Choose a pair on the chart to see why it sits where it does.
Each pair's professions are worked out from its two specs' own profession lists: each player takes two primary professions, the pair never takes one twice, and every crafter that needs a gatherer has one in the pair. Of the splits that keep those rules, the one whose four professions rate highest on their own player's list is named.
Cooking,
First Aid and
Fishing are open to both.
Two stealthers with
Sap,
Kick,
Vanish and
Evasion; high burst and many escapes, but no heal.
Best specs:
Subtlety Rogue with
Combat Rogue
Scores for Two
Rogues| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●● 5 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●● 5 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●●● 5 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 3.95, which is A tier.
Subtlety plus Combat stays the pick. Two Combat Rogues, or
Assassination plus Combat, score the same, since the burst is already at the top of the scale and
Blade Flurry (30) comes from the Combat half either way. Subtlety wins the tie because it is easier to play together:
Premeditation (25) and
Preparation (30) give the pair a second opener and a second Vanish, so the two do not have to share cooldown timing. Nothing heals at any level.
A Subtlety and a Combat Rogue open together or in turn from
Stealth (1) with two Saps (10), two Kicks (12),
Cheap Shot (26) and
Kidney Shot (30) chained between them, and Premeditation (25), Preparation (30),
Improved Kick (25) and
Riposte (20) from the talents. Evasion (8),
Sprint (10) and Vanish (22) give both an exit, and
Crippling Poison (20) stops runners. Nothing heals, dispels or revives, and Rogues cannot cleanse Magic, so a lost fight is final and every fight costs bandages. Stealth is self-only, so each opens alone.
Alliance:
Human,
Night Elf,
Gnome or Skyborne Rogues; Night Elf
Shadowmeld and
Quickness, Human
Will to Survive, Gnome
Escape Artist. Horde:
Orc,
Undead,
Troll or
Windshaper Rogues; Undead
Will of the Forsaken and
Touch of the Grave, Orc
Hardiness, Troll
Berserking.
Weaknesses
- No heal or dispel
- Fragile in a drawn-out fight
- Lost fights are final
What would move it: A source of healing would lift it; diminishing returns on stun chains would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Blind 34 and
Vanish rank 2 are projected or past the cap.
Read the Rogue guide · Back to the chart
A
Beast Mastery
Hunter beside a
Retribution
Paladin who stuns, heals and shields the pair.
Best specs:
Beast Mastery Hunter with
Retribution Paladin
Scores for Hunter + Paladin| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.90, which is A tier.
Beast Mastery plus Retribution beats the old
Marksmanship plus Retribution on pace: the pet gives the fastest mob kills, and
Intimidation (30) chains with
Hammer of Justice (8) as well as
Scatter Shot did. Beast Mastery plus Holy heals and recovers better but kills more slowly, since Holy has no damage until
Holy Shock (30). The choice is weakest before 20, when the Hunter has no traps and the Paladin no
Seal of Command.
The pet (10) and shots supply most of the damage while the Paladin stuns with Hammer of Justice (8), hits with Seal of Command (20) and holds a second target with
Repentance (30, talent).
Freezing Trap (20) and Intimidation (30) chain with the Hammer. The Paladin heals a Hunter who cannot heal himself and saves either half with
Divine Protection (6),
Blessing of Protection (10) and
Lay on Hands (10). The pair has no interrupt, no slow from the Paladin and no Magic dispel until
Cleanse (42, projected), and the Paladin is on foot until the mount at 40 while the Hunter has Cheetah (20).
Alliance: A
Human or
Dwarf Paladin with a Human, Dwarf,
Night Elf or Skyborne Hunter; Human
Will to Survive breaks stuns, Dwarf
Stoneform cuts physical damage. Horde: An
Undead Paladin with a
Tauren,
Orc,
Troll or
Windshaper Hunter;
Will of the Forsaken answers fear, Tauren
War Stomp covers the dead zone.
