WoW Comps

Priest / Druid / Hunter

Healer: Priest (Discipline) • DPS: Druid (Feral) • DPS: Hunter (Beast Mastery)

Turn a comp into a game plan: your opener, your go, and the defensives you need to force. See players' plans →

Common picks

HEALER

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DPS

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DPS

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Death Knight

Demon Hunter

Druid

Evoker

Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

Discipline Priest

Feral Druid

Beast Mastery Hunter

Your go, part 1

Lock their healer for about 15s

Each player's usual combo on the healer in real games, put together. One after another, each as the last one ends, a different kind each time so none is shortened.

  1. 1
    Stun 3s

    Instant: it cannot be kicked.

  2. 2
    Incapacitate 6s

    A different kind of control from the one before, so it lasts its full time. Instant: it cannot be kicked. Breaks if their healer takes damage.

  3. 3
    or Disorient 6s

    A different kind of control from the one before, so it lasts its full time. Instant: it cannot be kicked. Breaks if their healer takes damage. One of these, not both: the same kind twice on her lasts half as long.

Your go, part 2

Press these together while their healer is locked

Discipline Priest your healer, in most of its goes
Feral Druid
Beast Mastery Hunter

Everything lines up again about every 90s. The 30s buttons come back in between, for smaller goes.

What each spec presses in at least half its goes, counted from 340 measured arena rounds. Times are the longest wait; talents often bring them back sooner.

Your go, part 3

On the player you are killing

Stuns and silences hold through damage, so they keep your target still while you hit them. Land one as your cooldowns go out.

Their go

When they go on you, one defensive at a time

Discipline Priest
Feral Druid
Beast Mastery Hunter

Press one, and keep the rest for their next go. Everyone also has Gladiator's Medallion: it breaks crowd control, so keep it for when being stuck would get you or your healer killed.

Kicks

Kick their healer's heals during your go, and the crowd control they cast on your healer. Instant control cannot be kicked.

Peels

Put these on whoever is hitting your teammate, to buy time without spending a defensive.

  1. 1 A game is a series of goes. Your team picks one enemy, locks their healer in crowd control, and presses its big damage buttons together. Then they try the same on you.
  2. 2 Press your big buttons together. Two cooldowns a few seconds apart give their healer time to heal through each one.
  3. 3 Their healer first, then the damage. Land the crowd control on their healer, and press your cooldowns while it holds.
  4. 4 The same kind of control gets shorter. The second of one kind on the same player lasts half as long; the third does nothing. Use a different kind, or wait 20 seconds.
  5. 5 When they go on you, one defensive at a time. Two pressed at once leave you nothing for their next go.
  6. 6 If the target will not die, change something. Swap to whoever has the fewest defensives left, or back off until your cooldowns are back.
  7. 7 Kick what matters. Their healer's heals during your go, and the crowd control they cast on your healer.
  8. 8 Use line of sight. A spell needs line of sight to its target. Behind a pillar you cannot be cast on, and your healer cannot heal you either.
  9. Check you have them: the arena basics check →

Priest (Discipline)

Druid (Feral)

Hunter (Beast Mastery)

Priest (Discipline)

Druid (Feral)

Hunter (Beast Mastery)

Druid (Feral)

Hunter (Beast Mastery)

Diminishing Returns (DR)

Repeated CC of the same type on one target gets weaker each time it lands.

1st hit

100%

2nd hit (within 20s)

50%

3rd hit

Immune

Concussive Shot Stun
Polymorph Incapacitate
Disorient Disorient
Entangling Roots Root
Silence Silence
Typhoon Knockback
Disarm Disarm
Chains of Ice Slow

Not Selected

Crowd control this comp could have, but the current talent/PvP-talent picks don't include.

Example CC Chains

First Go

1. Intimidation Intimidation Stun · Beast Mastery Hunter 3s

89.2% real opener rate

requirement already satisfied by step 1: Intimidation

2. Freezing Trap Freezing Trap Incapacitate · Beast Mastery Hunter 6s

88.9% real transition rate from Intimidation

3. Psychic Scream Psychic Scream Disorient [healer-cast] · Discipline Priest 6s

31.8% real transition rate from Freezing Trap

4. Chimaeral Sting Chimaeral Sting Silence · Beast Mastery Hunter 3s

no real data for this pick

Estimated total healer lockdown: 18s

Also available on the kill target (won't break on damage):

Binding Shot Binding Shot Stun · Beast Mastery Hunter

80% real opener rate

Other CC you can chain:

Maim Maim · Feral Druid
Mighty Bash Mighty Bash · Feral Druid
Incapacitating Roar Incapacitating Roar · Feral Druid
Mind Control Mind Control · Discipline Priest
Cyclone Cyclone · Feral Druid

Next go (about 20s later: diminishing returns have reset, and anything still on cooldown from the first go is left out)

1. Mighty Bash Mighty Bash Stun · Feral Druid 4s

65.3% real opener rate

2. Cyclone Cyclone Disorient · Feral Druid 5s

44.3% real transition rate from Mighty Bash

3. Incapacitating Roar Incapacitating Roar Incapacitate · Feral Druid 3s

13.6% real transition rate from Cyclone

Estimated total healer lockdown: 12s

Also available on the kill target (won't break on damage):

Maim Maim Stun · Feral Druid

48.7% real opener rate

Other CC you can chain:

Mind Control Mind Control · Discipline Priest

Diminishing Returns Groups

Utility

Peels

Interrupts

Preview / in development. The hardest-hitting 12-second burst we've recorded for each spec in this comp, with the exact order the abilities were pressed. Gold-bordered steps are offensive cooldowns. It's one strong example from a real match, not the only way to play it.

Discipline Priest

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Feral Druid

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Beast Mastery Hunter

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