TBC Classic Anniversary — Tier 5

Serpentshrine Cavern
Complete Guide

Post-nerf tuning · All trash packs · All bosses · Tank / Heal / DPS

Sourced from Jurdi's SSC Cheat Sheet

Contents

Trash Packs

🌊 Pre-Hydross Trash
Beast Tamers, Hate Screamers, Sporebats & Underbog Colossus
Beast Elemental
MobKey Ability
Beast TamerCleave — Druid tank holds this
Hate ScreamerAoE Silence
SporebatsCharge — H. Paladin can soak
Underbog ColossusSpore Quake · Frenzy · Acid Geyser (like Quagmirran). On death: spawns 2 adds, mini adds, toxic pool, or blue mushrooms (heals & restores mana)
Stack similar to Gruul trash. Kill Order: Hate Screamers first → then Sporebats / Beast Tamers. Holy Paladin soaks Sporebat charges.
Underbog Colossus: ranged stay 30 yards away. Everyone moves out on Quake. If Geyser targets a player, that player runs to the tank. Hunters Tranq the Frenzy.

🛡 Tank
  • Druid tank required on Beast Tamers — they Cleave
  • Position Colossus so ranged can maintain their 30-yard distance
  • If Geyser targets a player, stand still — they run to you
💚 Healer
  • This pack is a healer assignment reference — coordinate coverage before pulling
  • Watch for Colossus death procs: toxic pools and add spawns spike incoming damage suddenly
  • Blue mushrooms restore mana on death — position near them if running low between pulls
⚔ DPS
  • Kill Hate Screamers first — AoE Silence shuts down casters completely
  • Then Sporebats and Beast Tamers
  • Stay 30 yards from Colossus; move out immediately on Spore Quake
  • Hunters: Tranq Shot on Frenzy the instant it triggers
💧 Hydross the Unstable
2 Phases — Frost and Nature. Both tanks need Resistance sets. Boss is NOT tauntable.
Water Tomb (Frost) Vile Sludge (Nature) Mark of Hydross / Corruption Phase Transition — 4 Adds
Frost Phase
  • Water Tomb — 8-yard spreadable freeze dealing damage over time. Kel'Thuzad positioning for melee — spread out.
  • Mark of Hydross — stacks increasing Frost damage taken. Swap phases at 100 stacks.
Nature Phase
  • Vile Sludge — not spreadable, 1 random player. Deals 500 nature dmg over 25 sec and reduces damage dealt and healing received by 50%.
  • Mark of Corruption — same stack mechanic as above, increases Nature damage taken.
Transitions (Both Phases)
  • The 2 flags form an invisible line. Crossing it transitions Hydross and spawns 4 adds — nuke them immediately. Can be stunned and CC'd.
  • Boss is not tauntable — call for a stop on all DoTs and damage before every transition to allow the threat swap between tanks.
  • Misdirects are your best friend here. Everyone needs a spot assigned in the arena.
Threat meter is NOT optional — especially for Warlocks. Assign everyone a fixed position in the arena before pulling.

🛡 Tank
  • Two tanks required — one Frost Resist, one Nature Resist
  • Boss is not tauntable: off-tank must build threat during active phase so the swap is seamless
  • Call the transition early — DPS must stop all DoTs before you cross the line
  • Extra tanks pick up the 4 add spawns on every transition immediately
💚 Healer
  • Heal both the main tank and add tanks during transitions
  • Dispel Vile Sludge — 50% healing reduction on the tank is lethal
  • Water Tomb freezes players — raid must burst them free; top them after
  • Expect burst AoE damage right after every phase swap
⚔ DPS
  • Stop ALL damage and DoTs the moment the transition call goes out
  • Switch immediately to the 4 transition adds — stun and CC to control them
  • Use Misdirect to help the new tank quickly build threat on the swap
  • Melee: spread to prevent Water Tomb from chaining (8-yard radius)
🌊 Lurker / Vashj Trash
Vashjir Honor Guards, Coilfang Shatterers, Coilfang Priestesses, Greyheart Technicians
Naga Humanoid
MobKey Ability
Vashjir Honor GuardMortal Cleave · Fear · Knockback
Coilfang Shatterer ×2Shatter Armor — 50% armor reduction & 35% damage dealt reduction
Coilfang Priestess ×2Heal + Angel Form on death
Greyheart Technicians ×3–4Non-elite — auto attacks only
Tremor Totems for the Honor Guard Fear. Kill Order: Honor Guard → Priestesses & Shatterers.