Weaknesses
- No Magic dispel before 42
Paladin has no interrupt or slow- Mismatched speed
What would move it: Hammer into Intimidation chains landing reliably would lift it; casters kiting the Paladin would sink it.
Rated on assumptions:
Read the Hunter guide · Read the Paladin guide · Back to the chart
Frost control with an
Enhancement
Shaman who interrupts, purges and runs fast.
Best specs:
Frost Mage with
Enhancement Shaman
Scores for
Mage + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.85, which is A tier.
Frost plus Enhancement stays the pick because the Enhancement Shaman keeps the class heals while adding
Stormstrike (25) and
Windfury Weapon (30). Frost plus Restoration heals a little better but has no Magic dispel for the Mage, so its survival is no higher, and it gives up a point of burst and of pace. The choice is weakest before 20, before
Ghost Wolf and
Blink.
Earth Shock (4) and
Counterspell (24) interrupt,
Purge (12) strips Magic effects,
Tremor Totem (18) answers fear, and
Frost Nova (10),
Frostbolt slow (4),
Frost Shock (20),
Earthbind Totem (6) and
Cone of Cold (26) chain slows.
Polymorph (8) is the only hard crowd control. The Shaman runs with the instant
Improved Ghost Wolf (20) and can heal a little. The Mage has Blink (20) and
Ice Block (about 29). Burst is high from the Mage; the Shaman cannot dual wield and hybrid damage is about 5% lower. There is no curse removal in the pair except the Mage's
Remove Lesser Curse (18) for a friend, and
Reincarnation (30) is a one-time self revive.
Alliance: A
Human,
Gnome or Skyborne Mage with a
Dwarf Shaman (the only Alliance Shaman);
Stoneform, Gnome
Escape Artist, Human
Will to Survive. Horde: An
Orc,
Undead or
Troll Mage with an Orc,
Tauren, Troll or
Windshaper Shaman; Orc
Shatter Curse and
Hardiness, Tauren
War Stomp, Undead
Will of the Forsaken.
Weaknesses
- Only one hard CC
Shaman damage is modest- No stealth
What would move it: Windfury burst landing at 30 would lift it; Polymorph timing failures would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Windfury Weapon is a level-30 tool;
Chain Heal 40 is projected.
Read the Mage guide · Read the Shaman guide · Back to the chart
A
Subtlety
Rogue opens with stuns while a
Demonology
Warlock fears and bursts with a pet.
Best specs:
Subtlety Rogue with
Demonology Warlock
Scores for Rogue + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●● 5 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.85, which is A tier.
Subtlety plus Demonology stays the pick. Combat plus Demonology scores the same, and so does
Assassination, which trades a point of survival for a point of burst. Subtlety wins the tie because
Premeditation (25) and
Preparation (30) give the Rogue a second opener and
Vanish, which is easier to play beside a Warlock who cannot leave. Demonology beats
Affliction because its
Shadow Bolt and pet do not break Seduction and
Fear, and
Soul Link (about 24) adds a point of survival. Before 20 there is no Seduction.
The Rogue opens with
Stealth (1),
Sap (10),
Cheap Shot (26),
Kick (12) and
Kidney Shot (30) and escapes with
Evasion (8),
Sprint (10) and Vanish (22). The Warlock adds Fear (8), Voidwalker (10), Succubus (20) with Seduction,
Demon Armor (20),
Drain Life (14), Healthstone (10) and Soulstone (18), and the Felhunter (30). Stuns, Seduction and Fear chain into near-total control; Seduction and Fear break on damage, so they go on a second target or between stuns. Healing is limited to Drain Life, Healthstone and bandages. Spell Lock (36),
Howl of Terror (40) and
Death Coil (42) are projected.
Alliance: A
Human or
Gnome Rogue and Human or Gnome Warlock; Gnome
Escape Artist, Human
Will to Survive and
Ruthless. Horde: An
Orc,
Undead or
Troll Rogue and Warlock; Undead
Will of the Forsaken answers fear, Orc
Shatter Curse, Troll
Berserking.
