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Conquer the Lich King: Icecrown Citadel Raid Tactics for WoW WotLK Classic

Conquer the Lich King: Icecrown Citadel Raid Tactics for WoW WotLK Classic

Welcome to our comprehensive guide on one of the most iconic raids in World of Warcraft: Icecrown Citadel. As you venture into the frozen heart of Northrend, you’ll face the very essence of death and despair. But fear not, for this guide will equip you with the knowledge and tactics to conquer the Lich King’s stronghold.

Icecrown Citadel: The Last Bastion of the Lich King

Icecrown Citadel stands as the greatest fortress of the Scourge and the final stronghold of the dreaded Lich King. Located amidst the icy desolation of Icecrown on the continent of Northrend, this imposing citadel is constructed around the Frozen Throne, which once imprisoned the spirit of Ner’zhul. It was here that Ner’zhul and Arthas Menethil merged to become the new Lich King. Built from the indestructible saronite, the citadel houses some of the most formidable and wicked minions of the Lich King. A vast army of the undead guards its halls, presenting a formidable challenge to any who dare to breach its walls in a bid to end the Lich King’s reign.

Below is the list of available bosses for this legendary raid:

  1. Lord Marrowgar
  2. Lady Deathwhisper
  3. Icecrown Gunship Battle
  4. Deathbringer Saurfang
  5. Festergut
  6. Rotface
  7. Professor Putricide
  8. Blood Prince Council
  9. Blood-Queen Lana’thel
  10. Valithria Dreamwalker
  11. Sindragosa
  12. The Lich King

1. Lord Marrowgar: Guardian of the Frozen Throne

Pieced together by the Lich King from the bones of a thousand vanquished adventurers, Lord Marrowgar stands as the first line of defense for the Frozen Throne within Icecrown Citadel. Wielding the mighty axe, Bryntroll, the Bone Arbiter, he possesses the power of the throne itself.


Bone Storm: Marrowgar attacks nearby enemies in a whirlwind of bone that lasts until canceled.
Every two seconds, triggers AoE damage that drops off as you get farther away from the boss. Roughly 6k standing on top of him, 4k just inside his hitbox, 2k just outside, and 800 or so at around 30 yards.
The boss charges 4 targets before ending the Bone Storm. 30 sec cooldown.
Bone Spike Graveyard: Hurls a massive bone spike which impales any enemies in the way.
Deals 10% health per sec for 5 minutes or until killed. 3 sec cast. 39k hp. 10 sec cooldown.
Coldflame: Summons a line of frost that hits enemies in the way. Instant. 8 yd line of effect. Deals 6000 Frost/sec for 3 seconds. Targets randomly.
Bone Slice: Splits 200% of normal melee damage to an enemy and its nearest ally, replacing melee attack. Used every second, but not during bone spike graveyard cast; prevents the targets from being targeted by Bone Spike Graveyard. If there is no one near Lord Marrowgar’s target, that target takes the full damage of Bone Slice.
Enrage: After 10 minutes, Marrowgar will enrage, increasing his damage done by 500%, attack speed by 150%, and making him immune to taunt.


Tanking: Tanks need to stand on top of each other to soak Bone Slice. If you are short on tanks and the raid has plate DPS available, one can be put in front of the boss with the tanks to help soak the Bone Slice damage.
It is entirely possible to single tank Marrowgar, in 10man, should the tank be sufficiently geared.
The key to the fight is managing the transitions between the Bone Storms and going back to the Bone Graveyard phase. You have 10 seconds from the end of Bone Storm until Lord Marrowgar starts casting Bone Slice again.

DPS: Have a dedicated ‘spike team’ – chosen DPS members who will kill the Bone Spike Graveyard as soon as it impales a player.
Ranged DPS, or nearby melee, should immediately free players impaled with Bone Spike Graveyard.
Coldflame is a single line of frost that runs radially outward for 8 yards. Touching it inflicts a large amount of damage. Since it moves in a straight line, melee can sidestep out of its way, while ranged players can avoid it entirely.

Healing: During the Bone Storms, every raid member takes damage. People who don’t move when they’re targeted by the boss during Bone Storm will be taking full Bone Storm damage in addition to Cold Fire damage from up to four separate Cold Fire effects, which will probably result in their death.


During bone storm, try only to move to avoid the cold flame, it is easy to heal through the bone storm. Simply keep an eye on Lord Marrowgar to see whether or not you will be in the way of the cold flame.
The entire raid (except the tanks) should collapse into a single group behind Lord Marrowgar within the red circle visible on the ground when he is targeted. This strategy has the bonus of being able to very quickly bring players out of the Bone Spikes, and if everyone is within the red circle, any Cold Flames launched at players will miss.