🛡 Tank
  • Tank Honor Guard facing away from raid — Mortal Cleave and Knockback
  • Pick up Shatterers quickly; their armor debuff compounds with Mortal Cleave
  • Priestesses enter Angel Form on death — keep your back to a wall so they don't float into other packs
💚 Healer
  • Shamans: drop Tremor Totems before each pull — the Fear is frequent
  • Tanks take Mortal Cleave and Shatter Armor simultaneously — sustained heavy healing required
  • Interrupt Priestess heals or focus them down before they top other mobs
⚔ DPS
  • Kill Honor Guard first — Fear into other packs is catastrophic in this corridor
  • Burn Priestesses before they heal or go Angel Form
  • Technicians are non-elite — ignore them until priority targets are dead
🦑 The Lurker Below
2 Phases — Boss Phase and Add Intermission. Summoned by fishing from the center pool.
Geyser — 10-yd knockback Whirl — melee knockback Spout — 390° beam, jump in water Coilfang Guardians ×3 Ambushers ×2 per island
Phase 1 — Boss Phase
  • Geyser — randomly targets a raid member with a 10-yard knockback.
  • Whirl — deals damage to all players in melee range with a knockback. BigWigs timers are very accurate — melee can pre-run into water before every Whirl to avoid it.
  • Spout — the main mechanic. A 390° frontal rotating beam. Players must jump into the water to avoid it. Come out fast — water ticks for 1K damage per second.
Phase 2 — Add Phase (3 groups of 2)
  • Coilfang Guardians ×3 — tanked by tanks. Can and should be stunned. Hit for roughly 2–3K per swing.
  • Ambushers ×2 per island — CC first, kill after Guardians. Spawn on each of the 3 small islands. Don't need a tank, but heal players taking hits from them.
  • Boss re-emerges after 1 minute or when all adds are dead. Repeat Phase 1.

🛡 Tank
  • Main tank holds Lurker in the water — stay in front, maintain threat
  • During add phase, platform tanks immediately pick up Coilfang Guardians
  • Stun Guardians to reduce their 2–3K per swing damage output
💚 Healer
  • Assign healers per platform for the add phase — groups split across 3 islands
  • Top melee after every Whirl — it hits everyone in range simultaneously
  • Heal Ambusher targets even without a tank on them
  • Stay central — Geyser knockback can briefly put a player out of healing range
⚔ DPS
  • Spout: jump in the water before the beam reaches you — 1K/sec, come out immediately after it passes
  • Melee: use BigWigs timers and pre-jump before Whirl to avoid the knockback entirely
  • Add phase: kill Guardians first (stun them), then CC and clean up Ambushers
  • Burn adds fast — Lurker re-emerges after 1 minute regardless of add status
🌊 Additional Naga Trash
Coilfang Serpentguards and Fathom-Witches — between Lurker and Leotheras
Naga
MobKey Ability
Coilfang SerpentguardSpell Reflect · Corrupt Devotion Aura (25% armor reduction)
Coilfang Fathom-WitchMind Control · Shadow Bolt · Shadow Nova (knockback)
Kill Fathom-Witches first. Grounding Totem absorbs the Mind Control. If MC lands anyway, CC the affected player. Shadow Nova knocks back — tank Serpentguards against a wall to prevent flying into other packs. Kill Serpentguards after Witches are dead.