Weaknesses
- Little healing
- Seduction and
Fear break on damage
Warlock is slow to flee
What would move it: More healing than Drain Life would lift it; being dispelled and focused would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
- Spell Lock 36,
Howl of Terror 40 and
Death Coil 42 are projected.
Read the Rogue guide · Read the Warlock guide · Back to the chart
Frost control and burst with a
Retribution
Paladin who stuns, heals and shields.
Best specs:
Frost Mage with
Retribution Paladin
Scores for
Mage + Paladin| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.80, which is A tier.
Frost plus Retribution stays the pick because the Retribution Paladin keeps the class heals and shields while adding real damage. Frost plus Holy recovers a little better but gives up a point of burst and of pace, since Holy has no damage until
Holy Shock (30). The choice is weakest before 20, before
Blink and
Seal of Command.
Frost supplies
Frostbolt slow (4),
Polymorph (8),
Frost Nova (10), Blink (20),
Counterspell (24) and
Cone of Cold (26). The Paladin adds
Hammer of Justice (8),
Divine Protection (6),
Blessing of Protection (10),
Lay on Hands (10),
Blessing of Freedom (18) and healing, so the Mage is protected and the Paladin can stand in front. Burst is high from both. The pair has no stealth, little speed (
Pursuit of Justice at 20, mount at 40) and no Magic cleanse until
Cleanse (42, projected); the Mage drinks between fights. Hybrid damage is about 5% lower.
Alliance: A
Human Mage and Human or
Dwarf Paladin; Human
Will to Survive,
Gnome Mage
Escape Artist, Dwarf
Stoneform, or a Skyborne Mage for
Wind Blessed. Horde: An
Undead Paladin (the only Horde Paladin race) with an Undead,
Orc or
Troll Mage;
Will of the Forsaken answers fear, Orc
Hardiness, Troll
Berserking.
Weaknesses
- No stealth or sprint
- Magic cleanse only at 42
Mage drinks often
What would move it: Seal of Command plus Frost burst killing before the Paladin is pressured would lift it; a first-strike
Rogue would hold it down.
Rated on assumptions:
Read the Mage guide · Read the Paladin guide · Back to the chart
Frost control and a Shadow
Priest's burst, with shields and
Dispel Magic behind them.
Best specs:
Frost Mage with
Shadow Priest
Scores for
Mage + Priest| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.80, which is A tier.
Frost plus Shadow beats the old Frost plus Discipline because Shadow keeps
Power Word: Shield, Dispel Magic and the heals until
Shadowform (40) while adding
Mind Blast,
Devouring Plague and
Mind Flay, a point of burst and of pace for a point of survival. Frost plus Discipline is the runner-up and the safer pick after 40, when a Shadow Priest cannot heal in combat. That level is where this choice is weakest.
The Frost Mage controls with
Polymorph (8),
Frost Nova (10),
Counterspell (24) and
Cone of Cold (26) while the Priest adds Mind Blast (4), Devouring Plague (20) and Mind Flay (22, slows). Power Word: Shield (6),
Flash Heal (20), Dispel Magic (18) and
Fear Ward (20) protect the Mage until Shadowform (40, projected) blocks healing.
Psychic Scream (14) peels melee and a
Silence talent (about 30 to 35) stops a second caster.
Blink (20) and
Ice Block (about 29) save the Mage, and
Fade (8) helps the Priest. Both are cloth with no speed or stealth, so the pair cannot pick its fights.
Alliance: A
Human,
Gnome or Skyborne Mage with a
Night Elf, Gnome or Human Priest; Gnome
Escape Artist, Human
Will to Survive. Horde: An
Undead,
Orc or
Troll Mage with an Undead or Troll Priest; Undead
Will of the Forsaken against fear, Troll
Berserking for burst.