2. Lady Deathwhisper: Supreme Overseer of the Cult of the Damned

Lady Deathwhisper is the second boss of the Icecrown Citadel raid. As the Supreme Overseer of the Cult of the Damned, she presents a challenging encounter that requires both high DPS and keen awareness from all raid members.


Both Phases:
Death and Decay: Inflicts 4500 Shadow damage every second to all targets in the affected area for 10 seconds. Note: Lady Deathwhisper’s version has a distinct green color, differentiating it from a friendly player’s D&D.
Dominate Mind: Subdues the will of a target enemy, charming them for 20 seconds. The charmed target’s damage dealt is increased by 200% and healing done is increased by 500%. Targets three players on 25-man heroic difficulty.

Phase One:
Animate Dead: Reanimates a Cult Adherent or a Cult Fanatic.
Dark Empowerment: Empowers the Cult Adherent’s spells, causing them to deal area damage and making them uninterruptable.
Dark Transformation: Transforms a random Cult Fanatic into an undead behemoth, increasing damage dealt by 100%.
Mana Barrier: A barrier that replenishes any lost health at the expense of the caster’s mana.
Shadow Bolt: Sends a shadowy bolt at the enemy, causing 11813 to 13187 Shadow damage.

Phase Two:
Frostbolt: Inflicts 50,700 to 53,300 Frost damage to an enemy and reduces its movement speed by 50% for 4 seconds.
Frostbolt Volley: Inflicts 14400 to 17600 Frost damage to nearby enemies, reducing their movement speed for 4 seconds.
Summon Vengeful Shade: Calls an unattackable Vengeful Shade that chases a player for a short time, casting Vengeful Blast upon catching them.
Touch of Insignificance: Reduces the target’s threat generation by 20%. Stacks up to five times and lasts 30 seconds.


Phase One: This phase revolves around managing adds and depleting Lady Deathwhisper’s mana shield. All damage she takes is deducted from her mana. The phase ends when her mana reaches zero.
She does not require tanking in this phase. She will cast Shadow Bolt, Death and Decay, and Dominate Mind on random raid members.
Every 60 seconds, adds will spawn. In 10-player mode, 3 adds spawn alternatively from the gates on the left and right side. In 25-player mode, 3 adds spawn on each side, with a seventh random add spawning on the stairs.
Living adds can explode at random times, dealing AoE damage and turning them into their reanimated versions. Reanimated Fanatics are immune to physical damage, while Reanimated Adherents are immune to magical damage.
Adherents are caster mobs that spam deathchill bolt, put a cooldown-increasing curse on random players, and sometimes shield themselves with a spell reflect shield.
Fanatics have a high melee DPS output and a vicious cleave. When buffed, they double their damage output. They can also be buffed with Vampiric Might, which increases their damage and provides a self-heal.

Phase Two: Begins as soon as her mana shield is depleted.
Lady Deathwhisper will need to be tanked in this phase.
She will cast Frostbolt, Frostbolt Volley, and occasionally summon Vengeful Shades.
The raid should be aware of the Touch of Insignificance debuff and adjust tanking as necessary.


The encounter requires two tanks (three in 25-player mode is optional). The encounter is not particularly healing intensive.
The raid should set up within range of the boss at the center of the room.
During Phase 1, ranged DPS should focus on killing the adds quickly and efficiently.
It’s crucial to move out of Death and Decay quickly to avoid unnecessary damage.
Phase 1 should not last longer than 7 minutes to ensure there’s enough time to defeat her before the enrage timer.

3. Icecrown Gunship Battle: Aerial Warfare Over Icecrown

The Icecrown Gunship Battle is an aerial confrontation between the gunships Skybreaker (for Alliance) and Orgrim’s Hammer (for Horde) around the spire of Icecrown Citadel. This encounter is unique and offers a break from the typical raid boss mechanics. Due to its relatively straightforward mechanics and the loot it offers, it’s often humorously referred to as the “Lootship Battle.”


Cannon Blast: Launches a cannonball at the target, inflicting 1000 Siege damage and generating 6 to 10 Heat.
Incinerating Blast: Consumes all of the cannon’s Heat to launch a massive ball of fire at the target. Inflicts 1000 Siege damage plus additional damage per point of Heat.
Burning Pitch: Throws a gob of burning pitch that sets the target area aflame, inflicting 17250 Siege damage and an additional 7500 Fire damage over 3 sec.
Rocket Artillery: Launches a rocket that explodes on impact, inflicting Fire damage to nearby enemies and Siege damage to the enemy gunship.
Below Zero: Freezes the target in a block of ice by concentrating and freezing moisture in the air. The caster must channel to maintain the ice block.


The main objective is to deal enough siege damage to the opposing ship to bring it down before your ship is destroyed.
The raid should be split into two teams: a defensive team and an offensive team.
Both teams should be equipped with jet packs provided by the engineer NPC on the player’s ship. These packs allow players to jump between the two ships.