🛡 Tank
  • Tank Serpentguards against a wall — Shadow Nova knockback can send them into other packs
  • Do not cast spells on Serpentguards while Spell Reflect is active
  • Grab Fathom-Witches quickly — their MC is the most dangerous ability in these packs
💚 Healer
  • Shamans: pre-place Grounding Totem before each Witch pull
  • If a healer gets MCed — everyone shifts; CC them immediately
  • Corrupt Devotion Aura reduces tank armor by 25% — spike damage is possible, stay ahead on healing
⚔ DPS
  • Kill Fathom-Witches every time, without exception — an MCed DPS or healer is a wipe
  • Hold casts on Serpentguards during Spell Reflect
  • CC MCed raid members immediately; do not attack a tank who gets controlled
🌊 Pre-Leotheras Trash
Greyheart Tidecallers, Shieldbearers, Nethermages & Skulkers
Humanoid Elemental
MobKey Ability
Greyheart TidecallerWater Elemental Totem · Poison Shield · Poison Debuff
Greyheart ShieldbearerCharges
Greyheart NethermageAll mage abilities minus Polymorph · can Blink · Cone of Cold
Greyheart SkulkerKicks any caster casting in melee range · fast physical damage · can be stunned
Kill order: Nethermage → Skulker → Tidecaller / Shieldbearer. Disarm Shieldbearers and stack the group to prevent Charges. Kill Water Elemental Totems instantly. Dispel the Poison Debuff and Purge Poison Shield off Tidecallers. Face Nethermages away — they cast Cone of Cold. If a Mage Blinks, move the raid to them or have ranged burn them down. Skulkers can be stunned.

🛡 Tank
  • Stack the group to prevent Shieldbearer Charges — keep them in close range
  • Disarm Shieldbearers when available
  • Face Nethermages away from the raid at all times — Cone of Cold hits everyone behind them
  • If a Mage Blinks, chase — don't let them cast freely at range
💚 Healer
  • Dispel Poison Debuff as soon as it's applied
  • Purge Poison Shield off Tidecallers before DPS focus them
  • Position healers out of melee range — Skulkers interrupt casters standing too close
⚔ DPS
  • Kill Nethermages first — they Blink away and become a chaos problem if left alone
  • Then Skulkers — stun them; they actively counter casters
  • Kill Water Elemental Totems the moment they spawn — they heal and deal damage
  • Do not cast from melee range — Skulkers will interrupt you

Boss Encounters

🔥 Leotheras the Blind
2 Phases — Human and Demon. Fire Resist tank required. Threat is the primary mechanic — DPS will grief this fight.
Whirlwind + Rend (Human) Chaos Blast stacking (Demon) Insidious Whisper — Inner Demons 15% — Both Forms Active
Human Phase
  • Whirlwind — like Sartura except no taunt and applies a Rend debuff to those hit. Lasts 11 seconds.
  • Threat wipe after Whirlwind ends. DPS must let the tank re-establish before going full damage.
  • Human Leo does not hit hard — 1–2 healers is sufficient. Other healers focus on Whirlwind targets.
Demon Phase
  • Chaos Blast — fireball that applies a stacking debuff, increasing Fire damage taken each stack. Fire Resist tank required.
  • Insidious Whisper — demons spawn on random players. Only that player can attack their own demon. Must be killed within 30 seconds or the player is MCed and must be killed by the raid.
15% — Both Forms Active Simultaneously
  • Both Demon and Human Leo are active at the same time.
  • Ignore the Demon form. Kill the Human to end the fight.
Threat is everything on this fight. Every DPS must watch their meters. After every Whirlwind the tank rebuilds from zero — wait before resuming full output.