Weaknesses
- No healing in combat after 40
- No stealth or speed
- Both are cloth casters
What would move it: Kills that end before melee reaches the pair would lift it; a
Rogue landing the first stun would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Shadowform 40 and
Ice Barrier 40 are projected;
Silence is a talent near 30 to 35.
Read the Mage guide · Read the Priest guide · Back to the chart
An
Assassination
Rogue opens from stealth and a
Retribution
Paladin chains stuns, heals and shields.
Best specs:
Retribution Paladin with
Assassination Rogue
Scores for Paladin + Rogue| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●● 5 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●○○○ 2 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.80, which is A tier.
Retribution plus Assassination is the pick, narrowly: with a Paladin healing the Rogue,
Cold Blood (25) and
Mutilate (30) turn a
Hammer of Justice and
Cheap Shot chain into a kill on any target, a point of burst over Combat. Retribution plus Combat is the runner-up;
Blade Flurry (30) holds up better against a pair, which is the point Assassination gives back. Before 25 Assassination has no Cold Blood and plays like Combat.
The Rogue opens with
Stealth (1),
Sap (10), Cheap Shot (26) and
Kick (12), and Cold Blood (25) with Mutilate (30) finishes;
Kidney Shot (30) extends the stun. The Paladin chains Hammer of Justice (8) after the Rogue's stuns and holds a second target with
Repentance (30, talent).
Divine Protection (6),
Blessing of Protection (10),
Lay on Hands (10),
Blessing of Freedom (18) and the Paladin's heals keep the Rogue in the fight, and
Evasion (8),
Sprint (10) and
Vanish (22) get it out.
Purify (8) clears poison and disease;
Cleanse (42) is projected. The Paladin is slow on foot until the mount at 40, and there is no ranged answer.
Alliance: A
Human Rogue and Human or
Dwarf Paladin; Human
Will to Survive and
Ruthless, Dwarf
Stoneform, a
Night Elf Rogue for
Shadowmeld. Horde: An
Undead Rogue and Undead Paladin;
Will of the Forsaken,
Touch of the Grave at 20% for both; an
Orc or
Troll Rogue for
Hardiness or
Berserking.
Weaknesses
Paladin is slow on foot- No ranged answer
- Weak against two at once
What would move it: Stun chains holding up under diminishing returns would lift it; casters kiting the pair would sink it.
Rated on assumptions:
Read the Paladin guide · Read the Rogue guide · Back to the chart
The kite pair: a
Beast Mastery pet holds the front while
Frost Nova, traps and
Cone of Cold keep enemies away.
Best specs:
Beast Mastery Hunter with
Frost Mage
Scores for
Hunter +
Mage| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●○○○ 2 |
|---|
Weighted score 3.75, which is A tier.
Beast Mastery plus Frost beats the old
Marksmanship plus Frost on pace: the pet tanks mobs and Beast Mastery kills them fastest, while
Intimidation (30) replaces
Scatter Shot as the Hunter's hard stop, so control is unchanged. Survival plus Frost adds
Deterrence (20) but kills mobs more slowly. Nothing heals in any of these pairings, which is the weakness at every level.
The pet (10) holds attackers while the Hunter slows with
Concussive Shot (8) and
Wing Clip (12), traps with
Freezing Trap (20) and stuns with Intimidation (30). The Frost Mage stacks
Frostbolt's slow (4),
Polymorph (8), Frost Nova (10),
Ice Lance (20),
Counterspell (24) and Cone of Cold (26), and leaves with
Blink (20) and
Ice Block (about 29). Nothing heals but
Mend Pet (12), nothing dispels enemy effects and neither has stealth, so a stealther who lands the first stun finds the pair at its weakest. Damage breaks Polymorph and Freezing Trap, so they go on the target nobody is hitting.
Alliance: A
Human,
Gnome or Skyborne Mage with a
Night Elf, Human,
Dwarf or Skyborne Hunter; Gnome
Escape Artist stacks on Blink, Human
Will to Survive breaks a stun, a Human Hunter adds
Perception. Horde: An
Undead,
Orc or
Troll Mage with a
Tauren, Orc, Troll or
Windshaper Hunter; Undead
Will of the Forsaken answers fear, Tauren
War Stomp keeps melee out, Orc
Hardiness shortens stuns.