Defensive Team:
Responsible for defending the player’s gunship from enemy boarding parties.
Enemy boarders who don’t have players on their aggro list will attack the player’s gunship with burning pitch, dealing significant siege damage. All members of the enemy boarding party must be tanked immediately.
Ranged AoE is highly effective against boarders. Due to their whirlwind ability, melee must be cautious until all Sergeants are defeated.
After the previous boarding party is defeated, a new boarding party spawns shortly after. It’s beneficial to delay the death of the last boarder to allow ranged DPS to target enemy ranged attackers on the opposing ship.

Offensive Team:
Comprises melee attackers, a tank, and dedicated healers.
This team fires the ship’s guns until they’re frozen by the enemy mage. When frozen, the team jumps to the enemy ship to kill the mage, unfreezing the guns.
The tank engages the enemy commander, who gains a stacking buff while in combat. The offensive team must quickly kill the mage to prevent the commander from becoming too powerful.
After the mage is defeated, the team returns to their ship and resumes firing the guns.


The ship’s guns have two attacks: a normal shot and a heated shot. The heated shot expels all accumulated heat on the gun, dealing additional damage based on the heat level.
The primary source of siege damage to the player’s ship comes from the rocketeers. Disrupting them and preventing them from gaining experience can significantly reduce the damage to the player’s ship.
The burning pitch is the most damaging ability to the player’s ship. Units that can cast burning pitch must be dealt with promptly.
As of Patch 6.0.2, the damage dealt by your ship’s cannon scales with your item level. At higher levels, the enemy ship can be destroyed quickly.

4. Deathbringer Saurfang: The Lich King’s Most Powerful Death Knight

Deathbringer Saurfang, once known as Dranosh Saurfang, is the fourth boss in Icecrown Citadel. He was raised in undeath by the Lich King after falling to Frostmourne at the Battle of Angrathar the Wrathgate. Now, imbued with the power of the Scourge, he stands as a formidable guardian, barring the way to the Upper Spire of the Citadel.


Blood Link: Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures. This also increases his Energy by 1 each time Blood Link triggers.
Blood Nova: Blood explodes outward from a random enemy target, inflicting 10,000 Physical damage to nearby enemies.
Boiling Blood: Boils the blood of an enemy, inflicting 9,500 Physical damage every 3 seconds for 24 seconds.
Call Blood Beast: Saurfang calls forth blood beasts. In 10-player mode, two are summoned, while in 25-player mode, five are summoned.
Frenzy: Saurfang goes into a frenzy, increasing his attack speed by 30%.
Mark of the Fallen Champion: Causes Deathbringer Saurfang’s melee attacks to splash to this target, inflicting additional Physical damage. If the target dies while under this effect, Saurfang is healed for 5% of his total health. This effect cannot be dispelled or removed, even by death.
Rune of Blood: Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. This leeches health from an enemy target and heals Saurfang for 10 times that amount. Lasts for 20 seconds.
Resistant Skin: Reduces damage from area of effect attacks by 95% and damage from Diseases by 70%.
Scent of Blood: Saurfang’s Blood Beasts catch the scent of blood, reducing all nearby enemies’ movement speed by 80% and increasing their damage by 300% for 10 seconds.


General: The fight revolves around managing Saurfang’s Blood Power. He starts with 0 Blood Power and can accumulate up to 100 in his Energy bar. He gains Blood Power whenever one of his special attacks hits or ticks. When Blood Power reaches 100, he casts Mark of the Fallen Champion on a random raid member.
Saurfang should be tanked where he spawns. His melee damage isn’t particularly high, but tanks must ensure that Saurfang doesn’t gain Blood Power from Rune of Blood. If a tank gets this debuff, another tank must quickly taunt and take over.

Positioning: Melee should stand right on Saurfang. Ranged damage dealers can stand closer to the boss, while healers should be furthest away. Healers need to be well spread out, ensuring all raid members are in range of several healers.
All non-melee raid members must stay at least 12 yards away from each other to avoid activating Blood Nova, else Saurfang receives extra Blood Power.

Blood Beasts: Saurfang summons Blood Beasts periodically. These beasts must be slowed, kited, and killed by ranged DPS. They are resistant to AoE, so single-target abilities are more effective.
Blood Beasts are immune to crowd-control but can be rooted, snared, slowed, or stunned. They should be kept away from raid members to prevent them from dealing melee damage, which would grant Saurfang additional Blood Power.

Mark of the Fallen Champion: This debuff inflicts heavy damage and yields a lot of Blood Power to the boss. When a player with a Mark dies, this heals Saurfang. The Mark persists through death, so players should not be combat resurrected if they die from it.