🛡 Tank
  • Main tank on Human Leo — back off during Whirlwind, re-engage as soon as it ends
  • Fire Resist tank holds Demon phase and absorbs Chaos Blast stacks
  • At 15%, hold both forms together; the raid focuses Human Leo only
💚 Healer
  • 1–2 healers on Human tank — Leo doesn't hit hard in this form
  • Remaining healers cover melee hit by Whirlwind
  • Heavy sustained healing on the Fire Resist tank during Demon phase — Chaos Blast stacks fast
  • Keep Inner Demon targets alive while they kill their demon
⚔ DPS
  • Watch your threat at all times — Whirlwind wipes threat, let the tank rebuild first
  • Do NOT use physical attacks on Demon Leo — only the Fire Resist tank generates threat on him
  • If you get Insidious Whisper, immediately stop everything and kill your Inner Demon — 30 second timer before MC
  • At 15%, tunnel Human Leo completely — ignore the Demon form
🐚 Fathomlord Karathress
Council fight — 4 lords. Kill 3 advisors first. Fight ends when Karathress dies. 6 healers makes this very comfortable.
Cataclysmic Bolt — 50% mana user HP Sear Nova — melee fire AoE 75% Enrage — 65% dmg & speed buff Spitfire Totem — kill instantly
LordAbilities & Notes
KarathressBig melee. Cataclysmic Bolt hits a mana user for 50% HP. Sear Nova deals fire AoE to all in melee range. Absorbs advisor abilities as they die.
TidalvessShaman. Earthbind · Poison Cleansing · Spitfire Totem (deals >50% of a player's HP — kill ASAP). Kill first.
SharkissHunter. Multitoss · Leeching Throw (drains HP & mana for 12 sec) · Summons Lurker or Sporebat pet (CC or kill) · Beast Within (30% damage buff). Kill second.
Cardi B (Caribdis)Priestess. Cyclone · Water Bolt Volley · Healing Wave · Tidal Surge. Pull far away with a Resto Druid + one tank to outrange her heals. Ranged only — melee get Cycloned.
Kill Order: Tidalvess → Sharkiss → Cardi B (can skip) → Karathress. If any lord is alive when Karathress hits 75%, he gains a 65% damage and speed buff — do not let this happen. When a lord dies, Karathress permanently absorbs their bolded abilities.
After Tidalvess dies, Karathress inherits Spitfire Totem. Kill every totem that spawns instantly — they deal more than half a player's HP.

🛡 Tank
  • Beefiest tank on Karathress and Sharkiss
  • One tank on Tidalvess and his pet — this lord dies first
  • One tank on Cardi B — pull her far from the others with a Resto Druid to outrange her heals
  • Use Misdirects on pull for clean initial aggro on all four lords
  • Kill Spitfire Totems the instant they drop — Karathress inherits this after Tidalvess
💚 Healer
  • 6 healers is very comfortable — assign per tank group with a solo Resto Druid on the Cardi B tank
  • Cataclysmic Bolt hits any mana user for 50% HP — keep all casters and healers topped
  • Interrupt Cardi B's Healing Wave — she will outheal your DPS if left uninterrupted
  • Sear Nova is a melee fire AoE — be ready to spike-heal the melee group after each cast
⚔ DPS
  • Kill Tidalvess absolutely first — Spitfire Totem is one of the most lethal abilities in SSC
  • Kill totems instantly every time they spawn (even after Tidalvess is dead — Karathress inherits)
  • Kill Sharkiss next; giving Karathress his damage buff here is acceptable
  • Ranged only on Cardi B — melee get Cycloned; interrupt her heals
  • Do not let any lord survive to Karathress's 75% threshold
🌊 Pre-Morogrim Murloc Trash
Tidewalker Warriors, Shamans, Hydromancers & Depth-Seers — patrol at running speed in Morogrim's room
Humanoid
MobKey Ability
Tidewalker WarriorStrong melee attacks · can be Tranquilized
Tidewalker ShamanChain Lightning · Lightning Bolt · Lightning Shield
Tidewalker HydromancerFrost Nova · Frost Shock · Frostbolt
Tidewalker Depth-SeerHealing Touch · Rejuvenation — Kill First
AoE them down. Focus healers (Depth-Seers) first. Pull back to the previous hallway — these packs patrol at running speed in Morogrim's room and chain pulls are easy. Warriors can be Tranquilized. Alternatively, a Rogue can pull the boss and Vanish — all murloc adds in the room instantly despawn.