Weaknesses
- No heal, dispel or stealth
- Weak to a first-strike
Rogue
Mage drinks,
Hunter needs ammo
What would move it: Kiting well enough to dodge melee openers would lift it; stealth openers landing on the pair would sink it.
Rated on assumptions:
Read the Hunter guide · Read the Mage guide · Back to the chart
A
Beast Mastery
Hunter beside an
Enhancement
Shaman with
Earth Shock,
Purge and Windfury; both are fast.
Best specs:
Beast Mastery Hunter with
Enhancement Shaman
Scores for Hunter + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.75, which is A tier.
Beast Mastery plus Enhancement beats the old
Marksmanship plus Enhancement on pace: the pet gives the fastest mob kills and
Intimidation (30) replaces
Scatter Shot as the second hard stop. Beast Mastery plus Restoration heals better but kills more slowly, giving up a point of burst and of pace for a point of survival. The choice is weakest before 20, when the Shaman has no instant
Ghost Wolf and the Hunter no traps.
The pet (10) and shots back the Shaman's
Stormstrike (25) and
Windfury Weapon (30), while Earth Shock (4) interrupts, Purge (12) strips Magic effects,
Frost Shock (20) and
Earthbind Totem (6) slow, and
Tremor Totem (18) answers fear.
Freezing Trap (20) and Intimidation (30) are the hard stops.
Aspect of the Cheetah (20) and the instant
Improved Ghost Wolf (20) let both pick the fight. The Shaman heals with
Lesser Healing Wave (20) and Reincarnates (30) once. Neither can remove curses or dispel Magic from a friend.
Alliance: A
Dwarf Shaman (the only Alliance Shaman) with a Dwarf,
Human,
Night Elf or Skyborne Hunter;
Stoneform and
Earth Fury healing crit, Human
Perception. Horde: An
Orc,
Tauren,
Troll or
Windshaper Shaman with a matching Hunter; Orc
Shatter Curse fills the curse gap and
Hardiness shortens stuns, Tauren
War Stomp, Troll
Berserking.
Weaknesses
- Hard control only from the
Hunter - No curse removal
- Light healing
What would move it: Windfury landing reliably at 30 would lift it; melee Shamans being kited would sink it.
Rated on assumptions:
Read the Hunter guide · Read the Shaman guide · Back to the chart
Two Frost
Mages stack
Polymorph,
Frost Nova and
Ice Block; strong control, but no heal and no way to pick a fight.
Best specs:
Frost Mage with
Frost Mage
Scores for Two Mages| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●○○○ 2 |
|---|
Weighted score 3.70, which is B tier.
Two Frost Mages beat the old Frost plus Fire because Fire is the weakest Mage spec while leveling and Frost is at least as good in every criterion; the second Frost Mage adds Ice Block (about 29),
Ice Barrier (40) and
Cold Snap (32), a point of survival. Frost plus Fire or Arcane is the runner-up. Nothing heals and nothing chooses the fight at any level.
Two Frost Mages share Polymorph (8), Frost Nova (10),
Blink (20),
Ice Lance (20),
Counterspell (24),
Frost Blast (24) and
Cone of Cold (26), so they can sheep one target, freeze another and still interrupt a caster. Ice Block (about 29), Cold Snap (32) and Ice Barrier (40) give both a way to live through a burst.
Remove Lesser Curse (18) covers curses on a friend, and nothing heals. Neither has stealth or speed, so a
Rogue or
Hunter who finds them first is dangerous, and both drink between pulls.
Alliance:
Human,
Gnome or
High Order Skyborne Mages; Gnome
Escape Artist (removes movement impairment, 3 s immunity) on top of Blink, Human
Will to Survive breaks a stun. Horde:
Undead,
Orc or
Troll Mages; Undead
Will of the Forsaken removes fear, Orc
Hardiness shortens stuns, Troll
Berserking for the burst window.
