes an add if the Paladin begins taking excessive damage.

Archimonde Group Setup

Archimonde only needs one tank, but the five-party composition becomes more important than on any previous fight. Every party should have a Shaman for Tremor Totem and access to a nearby player who can remove Grip of the Legion.

GroupShamanCurse Removal Coverage
Group 1Restoration ShamanFeral Druid
Group 2Enhancement ShamanAssigned nearby Mage or Druid
Group 3Restoration ShamanRestoration Druid
Group 4Elemental ShamanBalance Druid
Group 5Restoration ShamanTwo Mages

The Protection Warrior remains inside melee range and uses Berserker Rage for Fear. The Protection Paladin and Feral Druid change to damage equipment unless the raid leader wants an emergency backup tank. A backup cannot normally recover the encounter after the main tank dies because the resulting Soul Charge can begin a death chain.

Each party occupies its own section of the combat area. Party members stay within Tremor Totem and healing range but remain more than 13 yards apart when Air Burst is available. Curse removal players watch the groups closest to their position rather than attempting to cover the entire raid.

Archimonde Healer Distribution

Seven healers should be distributed around the battlefield so Doomfire or Air Burst cannot remove the full healing team from range at once.

  • Holy Paladin remains the primary main tank healer.
  • Restoration Druid maintains healing over time effects on the main tank.
  • One Holy Priest provides secondary tank healing from a different position.
  • Three Restoration Shamans cover their local parties and nearby players.
  • The second Holy Priest supports the lowest-health area and Grip targets.
  • All healers prioritize personal survival over finishing a cast.

No healer should be positioned so far from every curse remover that Grip of the Legion remains active. The raid leader should test Tremor Totem, healing and decurse coverage before the first pull.

Required Interrupt and Crowd Control Assignments

Enemy or MechanicPrimary ClassesBackup Classes
Shadowy NecromancerRogue, Mage and ShamanWarrior and Hunter
Uncontrolled undeadHoly Priests and Shadow PriestFears and tank control
Banshee CurseMages and DruidsAdditional assigned decursers
Loose GargoylesHunters and WarlocksMages and Elemental Shaman
Fel Stalker Mana BurnRogue, Shaman and MageWarrior stuns and focused damage
Grip of the LegionMages and DruidsAll available curse removers by position

Assign specific players instead of calling for any available interrupt. Several players using the same ability simultaneously leaves the next cast uncontrolled. A simple rotation should be prepared for every wave containing several Necromancers.

How to Adjust the Composition

The recommended roster is flexible as long as the replacement covers the missing function. Player experience is more important than forcing an exact class count.

  • A second Rogue can replace the Retribution Paladin if the raid already has sufficient Blessings from another Paladin.
  • A Fury Warrior can replace the Retribution Paladin when physical damage is more valuable than the third Blessing.
  • A fourth Warlock can replace one Mage if curse removal remains sufficient for Archimonde.
  • A fourth Hunter can replace a caster when flying enemy control is inconsistent.
  • A fourth Restoration Shaman can replace one Holy Priest if raid healing is weak.
  • An eighth healer can replace one ranged DPS during early progression.
  • A tank-capable hybrid can replace one damage dealer if Azgalor's Doomguards are overwhelming the normal three-tank setup.

Do not remove the only Protection Paladin, the only reliable Archimonde tank or too many curse removal players. Groups using organized Mount Hyjal raid clears should keep the core tank, Shaman and decurse assignments consistent between weekly lockouts.

Mount Hyjal Roster Preparation Checklist

  • Confirm exactly 25 players and at least three tank-capable characters.
  • Assign seven healers and identify the optional eighth healer.
  • Place one Shaman in every group.
  • Confirm three Paladin Blessing assignments.
  • Select the Protection Warrior or another tested physical tank for Archimonde.
  • Confirm that the Protection Paladin has appropriate wave and optional Fire Resistance equipment.
  • Assign two tanks and dedicated healers for Azgalor's Doomguards.
  • Assign ranged players to Gargoyle and Frost Wyrm control.
  • Prepare Necromancer interrupt rotations.
  • Confirm at least three reliable curse removal players for Archimonde.
  • Place the Shadow Priest in the highest-priority mana group.
  • Publish all five groups before the raid begins.

Common Mount Hyjal Composition Mistakes

  • Using only two tanks: Abomination, Infernal and Doomguard assignments become unnecessarily dangerous.
  • Bringing four permanent tanks: Wave damage can become too low and cause timed overlaps.
  • Skipping a Protection Paladin: Large ground waves become much harder to control.
  • Using the Protection Paladin on Kaz'rogal: Mark can drain the mana needed for threat and survival.
  • Placing two Shamans in one group: Another group loses important totem coverage.
  • Stacking all healers together: Carrion Swarm, Air Burst or Doomfire can affect several at once.
  • Bringing too few curse removers: Banshee Curse and Grip of the Legion remain active too long.
  • Bringing excessive melee: Flying enemy control and several boss formations become harder.
  • Leaving the Shadow Priest in a low-mana-demand group: Valuable regeneration is wasted.
  • Keeping extra tanks in defensive gear on Archimonde: The raid loses damage without gaining a reliable recovery plan.

Final Mount Hyjal Class Setup

The most balanced Mount Hyjal progression setup is three tanks, seven healers and fifteen DPS. Use a Protection Warrior for physical bosses and Archimonde, a Protection Paladin for wave threat and demon adds and a Feral Druid as the flexible third tank.

Place one Shaman in every party, preserve at least three reliable curse removers and bring enough ranged damage for Gargoyles, Frost Wyrms and controlled area damage. The exact class count can change, but the tank, healing, interrupt, decurse, mana and Archimonde Fear assignments must remain covered.

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