🛡 Tank
  • Pull packs back to the previous hallway — never engage inside Morogrim's room
  • These murlocs patrol fast; sloppy positioning leads to catastrophic chain pulls
  • Hold Warriors while AoE clears the pack around you
💚 Healer
  • Shaman Lightning Chains and Hydromancer Frost Nova can burst the raid — stay slightly spread
  • AoE healing efficient here — use Chain Heal and Consecration synergy to conserve mana
⚔ DPS
  • Kill Depth-Seers (healers) first — they counter AoE kills hard
  • Then freely AoE the rest; Tranq Warriors if they enrage
  • Optional Rogue strategy: pull Morogrim, Vanish — all room murlocs despawn instantly
🌀 Morogrim Tidewalker
2 Phases — 100–25% and 25–0%. 2–3 tanks. Murloc waves are the primary challenge.
Tidal Wave — tank debuff Watery Grave — 4 targets Earthquake + Murloc Waves Globules (25–0%)
Phase 1 — 100–25%
  • Tidal Wave — tank mechanic. Deals Frost damage and reduces Attack Speed.
  • Watery Grave — 4 random targets are placed in a bubble, taking damage on explosion plus fall damage.
  • Earthquake — hits everyone for 4K. Murloc waves simultaneously spawn from the left and right entrances.
Phase 2 — 25–0% (Globules)
  • No more Watery Grave. Globule bubbles now track specific players and explode on contact with their target only — not random nearby players.
  • Kite Morogrim away as Globules close in. Move laterally to avoid your Globule.
Paladins are invaluable for murloc threat — generate aggro by healing a lifetapping Warlock (with Righteous Fury). Rotate Paladin cooldowns (Trinket, Avenging Wrath) for each murloc pack. Murloc add tanks only need 5.2% Crit Immune — mobs are level 71. Gear murloc tanks for maximum threat generation. Murloc tanks can get Watery Graved — 3 tanks is safer than 2 for this reason.

🛡 Tank
  • Main tank on Morogrim — face him away, Tidal Wave reduces your attack speed
  • 2–3 tanks total; extra tanks dedicated to murloc waves off left and right entrances
  • Murloc tanks: gear for threat, only need 5.2% Crit Immune (level 71 mobs)
  • At 25%, transition to kiting Morogrim away from incoming Globules
  • Watery Grave can hit murloc tanks — 3-tank setup provides safety net
💚 Healer
  • Watery Grave targets take burst damage on pop plus fall damage — top them before and immediately after
  • Earthquake hits the entire raid for 4K — pre-HoT or barrier before the cast completes
  • Long endurance fight — manage mana aggressively throughout
  • Paladins: heal the lifetapping Warlock to generate murloc add threat via Righteous Fury
⚔ DPS
  • Assign a dedicated murloc AoE team (Paladins, Mages, Warlocks) — they drop everything for every wave
  • Single-target DPS stays on Morogrim at all times during Phase 1
  • On Earthquake, immediately pivot to AoEing the murloc waves from both entrances
  • At 25%, watch your feet — your Globule tracks you specifically; move laterally when it's near
🐍 Lady Vashj
3 Phases — Boss (100–75%), Add Intermission (75–50%), Boss (50–0%). SSC's most complex encounter.
Multishot — 8 targets, 2.4K Shock Blast — Ground with Shaman Entangle — melee root Static Charge — move out Tainted Core — hot potato Coilfang Striders — AoE fear pulse Sporebat Poison (Phase 3)
Phase 1 — Boss Phase (100–75%)
  • Multishot — hits 8 targets for 2.4K. Unavoidable.
  • Shock Blast — 8–9K instant damage to the tank + 5 sec stun. Must be grounded by the tank group's Shaman. Ungrounded tanks die.
  • Entangle — physical root on melee. Cannot be dispelled. Blessing of Freedom, PvP Trinket, Cloak of Shadows, Shapeshift, and Blessing of Protection all work. Prioritize getting the tank freed first — assign an off-tank Paladin specifically for Freedom duty.
  • Static Charge — random target gets a debuff dealing 2K to them and anyone nearby every 2 sec for 12 sec. That player must immediately move away from the raid. Assign a dedicated healer to follow and top them.
  • Vashj still melees hard post-nerf. Assign 3 healers on the boss tank and 2 raid healers for Multishot and Static Charge.
Phase 2 — Add Phase (75–50%): 4 Shield Pillars
  • Enchanted Elementals — spawn at the bottom of the room and walk toward Vashj, giving her a stacking 5% damage buff. Killed by ranged DPS.
  • Tainted Elementals — stationary, spam Poison Bolt, despawn after 15 sec. When killed, drop a Tainted Core. Carrying the Core roots you and prevents casting — pass it player-to-player (hot potato) to reach a pillar and deactivate it. Can be done with a minimum of 2 players.
  • Coilfang Elites — Cleave and Hamstring. Tanked in the inner circle. Melee focus these.
  • Coilfang Striders — pulse an AoE fear every 2 seconds. Picked up by a Shaman and kited with Frost Shock in the outer circle. Ranged burn them when nearby.
Assign your 4 smartest ranged (preferably Hunters) to room quadrants for Tainted Elemental call-outs. Recommended hand-off: OT picks up the core after the Tainted is killed → throws to ranged → ranged waits for OT at the pillar or throws to a pre-positioned player near the pillar. Before deactivating the final pillar: confirm no new adds are about to spawn (BigWigs PTR timers are accurate). When P3 starts, kill remaining adds first before resuming DPS on Vashj. All 4 pillars deactivated takes Vashj from 75% to 50%.
Phase 3 — Sporebats (50–0%)
  • Identical to Phase 1 mechanics, plus Sporebat Poison Bolts land on the ground. Standing in them kills in 2–3 seconds.
  • You can see the Poison Bolt projectile before it lands — move before it hits the ground.
  • Entangle + Poison is a near-instant death combo for melee. Melee should loose-spread to minimize overlap kills.
Tainted Core Macro — put this on your bars before the pull:

/use Tainted Core
/y <------- TAINTED CORE TO: %t !!!
/s <------- TAINTED CORE TO: %t !!!
/script SendChatMessage("!!! YOU HAVE THE CORE !!!", "WHISPER", "Common", UnitName("target"));

🛡 Tank
  • P1/P3: Main tank holds Vashj. Assign an off-tank Paladin to Freedom the main tank out of Entangle first priority
  • Tank group Shaman must be on Shock Blast grounding duty at all times — 8–9K kills ungrounded tanks
  • P2: OT picks up Coilfang Elites in the inner circle. OT also initiates the Tainted Core throw chain after picking it up
  • Shaman kites Coilfang Striders in the outer circle using Frost Shock — keep them away from melee
💚 Healer
  • P1: 3 healers on the boss tank. 2 raid healers cover Multishot and Static Charge targets
  • Assign one healer to follow Static Charge players and top them for 12 seconds
  • P2: Spread with your quadrant group. Resto Druids and Shamans shine here for mobility
  • Top Tainted Core carriers — they're rooted and taking Poison Bolt damage during hand-offs
  • P3: Pre-HoT melee before Entangle lands — Entangle + Poison Bolt is a near-instant death combo
⚔ DPS
  • P1: Burn Vashj to 75% — this phase moves fast with her post-nerf HP reduction
  • Static Charge on you: stop DPS, run out of the raid, survive 12 seconds, return
  • P2: Pre-assign 4 ranged (Hunters preferred) to quadrant positions. Each owns their quadrant for Tainted spawns and Enchanted Elemental cleanup
  • Ranged priority in your quadrant: Enchanted Elementals → Striders as they pass → respond to Core call-outs
  • Melee: stay in the inner circle on Coilfang Elites — avoid Strider patrol paths
  • Have the Tainted Core macro ready with your target set before you pick up the core
  • Confirm BigWigs shows no imminent add spawn before dropping the final pillar. Kill remaining adds before resuming DPS on Vashj.
  • P3: Watch the ground — Poison Bolts telegraph before landing. Move immediately. Melee loose-spread for Entangle + Poison safety.