It’s crucial to limit the amount of Blood Power Saurfang gains. Ideally, he should be at 60% or lower before he casts the first Mark.
Ranged DPS should focus on the Blood Beasts, ensuring they are killed quickly and efficiently.
Healers should prioritize players with the Mark of the Fallen Champion debuff, as it deals significant damage.

5. Festergut: The Bloated Monstrosity of the Plagueworks

Festergut is one of the bosses in the Plagueworks wing of Icecrown Citadel. Often referred to as “Patchwerk 3.3” due to its DPS race nature, this encounter tests the raid’s ability to manage a series of mechanics while maintaining high damage output.


Gas Spore: Unleashes a Gas Spore, inflicting random targets with a gaseous spore. The Spore explodes after 12 seconds, causing damage to nearby allies. The damage from the Gas Spore builds the target’s immune system, granting them resistance to the blight. Stacks up to 3 times.
Gaseous Blight: A plague that inflicts Shadow damage to all nearby players. The damage varies based on the number of inhales Festergut has taken.
Inhale Blight: Inhales the Gaseous Blight in the room, increasing Festergut’s damage dealt and attack speed.
Pungent Blight: Releases the Gaseous Blight, dealing significant Shadow damage to all enemy players.
Vile Gas: Inflicts a plague in a targeted area, causing damage over time. Infected targets vomit uncontrollably, causing damage to nearby allies. Does not affect melee if there are enough ranged players.
Gastric Bloat: Inflicts Nature damage to the target and increases their damage done. Causes Gastric Explosion, killing the player, if it reaches 10 stacks.
Gastric Explosion: Immediately kills the affected player and deals Shadow damage to players in close proximity.


General: The encounter is primarily a DPS race. Festergut has a short enrage timer, requiring the raid to maintain consistent high damage.
The raid should be divided into a ranged group and a melee group. The ranged group should maintain a distance from each other to avoid the spread of Vile Gas, while the melee group should stack close to the boss.

Positioning: Tank Festergut where he spawns. The melee group should be positioned slightly behind the boss, while the ranged group should be spread out around the room, maintaining at least 7 yards distance from each other.
During the Gas Spore phase, players should move close to the spore to gain the Inoculation buff, which reduces damage from Pungent Blight.

Gas Spore Management: Festergut casts Gas Spore on random players. Affected players should move to a designated location so that other raid members can stand close and benefit from the Inoculation buff.
Players should aim to have 3 stacks of Inoculation before Festergut releases Pungent Blight to reduce the incoming damage.

Gastric Bloat: Players affected by Gastric Bloat should be closely monitored. If the debuff reaches 10 stacks, it triggers Gastric Explosion, killing the player and dealing damage to nearby allies. Healers should prioritize these players, and tanks should be prepared to swap if necessary.


Due to the DPS race nature of the encounter, damage-enhancing cooldowns should be used strategically to maximize damage output.
Healers should be prepared for heavy raid-wide damage during the Pungent Blight phase.
Ranged players should be vigilant and avoid standing too close to each other to prevent the spread of Vile Gas.

6. Rotface: The Oozing Abomination of the Plagueworks

Rotface is one of the bosses in the Plagueworks wing of Icecrown Citadel. This encounter is a test of the raid’s ability to manage multiple mechanics, including kiting and positioning, while dealing with the constant threat of oozes.


Ooze Flood: Inflicts 5,363 to 5,637 damage every second and reduces move speed by 25% for 5 seconds.
Slime Spray: Deals 5,363 to 5,637 Nature damage to enemies in a cone every second for 5 seconds.
Mutated Infection: Inflicts 3,900 to 4,100 shadow damage every second and reduces healing received by 50% for 12 seconds. After the Infection is removed, a small ooze is created at the target’s location.
Sticky Ooze: Inflicts 2,925 to 3,075 damage every second and reduces move speed by 50%.
Weak Radiating Ooze: Inflicts 3,413 to 3,587 damage to enemies every 2 seconds, and also causes the Little Ooze to merge with other nearby Ooze.
Radiating Ooze: Inflicts 4,388 to 4,612 damage to enemies every 2 seconds, it will also cause the Big Ooze to merge with other nearby Ooze.
Unstable Ooze: Increases damage dealt by 20%. Stacks to 10. Applied each time an ooze merges with Big Ooze.
Unstable Ooze Explosion: Inflicts 9,750 to 10,250 damage to enemies. This is caused by the Big Ooze merging with other oozes 5 times.


