Matchup Lab

Pick two teams. See who runs out of defensives first, and when.

Team A

Team B

Played like One sufficient answer per threat, no overlap — but every go is sent the moment it is up, whether or not their pool is low.

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