Dungeons · WORLD OF WARCRAFT: FOREVER

Your First Dungeon: How a Group Works

Learn how tanks, healers, damage dealers, threat, and crowd control fit together in a five-player party.

BY WOREVER EDITORIAL · UPDATED NOVEMBER 2, 2026 · 5 MIN READ

Pre-launch preview · Beginner

Based on Blizzard's preview ↗

A dungeon is an instanced adventure for a group: you enter together, fight through groups of enemies, and face stronger encounters. Most five-player groups have one tank, one healer, and three damage dealers. If you are new, the most useful thing you can bring is not a perfect rotation—it is a willingness to communicate and pay attention to the group.

Blizzard describes Forever’s dungeon combat as deliberate and tactical, with threat and crowd control remaining important. The examples below turn that design preview into a simple plan; the exact abilities and encounters will differ.

What each role is trying to do

Role Main responsibility Before the next fight
Tank Initiate the encounter and try to keep enemies attacking them rather than allies. Check the group’s position, identify dangerous targets, and give others time to prepare.
Healer Restore health and use protective tools to help the group survive. Check Mana and let the party know if you need a moment to recover.
Damage dealer, or DPS Defeat the group’s chosen targets while managing personal safety. Follow the target plan and avoid damaging enemies the group has deliberately controlled.

Some classes can perform more than one role with an appropriate specialization, equipment, and ability choices. Tell the party which role you plan to play; a class name by itself does not always identify it. The class explorer shows broad role options.

What is a pull?

A pull is the start of a fight with one or more enemies. Before moving in, the party can decide which enemy to defeat first and whether to temporarily disable another. Once everyone is ready, the tank typically begins the encounter. A damage dealer attacking a different group first can turn one manageable fight into several.

A good first-group habit: wait for the tank’s lead, target the agreed enemy, and watch where the healer is. If the group has not discussed a plan, asking is better than guessing.

Threat: why enemies change targets

Threat is the system that helps determine which player an enemy attacks. A tank uses class abilities to generate threat and keep enemies focused on them. Damage and healing can also attract attention, so a target may leave the tank if another player draws its attention.

If an enemy starts attacking you, tell the group and move toward the tank instead of running into unexplored enemies. The tank can respond with the tools available to their class. A taunt is an ability intended to redirect an enemy’s attention; its exact behavior and availability depend on the ability, so read its tooltip rather than assuming every tank uses the same tool.

Crowd control: make a large fight smaller

Crowd control temporarily limits what an enemy can do. Depending on the class, a spell or effect may put an enemy to sleep, immobilize it, or otherwise keep it out of the fight. Many effects can be broken by damage: check the tooltip for the specific ability.

For example, if the party asks a Mage to control one enemy while the tank handles two others, attacking the controlled enemy or using area damage near it may undo the plan. Follow the group’s target marks and confirm before switching. Blizzard specifically describes effects such as Polymorph, Banish, Fear, and roots as tools that can matter in dungeon fights; they are not interchangeable and their conditions differ.

A practical first pull

  1. Pause together. Check that everyone is nearby and that the healer is ready. Ask which enemy is the first target.
  2. Agree on control. If someone will disable an enemy, make sure the party knows which one to leave alone.
  3. Let the tank engage. Begin attacking the agreed target after the pull starts; keep an eye on any enemy that moves toward the healer or another player.
  4. Recover and regroup. After the fight, check health, resources, and whether the next area is clear before proceeding.

This is editorial advice, not a mandatory strategy. Groups can adapt it to their abilities, experience, and the encounter.

If the group wipes

A wipe means the party was defeated. Treat it as information: was an extra group pulled, was someone out of resources, or did a controlled enemy break free? Return together, repair if needed, and agree on one change for the next attempt. On ordinary non-Hardcore rulesets, Blizzard describes returning from a graveyard to your body; check the current rules for other modes.

Ready to pick a destination? Our Forever dungeon guide organizes the announced new dungeons by level and continent. Dungeon mechanics and balance can change; this guide reflects Blizzard’s pre-launch description checked November 2, 2026.

Source and update

Based on Blizzard's published preview. Guide updated November 2, 2026; details may change and should be checked against the live game.

Read the official source ↗