General: The encounter revolves around managing the oozes that spawn throughout the fight. Players must be aware of their positioning and be prepared to kite and merge oozes as required.
Rotface should be tanked in the center of the room, with the raid positioned behind him. A designated kiter (usually a tank) should be responsible for managing the Big Oozes.
Positioning: Players should maintain a safe distance from each other to avoid the spread of Slime Spray. It’s beneficial for players to stand close to Rotface, including ranged, to dodge the Slime Spray more effectively.
Players affected by Mutated Infection should move to a designated location, allowing the Small Ooze to spawn and be managed by the kiter.
Ooze Management: Small Oozes spawn from players affected by Mutated Infection. These oozes should be kited and merged with the Big Ooze.
When two Small Oozes or a Small Ooze and a Big Ooze come into contact, they merge. The goal is to merge oozes until the Big Ooze reaches a size of 5, at which point it will explode.
Players should avoid standing in the path of the Big Ooze and be prepared to move when it explodes.
Slime Spray: Periodically, Rotface will use Slime Spray, targeting a random direction. Players must quickly move behind Rotface to avoid taking damage.
Mutated Infection: Players affected by Mutated Infection should move away from the raid and wait for the Small Ooze to spawn. Once spawned, the Small Ooze should be kited and merged with other oozes.


Death Knights are an excellent choice for kiting due to their long-range threat generation abilities and Chains of Ice for snaring.
Mages should avoid using Mirror Image as it can confuse the oozes’ aggro table.
Paladins can use Hand of Freedom to assist players affected by slows or snares.
Healers should prioritize players affected by Mutated Infection and be prepared for raid-wide damage during the Unstable Ooze Explosion.

7. Professor Putricide: The Mad Scientist of the Plagueworks

Professor Putricide is the mastermind behind the creation of all forms of blight, plague, ooze, scourge, and death delivery in the Plagueworks wing of Icecrown Citadel. This encounter requires high DPS, precise movement, and keen awareness of multiple mechanics.


Ooze Flood: Deals damage every second and reduces move speed.
Slime Spray: Inflicts Nature damage to enemies in a cone.
Mutated Infection: Inflicts shadow damage and reduces healing received. When removed, spawns a small ooze.
Sticky Ooze: Deals damage and reduces move speed.
Weak Radiating Ooze: Deals damage and causes oozes to merge.
Radiating Ooze: Deals damage and causes oozes to merge.
Unstable Ooze: Increases damage dealt. Stacks up to 10. Applied each time an ooze merges.
Unstable Ooze Explosion: Deals significant damage to enemies.
Choking Gas Bomb: Drops bombs that deal damage over time and explode after a duration.
Malleable Goo: Bounces a ball of goo at a target, dealing damage and slowing attack and cast speed.
Mutated Plague: Inflicts damage over time. Increases in intensity during Phase 3.
Unbound Plague: Inflicts increasing damage over time. Can be transferred to other players.
Ooze Variable: Targets players with an Ooze trait, making them susceptible to specific attacks.
Gas Variable: Targets players with a Gas trait, making them susceptible to specific attacks.


General: The encounter revolves around managing Professor Putricide’s experiments and avoiding the various hazards he creates.
Two tanks are required, with one controlling the Abomination during Phases 1 and 2. In 25-player mode, a third tank is recommended for Phase 3.

Phase 1 (100% to 80%): Professor Putricide will alternate between spawning a green Volatile Ooze and an orange Gas Cloud. These adds must be managed and killed before the next one spawns.
The Volatile Ooze targets and roots a player, moving towards them. Players must group up on the targeted individual to split the explosion damage.
The Gas Cloud follows a player, applying a damaging debuff. The targeted player must kite the cloud while the raid focuses it down.

Phase 2 (80% to 35%): Putricide gains two additional abilities: Choking Gas Bomb and Malleable Goo.
Choking Gas Bombs are dropped flasks that explode after a duration, dealing damage in an area. Players must move away from these.
Malleable Goo is thrown at ranged targets, dealing damage and slowing attack/cast speeds. Players must avoid these.

Phase 3 (35% to 0%): Adds stop spawning, but any remaining adds from previous phases persist. Putricide becomes more aggressive, using all his abilities from Phases 1 and 2, along with the Mutated Plague. The raid must focus on maximizing DPS while managing the increased intensity of mechanics.


Rogues can use “Vanish” and Mages can use “Invisibility” to avoid the Tear Gas during phase transitions, allowing for extra DPS.
Positioning is crucial, especially during the Malleable Goo and Choking Gas Bomb mechanics.
Healers should be prepared for significant raid-wide damage, especially during Phase 3.

8. Blood Prince Council: The Triumvirate of the San’layn

The Blood Prince Council is the first encounter in the Crimson Hall wing of Icecrown Citadel. This fight involves battling three San’layn princes simultaneously: Prince Keleseth, Prince Valanar, and Prince Taldaram. Each has unique abilities, and the raid must adapt to the changing dynamics as the fight progresses.


Invocation of Blood: At all times, one of the three princes has Invocation of Blood. The two without the buff have 1 HP and cannot be damaged. Only the buffed prince has a proper health score and can take damage. Invocation of blood always starts on Prince Valanar and switches randomly every 30 seconds to another prince.

