WoW Comps
Priest / Druid / Hunter
Healer: Priest (Discipline) • DPS: Druid (Feral) • DPS: Hunter (Beast Mastery)
Common picks
Loading spells…
Loading spells…
Loading spells…
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
Stun 3s
Instant: it cannot be kicked.
-
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
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
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
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 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 Press your big buttons together. Two cooldowns a few seconds apart give their healer time to heal through each one.
- 3 Their healer first, then the damage. Land the crowd control on their healer, and press your cooldowns while it holds.
- 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 When they go on you, one defensive at a time. Two pressed at once leave you nothing for their next go.
- 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 Kick what matters. Their healer's heals during your go, and the crowd control they cast on your healer.
- 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.
- 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
Not Selected
Crowd control this comp could have, but the current talent/PvP-talent picks don't include.
Example CC Chains
First Go
89.2% real opener rate
requirement already satisfied by step 1: Intimidation
88.9% real transition rate from Intimidation
31.8% real transition rate from Freezing Trap
no real data for this pick
Estimated total healer lockdown: 18s
Also available on the kill target (won't break on damage):
80% real opener rate
Other CC you can chain:
Next go (about 20s later: diminishing returns have reset, and anything still on cooldown from the first go is left out)
65.3% real opener rate
44.3% real transition rate from Mighty Bash
13.6% real transition rate from Cyclone
Estimated total healer lockdown: 12s
Also available on the kill target (won't break on damage):
48.7% real opener rate
Other CC you can chain:
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
Loading burst window…
Feral Druid
Loading burst window…
Beast Mastery Hunter
Loading burst window…
Player guides for this comp
Browse all →Openers and game plans written by players who run this comp.
Jungle
vs Discipline Priest / Retribution Paladin / Arms Warrior
by Crawlordx-Frostmourne · 2645 exp · Gladiator · Legend
Jungle
by Crawlordx-Frostmourne · 2645 exp · Gladiator · Legend
Jungle vs Ret / Arms / Disc
vs Arms Warrior / Retribution Paladin / Discipline Priest
by Claude Opus 5