WoW Comps

Druid / Rogue / Mage

Healer: Druid (Restoration) • DPS: Rogue (Subtlety) • DPS: Mage (Frost)

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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Restoration Druid

Subtlety Rogue

Frost Mage

Your go, part 1

Lock their healer for about 11s

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
    Incapacitate 6s

    Has a cast time: their kick can stop it, so cast it while they are busy. Breaks if their healer takes damage.

  2. 2
    or Disorient 5s

    A different kind of control from the one before, so it lasts its full time. Has a cast time: their kick can stop it, so cast it while they are busy. Their healer cannot be hit or healed while it holds. 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

Subtlety Rogue
Frost Mage

Everything lines up again about every 90s. The 45s 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

Restoration Druid
Subtlety Rogue
Frost Mage

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 →

Rogue (Subtlety)

Mage (Frost)

Druid (Restoration)

Rogue (Subtlety)

Mage (Frost)

Druid (Restoration)

Rogue (Subtlety)

Mage (Frost)

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. Sap Sap Incapacitate [requires stealth + target out of combat — opener only] · Subtlety Rogue 6s

91.3% real opener rate

2. Blind Blind Disorient · Subtlety Rogue 5s

22.2% real transition rate from Sap

3. Cheap Shot Cheap Shot Stun · Subtlety Rogue 4s

12.4% real transition rate from Blind

Estimated total healer lockdown: 15s

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

Kidney Shot Kidney Shot Stun · Subtlety Rogue

46.3% real opener rate

Other CC you can chain:

Maim Maim · Restoration Druid
Incapacitating Roar Incapacitating Roar · Restoration Druid
Gouge Gouge · Subtlety Rogue
Polymorph Polymorph · Frost Mage
Ring of Frost Ring of Frost · Frost Mage
Cyclone Cyclone · Restoration Druid
Dragon's Breath Dragon's Breath · Frost Mage

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

1. Gouge Gouge Incapacitate · Subtlety Rogue 3s

54.3% real opener rate

2. Cheap Shot Cheap Shot Stun · Subtlety Rogue 4s

15.5% real transition rate from Gouge

3. Cyclone Cyclone Disorient [healer-cast] · Restoration Druid 5s

8.6% real transition rate from Cheap Shot

Estimated total healer lockdown: 12s

Nothing left over for the kill target — every non-breaking CC in this comp already went into the healer-lock sequence above.

Other CC you can chain:

Maim Maim · Restoration Druid
Incapacitating Roar Incapacitating Roar · Restoration Druid
Polymorph Polymorph · Frost Mage
Ring of Frost Ring of Frost · Frost Mage
Dragon's Breath Dragon's Breath · Frost Mage

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.

Restoration Druid

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Subtlety Rogue

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Frost Mage

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Player guides for this comp

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Write down the order you press everything in: the opener, the kill window and your answers. No account needed to try it.