Prince Valanar

Shock Vortex: Creates a vortex of swirling force near an enemy target that inflicts damage and knocks back enemies near it.
Kinetic Bomb: Summons a Kinetic Bomb that drifts toward the ground and explodes on contact. Direct damage is absorbed by the bomb and converted into energy, propelling the bomb higher in the air with each hit.
Empowered Shock Vortex: Creates force vortices on all nearby enemies, inflicting damage and knocking enemies within ~12 yards of the target away.

Prince Taldaram

Conjure Flame: Conjures a ball of flames that flies through the air toward the target and explodes on impact.
Conjure Empowered Flame: Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. Deals fire damage to nearby enemies along the way.
Glittering Sparks: Glittering sparks shoot from the caster’s hands in a cone, burning enemies for damage over time and reducing their movement speed.

Prince Keleseth

Shadow Lance: Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
Shadow Resonance: Summons a Dark Nucleus. Dark Nuclei feed on their own energy, causing them to destroy themselves over time. The nearest target resonates with shadow, suffering damage and reducing Shadow damage taken from all sources.
Empowered Shadow Lance: Hurls a bolt of dark magic at an enemy, inflicting significant Shadow damage.


General: The encounter consists of one phase with a 10-minute enrage timer.
Three tanks are required, one of them can be a ranged tank (e.g., Warlock). In 10-player mode, one tank can handle both Valanar and Taldaram.

Prince Valanar

Valanar summons Kinetic bombs that must be continually damaged to prevent them from reaching the ground and exploding. Ranged DPS should prioritize these bombs.
Players should avoid the Shock Vortex and spread out during the Empowered Shock Vortex to avoid knocking back other raid members.

Prince Taldaram

Taldaram conjures balls of flame that follow a random raid member. Players should group up to reduce the damage from these flames.
When Taldaram is empowered, he launches Empowered Balls of Flame. Players should position themselves to drain the energy of these flames, reducing their damage.

Prince Keleseth

Keleseth primarily uses ranged attacks, making him suitable for a ranged tank. This tank must gain shadow mitigation from the Dark Nuclei that spawn around the room. Dark Nuclei do not follow the normal aggro table; they attack the last player that hit them. The tank must maintain the Shadow Resonance buff by collecting these Nuclei.


Positioning and awareness are crucial in this encounter due to the various mechanics from each prince.
Healers should be prepared for burst damage, especially when the princes use their empowered abilities.
DPS should be flexible in their targeting, switching to Kinetic Bombs or the currently empowered prince as needed.

9. Blood-Queen Lana’thel: The Vampiric Monarch of the Crimson Hall

Blood-Queen Lana’thel is the ruler of the San’layn and resides within the Crimson Hall of Icecrown Citadel. This encounter tests the raid’s ability to manage a series of mechanics while dealing with the vampiric nature of the Blood-Queen.


Vampiric Bite: Inflicts Shadow damage and grants the Essence of the Blood Queen. Players bitten will need to bite other raid members to prevent becoming mind-controlled.
Pact of the Darkfallen: Links players together, causing them to share damage. Affected players must stack to minimize damage.
Swarming Shadows: Targets a player, causing a trail of shadows to follow them, dealing damage to anyone standing within.
Bloodbolt Whirl: Sends out a whirl of blood bolts, dealing damage to random raid members.
Delirious Slash: Inflicts Physical damage and an additional bleed effect.
Shroud of Sorrow: Constant AoE shadow damage to all players in the room.
Presence of the Darkfallen: Increases Shadow damage taken.
Essence of the Blood Queen: Grants a significant damage and healing increase but requires the player to bite another raid member before the effect expires.


General: The encounter revolves around managing the Vampiric Bite mechanic and ensuring that players bitten by Lana’thel bite other raid members in a controlled manner.
The raid should be spread out to minimize the impact of Bloodbolt Whirl and Swarming Shadows.

Vampiric Bite: Players bitten by Lana’thel gain the Essence of the Blood Queen. Before this effect expires, they must bite another raid member to refresh the duration and prevent becoming mind-controlled.
A bite order should be established to ensure controlled spreading of the Essence and to maximize the DPS and healing boost it provides.
Pact of the Darkfallen: Players affected by this should quickly stack together to share the damage. Once the effect expires, they can spread out again.
Swarming Shadows: Players targeted by this should move away from the raid and drop the shadow patches in a controlled manner, ideally in a line or at the edge of the room.
Bloodbolt Whirl: Healers should be prepared for raid-wide damage when Lana’thel uses this ability. Players should spread out to minimize the number of bolts hitting multiple targets.


