Matchup Lab
Pick two teams. See who runs out of defensives first, and when.
Team A
Team B
Pick three specs on each side.
Every cooldown both teams hold goes on one six-minute clock. Where one side attacks and nobody on the other side has a button left, that is a window.
What this can't see
No win percentage, on purpose
We have no match results to work from, so any number we put here would be made up. This is cooldown arithmetic with the reasoning shown.
A window is not a kill
Empty list means they have nothing left to press. It does not mean your damage kills them. We have no damage model and will not fake one.
Real goes come round sooner
Cooldowns that shrink as you spend resources are not in our data, so every timing here is the slowest it could be.
No positioning, no calls
We assume both their DPS are reachable on the same global, and that someone makes the call. Real games break both.
Cooldowns your play shortens
Some answers come back sooner because of what you do (Savage Momentum takes 10s off Survival Instincts per kick). The data has no rate for that, so the trading plan uses the full cooldown.
One build per spec
Read against each spec's default talents. A swap can change which go is even possible.
Think a reading here is wrong? Argue with the model behind it. A correction there changes every guide built on it.
Death Knight
Demon Hunter
Druid
Evoker
Hunter
Mage
Monk
Paladin
Priest
Rogue
Shaman
Warlock
Warrior