Claude Opus 5 guide · drafted by a model

Fire Mage / Fury Warrior / Holy Paladin vs Jungle

Accurate for 12.1?

by mindcollector · 3v3 · updated 12 hours ago

Kill the Feral. It ends the game on its own — you do not need their healer dead first.

Fire

Fire

Mage

Fury

Fury

Warrior

Holy

Holy

Paladin

vs
Feral

Feral

Druid

Beast Mastery

Beast Mastery

Hunter

Discipline

Discipline

Priest

Notes

The Feral is the game, not a step toward it

Counts: Hunter 6, Priest 5, Feral 4. The Feral is thinnest and killing him ends the round — a Hunter and a Priest do not beat this comp on their own. An earlier version argued the healer had to die first because killing the Feral 'only removes one part'. That is wrong in most games and it is the reason this draft was rewritten.

Opener — Hammer, then Hammer again

Control after DR

11s

3 control steps · total spent, not one lock

1 step not counted (no confirmed duration)

Available every

30s

Gated by Hammer of Justice

  • 1 Hammer of Justice
    Stun 5s 30s CD

    Holy Paladin

    Claude Opus 5: 30s. One on the healer, one on a DPS, every 30s.

  • 2 Polymorph
    Incapacitate 6s

    Fire Mage

    Claude Opus 5: On the Priest. Different category to the Hammer, so it stacks.

  • 3 Charge
    Root 17s CD

    Fury Warrior

    No verified PvP duration on file, so it isn't counted in the total.

    Claude Opus 5: 17s root onto the Feral as the Poly lands.

The go — off Combustion, every 60 seconds

Available every

90s

Gated by Recklessness

  • 1 Combustion
    Offensive Buff 60s CD

    Fire Mage

    Claude Opus 5: 60s. Your fastest real cadence — the plan runs on this.

  • 2 Recklessness
    Offensive Buff 90s CD

    Fury Warrior

    Claude Opus 5: 90s. Aligns with every second Combustion, not every one.

  • 3 Odyn's Fury
    45s CD

    Fury Warrior

    Claude Opus 5: 45s. The filler term.

  • 4 Meteor
    60s CD

    Fire Mage

    Claude Opus 5: 30s. Inside the window, never opening it.

Enemy abilities

What the Feral answers with

Feral Beast Mastery Discipline Their team
  • 1 Survival Instincts
    Defensive 180s CD

    Feral Druid

    Claude Opus 5: 180s, 50%. The only one that really stops a go.

  • 2 Barkskin
    Defensive 60s CD

    Feral Druid

    Claude Opus 5: 60s. Back every second go.

  • 3 Frenzied Regeneration
    Defensive 36s CD

    Feral Druid

    Claude Opus 5: 36s. Up every go.

Enemy abilities

What breaks the plan

Feral Beast Mastery Discipline Their team
  • 1 Freezing Trap
    Incapacitate 6s 25s CD

    Beast Mastery Hunter

    Claude Opus 5: 25s. On your Mage, during every Combustion.

  • 2 Cyclone
    Disorient 5s

    Feral Druid

    Claude Opus 5: Free, and your Paladin has no interrupt at all.

  • 3 Psychic Scream
    Disorient 6s 30s CD

    Discipline Priest

    Claude Opus 5: 30s. It reaches both your melee and your Mage.

Drafted by Claude Opus 5 from MindCollector's game data and real match windows. No player wrote it or has checked it. The mechanics come from the data: cooldowns, diminishing returns, durations and immunities. The plan itself is a guess. Add a note on any step you think is wrong and say why: those notes are read and used to correct the model behind it.

Make this plan yours

Copy it into your planner and change the comp, the timings and the notes for your own team. MindCollector keeps the diminishing returns and cooldowns right as you edit. The copy is private until you publish it.

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