Weaknesses
- No heal at all
- No stealth or speed
- Both drink between fights
What would move it: A way to choose fights or recover between them would lift it; losing Polymorph and Nova to diminishing returns would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Ice Block is a talent near 29;
Cold Snap 32 and
Ice Barrier 40 are projected.
Read the Mage guide · Back to the chart
Two
Retribution
Paladins stun, heal and shield each other, and both hit hard.
Best specs:
Retribution Paladin with
Retribution Paladin
Scores for Two Paladins| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●● 5 |
|---|
Weighted score 3.70, which is B tier.
Two Retribution Paladins beat the old Retribution plus Holy because Retribution keeps
Holy Light,
Flash of Light and
Lay on Hands: a second Retribution Paladin still heals and adds
Seal of Command (20) and
Repentance (30), a point each of burst, control and pace. Retribution plus Holy is the runner-up; it heals more in long fights but Holy has no damage until
Holy Shock (30). The choice is weakest before 20, before Seal of Command.
Each Paladin has
Hammer of Justice (8),
Divine Protection (6),
Blessing of Protection (10), Lay on Hands (10),
Blessing of Freedom (18), Seal of Command (20) and Repentance (30, talent), so one can stun while the other hits and the two Hammers chain. Both heal, so recovery is as strong as it gets, and
Purify (8) clears poison and disease.
Divine Shield (34) and
Cleanse (42) are projected. The pair has no interrupt, no slow and no stealth, and only
Pursuit of Justice (20) for speed until the mount at 40, so casters can kite it.
Alliance:
Human or
Dwarf Paladins; Human
Will to Survive breaks a stun, Dwarf
Stoneform drops physical damage and removes bleeds and poisons. Horde:
Undead Paladins (the only Horde Paladin race) for
Will of the Forsaken against fear and charm.
Weaknesses
- No interrupt, slow or stealth
- Easy to kite
- Magic cleanse only at 42
What would move it: Hammer chains into Seal of Command killing healers would lift it; being kited by casters would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Divine Shield 34 and
Cleanse 42 are projected;
Repentance is a level-30 talent.
Read the Paladin guide · Back to the chart
A Bear stuns and holds a pair while an
Enhancement
Shaman interrupts, heals and runs fast.
Best specs:
Feral Bear Druid with
Enhancement Shaman
Scores for
Druid + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Feral Bear plus Enhancement beats the old Restoration plus Enhancement because the Enhancement Shaman already heals: swapping the second healer for a Bear adds
Bash (14),
Feral Charge (20) and a tank against a pair, a point of control and of outnumbered play, for a point of recovery. Cat plus Enhancement bursts harder but nobody soaks or stuns, so it loses survival and control. The choice is weakest before 20, before Feral Charge and
Ghost Wolf.
The Bear stuns with Bash (14), roots and interrupts a caster with Feral Charge (20) and pulls attackers off the Shaman with
Challenging Roar (28);
Frenzied Regeneration (36, projected) is its own heal. The Enhancement Shaman interrupts with
Earth Shock (4), slows with
Frost Shock (20), strips buffs with
Purge (12), answers fear with
Tremor Totem (18) and heals both with
Lesser Healing Wave (20).
Stormstrike (25) and
Windfury Weapon (30) are the burst.
Rebirth (20) and
Reincarnation (30) cover a death. Neither can dispel Magic, and before 30 the damage is modest.
Alliance: A
Night Elf or
High Order Skyborne Bear with a
Dwarf Shaman (the only Alliance Shaman);
Stoneform removes bleeds, poisons and diseases and cuts physical damage. Horde: A
Tauren Bear for
War Stomp and
Endurance with an
Orc, Tauren,
Troll or
Windshaper Shaman; Orc
Shatter Curse and
Hardiness, Troll
Berserking.