Using voice communication can greatly assist in managing the Vampiric Bite mechanic and ensuring bites are done in a controlled manner.
Players should be aware of their surroundings and avoid standing in any shadow patches created by Swarming Shadows.
Tanks should be prepared for the Delirious Slash and its associated bleed effect, ensuring they have cooldowns or external healing available.

10. Valithria Dreamwalker: The Enslaved Green Dragon

Valithria Dreamwalker, a green dragon, was captured by the Scourge and held prisoner within the Frostwing Halls wing of Icecrown Citadel. Unlike traditional boss encounters, the objective here is not to defeat Valithria but to heal her back to full health while fending off waves of Scourge minions.


Nightmare Portal: Summons a portal allowing players to access the Dreamstate, where Dream Clouds spawn. Players should enter these portals to gain the Emerald Vigor buff.
Emerald Vigor: Regenerates mana and increases damage and healing done. Obtained by collecting Dream Clouds in the Dreamstate.
Dreamwalker’s Rage: Deals massive Nature damage to all surrounding enemies once Valithria reaches full health.
Fireball: Inflicts Fire damage to an enemy.
Lay Waste: Surrounds Valithria in flames, dealing periodic Fire damage to all enemies.
Acid Burst: Explodes, dealing Nature damage to nearby enemies and additional damage over time.
Corrosion: Inflicts Nature damage over time and reduces the target’s armor.
Column of Frost: Erupts a column of frost, dealing Frost damage and knocking enemies into the air.
Frostbolt Volley: Inflicts Frost damage to nearby enemies and reduces their movement speed.
Mana Void: Burns mana from all enemies within a radius.
Gut Spray: Deals Nature damage over time and increases Physical damage taken.
Suppresser: Reduces healing received by Valithria.


General: The primary objective is to heal Valithria up to full health. A portion of the healers should focus on Valithria, while others maintain the raid’s health.
Adds will spawn from portals in the room. The spawn rate increases over time, and managing these adds is crucial to the raid’s success.

Nightmare Portals: Every 30 seconds, Valithria opens portals to the Dreamstate. Healers should prioritize entering these portals to collect Dream Clouds and gain the Emerald Vigor buff. In the Dreamstate, players should float through as many green orbs as possible to maximize their Emerald Vigor stacks.

Adds: Different types of adds will spawn, each with its own abilities and priorities. The raid should focus on Blazing Skeletons, then Zombies, followed by Archmages, and finally Abominations.
Suppressors should be dealt with quickly as they reduce Valithria’s healing received.
Tanks should position themselves to handle Archmages and Abominations, while ranged DPS focus on Suppressors and Zombies.

Positioning: The raid should split into two groups, one on each side of Valithria. Each group is responsible for managing adds that spawn on their side.
Healers assigned to Valithria should position themselves near her, ensuring they’re within range to jump into the Dreamstate portals.


Communication is key, especially for healers entering the Dreamstate. Maximizing Emerald Vigor stacks can significantly speed up the encounter.
Tanks and DPS should be aware of the different add types and adjust their priorities accordingly.
Any class with healing abilities should assist in healing Valithria whenever possible, as every bit of healing helps.

11. Sindragosa: The Frost Queen’s Vengeance

Sindragosa, once the prime consort of Malygos, was raised from death by the Lich King to serve as the queen of the Frostbrood. Her chilling roars echo through Icecrown Citadel, promising doom to all who challenge her.


Frost Breath: Deals Frost damage to enemies in a cone in front of her.
Icy Grip: Pulls all players to her location.
Blistering Cold: Inflicts significant Frost damage to all nearby players after Icy Grip.
Unchained Magic: Inflicts players with a debuff that causes any spell cast to result in a stacking debuff. When the debuff expires, it deals damage per stack.
Permeating Chill: Melee attacks against Sindragosa have a chance to debuff the attacker, causing Frost damage over time.
Ice Tomb: Encases a player in a block of ice, inflicting periodic Frost damage. Other players must destroy the tomb to free the player.
Frost Beacon: Marks players to become Ice Tombs in the air phase.
Mystic Buffet: Increases magic damage taken, stacking over time during the air phase.


Ground Phase: Players should spread out to minimize the damage from Frost Breath and be prepared to move away from Sindragosa when she uses Icy Grip, as she will follow it with Blistering Cold.
Players affected by Unchained Magic should limit their spellcasting to avoid accumulating too many stacks.
Melee DPS should be cautious of Permeating Chill and switch off if they accumulate too many stacks.

Air Phase: Sindragosa takes to the skies and marks several players with Frost Beacon. After a short duration, these players are encased in Ice Tombs. The raid should prioritize freeing these players by damaging the tombs.
Players not targeted by Frost Beacon should hide behind the Ice Tombs to avoid Sindragosa’s Frost Bomb attack.
Healers should be prepared for increased raid damage due to Mystic Buffet.


