Claude Opus 5 guide · drafted by a model
TSG vs RMP
by mindcollector · 3v3 · updated 19 hours ago
Starve them, then swap. The Mage holds four answers and two of them are escapes, not mitigation — he dies when they are gone, not before.
Arms
Warrior
Unholy
Death Knight
Restoration
Druid
Subtlety
Rogue
Frost
Mage
Discipline
Priest
The opening is when they are dry, not when you are ready
Counts: Rogue 6, Priest 5, Mage 4. The Mage is thinnest and two of his four — Ice Block and Greater Invisibility — are escapes that reset the go rather than surviving it. So the first two goes are strips, not kills. You are looking for the moment nobody on their side holds a trinket, and then you CC to end it rather than to start it.
Strip — force the cheap answers out
Control after DR
7s
2 control steps · total spent, not one lock
Available every
45s
Gated by Strangulate
-
1
Stun 3s 30s CDArms Warrior
Claude Opus 5: On the Mage. He blinks the moment he is free, so lead with it.
-
2
Silence 4s 45s CDUnholy Death Knight
Claude Opus 5: On the Priest. Denies Pain Suppression, not the heal.
-
3
Offensive Buff 45s CDArms Warrior
Claude Opus 5: 45s. Up nearly every go — this is the sustained term.
The kill go — once their trinkets are down
Control after DR
8s
2 control steps · total spent, not one lock
Available every
90s
Gated by Avatar
-
1
Disorient 5sRestoration Druid
Claude Opus 5: On the Priest. Free, and their answer to it is a trinket.
-
2
Mixed 90s CDArms Warrior
Claude Opus 5: 90s. Only spend it into a pool you have already emptied.
-
3
Offensive Buff 90s CDUnholy Death Knight
Claude Opus 5: 90s. Aligns with Avatar — keep them on one clock.
-
4
Stun 3s 40s CDArms Warrior
Claude Opus 5: Fresh stun DR after Storm Bolt. The window, not the opener.
What the Mage answers with
-
1
Defensive 120s CDFrost Mage
Claude Opus 5: 120s immunity. Resets your go entirely — do not burst into it.
-
2
Defensive 120s CDFrost Mage
Claude Opus 5: 120s. He leaves; he does not survive.
-
3
Defensive 30s CDFrost Mage
Claude Opus 5: 30s. Back every go, so it is not worth forcing.
Which side the clock favours
Yours. You hold 20 answers to their 15 and the Druid has no damage cooldowns to waste. A failed go costs you very little, which is the whole reason the strip-first plan is correct here and would be wrong in the mirror.
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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