WoW Comps

Paladin / Warrior / Shaman

Healer: Paladin (Holy) • DPS: Warrior (Arms) • DPS: Shaman (Enhancement)

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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Warrior

Holy Paladin

Arms Warrior

Enhancement Shaman

Your go, part 1

Lock their healer for about 17s

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 5s

    Instant: it cannot be kicked.

  2. 2
    Incapacitate 6s

    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. Breaks if their healer takes damage.

  3. 3
    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.

Your go, part 2

Press these together while their healer is locked

Arms Warrior
Enhancement Shaman

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

Holy Paladin
Arms Warrior
Enhancement Shaman

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 →

Paladin (Holy)

Warrior (Arms)

Shaman (Enhancement)

Paladin (Holy)

Warrior (Arms)

Shaman (Enhancement)

Paladin (Holy)

Warrior (Arms)

Shaman (Enhancement)

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. Hammer of Justice Hammer of Justice Stun [healer-cast] · Holy Paladin 5s

53.8% real opener rate

2. Blinding Light Blinding Light Disorient [healer-cast] · Holy Paladin 4s

17.8% real transition rate from Hammer of Justice

3. Hex Hex Incapacitate · Enhancement Shaman 6s

3.7% real transition rate from Blinding Light

Estimated total healer lockdown: 15s

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

Storm Bolt Storm Bolt Stun · Arms Warrior

52% real opener rate

Other CC you can chain:

Shockwave Shockwave · Arms Warrior
Capacitor Totem Capacitor Totem · Enhancement Shaman
Intimidating Shout Intimidating Shout · Arms Warrior

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

1. Intimidating Shout Intimidating Shout Disorient · Arms Warrior 6s

52.9% real opener rate

2. Shockwave Shockwave Stun · Arms Warrior 3s

5.4% real transition rate from Intimidating Shout

Estimated total healer lockdown: 9s

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

Capacitor Totem Capacitor Totem Stun · Enhancement Shaman

no real data for this pick

Other CC you can chain:

Every hard CC in this comp is already used above.

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.

Holy Paladin

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Arms Warrior

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Enhancement Shaman

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Player guides for this comp

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