Communication is crucial, especially during the air phase, to ensure players hide behind the Ice Tombs and prioritize freeing trapped players.
Players should be aware of their debuffs and adjust their playstyle accordingly, especially when affected by Unchained Magic.
Tanks should be prepared for tank-switching mechanics due to debuffs and ensure Sindragosa is positioned away from the raid to avoid cleave damage.

12. The Lich King: The Final Confrontation in Icecrown Citadel

The Lich King, Arthas Menethil, is the final boss of Icecrown Citadel and represents the culmination of the Wrath of the Lich King expansion. This encounter is a multi-phase fight that tests the raid’s coordination, positioning, and ability to handle multiple mechanics simultaneously.


Infest: Deals Shadow damage and applies a DoT that increases in damage over time.
Necrotic Plague: A contagious debuff that jumps to nearby targets when cleansed or when it expires.
Summon Drudge Ghouls and Shambling Horrors: Summons undead minions to assist him.
Remorseless Winter: Deals Frost damage to all players and pushes them away.
Pain and Suffering: Inflicts Shadow damage in a cone.
Summon Ice Sphere: Targets and chases players, exploding upon contact.
Raging Spirit: Summons a spirit that deals high melee damage.
Quake: Signals the transition between phases.
Defile: Creates a growing pool of shadow that deals damage and grows in size with each player it hits.
Val’kyr Shadowguard: Summons Val’kyr that pick up and attempt to drop players off the platform.
Soul Reaper: Strikes a player, dealing immediate damage and a heavy DoT afterward.
Fury of Frostmourne: Instantly kills all players, signaling the transition to the final phase.
Raise Dead: Resurrects all players as servants of the Lich King.
Harvest Soul: Attempts to pull a player’s soul into Frostmourne.


Phase 1: The Lich King uses Infest, Necrotic Plague, and summons undead minions. The raid should spread out to manage the plague and focus on killing the adds.
Transition Phase: The Lich King casts Remorseless Winter, pushing players to the edge of the platform. Players should dodge Ice Spheres and kill Raging Spirits.

Phase 2: The Lich King introduces Defile and summons Val’kyr Shadowguards. Players should spread out to minimize Defile’s growth and focus on killing the Val’kyr before they drop players off the platform.
Transition Phase: Similar to the first transition phase but with more Raging Spirits.

Phase 3: The Lich King uses Soul Reaper on the tank and continues using Defile. The raid should focus on positioning and managing these mechanics.

Phase 4: After reaching 10% health, the Lich King casts Fury of Frostmourne, killing all players. A scripted event occurs, after which players are resurrected and must finish off the Lich King.


Communication is crucial, especially for managing Necrotic Plague and positioning for Defile.
Tanks should be prepared for the heavy damage from Soul Reaper and ensure they have cooldowns or external healing available.
Players should prioritize killing adds, especially the Val’kyr, to prevent them from becoming overwhelming.

Conclusion: The Final Stand in Icecrown Citadel

Icecrown Citadel (ICC) stands as one of the most iconic and challenging raids in World of Warcraft Classic. As adventurers delve into the heart of the Lich King’s domain, they are met with a gauntlet of formidable foes, each presenting unique mechanics and strategies. From the chilling presence of Lord Marrowgar to the climactic confrontation with the Lich King himself, every encounter demands coordination, adaptability, and mastery of mechanics.

General Tips:

Coordination is Key: Success in ICC often hinges more on mechanics and coordination than on raw DPS. Ensuring that the raid is synchronized in handling mechanics, such as positioning and interrupts, can make the difference between a wipe and a win.

Practice and Adaptation: As with all challenging content, persistence is crucial. Learn from each attempt, adapt strategies as needed, and encourage a positive and constructive raid environment.

Utilize Resources: Make use of external resources, such as strategy guides and videos. These can provide valuable insights and tips that can aid in progression.

Consider Normal Mode for Progression: Given the heightened difficulty of some encounters, especially in heroic mode, it might be beneficial for guilds to first clear bosses in normal mode. This allows the raid to familiarize themselves with mechanics before ramping up the challenge.

Celebrate the Journey: While the goal is to conquer each boss and ultimately defeat the Lich King, remember to enjoy the journey. Celebrate each victory, learn from each setback, and relish the camaraderie of tackling one of WoW’s most memorable raids.

As you venture deeper into the icy halls of ICC, remember that every challenge is an opportunity to showcase skill, teamwork, and determination. The Lich King awaits atop the Frozen Throne, and only the most resilient and coordinated teams will emerge victorious. Good luck, and may your journey through ICC be both challenging and rewarding!

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Note: This guide is based on various sources, such as wowpedia and wowhead, and personal experience. Adapt strategies based on your character, raid’s composition, and experience.

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