Weaknesses
- Low burst before 30
- No Magic dispel
- Bear kills mobs slowly
What would move it: Windfury burst landing on Bashed targets would lift it; the Bear's slow kills dragging fights out would sink it.
Rated on assumptions:
Read the Druid guide · Read the Shaman guide · Back to the chart
A
Beast Mastery
Hunter's pet and a Survival Hunter's traps; fast and fast-moving, but nothing heals.
Best specs:
Beast Mastery Hunter with
Survival Hunter
Scores for Two Hunters| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 3.65, which is B tier.
Beast Mastery plus Survival is the pick. Beast Mastery's pet and
Intimidation (30) bring the fastest mob kills, and Survival's
Deterrence (20),
Entrapment and
Improved Wing Clip cover the dead zone that two ranged Hunters share. Beast Mastery plus
Marksmanship scores the same; Survival wins the tie because it is easier to play together, since one Hunter can hold melee off while the other shoots. The old Marksmanship plus Survival loses a point of pace. Nothing heals at any level, so recovery stays the floor.
The Beast Mastery Hunter's pet (10) and Intimidation (30) supply burst and a stun, with
Bestial Wrath (40) projected, while the Survival Hunter traps with
Freezing Trap (20) and
Frost Trap (28), roots with Entrapment and holds melee with Improved Wing Clip and
Counterattack (25).
Concussive Shot (8) slows from both. Deterrence (20) and
Feign Death (30) give a way out, and both run with
Aspect of the Cheetah (20), though it dazes on damage. Nothing heals but
Mend Pet (12), nothing dispels or resurrects, and if diminishing returns work as in Classic, doubled traps lose value fast.
Alliance:
Night Elf,
Human,
Dwarf or Skyborne Hunters; Night Elf
Shadowmeld and
Quickness, Human
Perception against stealthers, Dwarf
Stoneform against poison and bleeds. Horde:
Orc,
Tauren,
Troll or
Windshaper Hunters; Tauren
War Stomp stuns attackers inside the dead zone, Orc
Blood Fury and
Hardiness, Troll
Berserking, Windshaper
Skysight speed.
Weaknesses
- No heal, dispel or revive
- Lost fights are final
- Shared ammo and pet food
What would move it: The Survival half reliably holding melee off would lift it; diminishing returns on doubled traps would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Bestial Wrath 40 is projected;
Intimidation is a level-30 talent.
Read the Hunter guide · Back to the chart
A Combat
Rogue opens from stealth and a
Beast Mastery
Hunter's pet piles on; fast, with escapes, but no heal.
Best specs:
Beast Mastery Hunter with
Combat Rogue
Scores for Hunter + Rogue| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 3.65, which is B tier.
Beast Mastery plus Combat ties with the old Survival plus Combat. Beast Mastery gains a point of pace from the pet, and Survival gains a point of control from
Entrapment and
Counterattack. Beast Mastery wins the tie because it is easier to play together: the pet holds a second target from range while the Rogue works the first, with no trap timing to coordinate. Survival plus
Assassination bursts harder but is easier to kill. Nothing heals at any level.
The Rogue opens from
Stealth (1) with
Sap (10),
Cheap Shot (26) and
Kick (12), and
Kidney Shot (30) holds the target. The pet (10) and
Intimidation (30) add burst and a second stun, and
Freezing Trap (20) holds another attacker.
Evasion (8),
Sprint (10),
Vanish (22) and
Feign Death (30) give both a way out, and
Aspect of the Cheetah (20) lets the Hunter keep up. Nobody heals, dispels or resurrects, so a lost fight is final. Stealth is self-only, so the Hunter does not open with the Rogue.
Alliance:
Night Elf Rogue and Hunter for
Shadowmeld and
Quickness; a
Human Rogue for
Will to Survive, a
Gnome Rogue for
Escape Artist, a
Dwarf Hunter for
Stoneform. Horde: An
Undead Rogue for
Will of the Forsaken and
Touch of the Grave, an
Orc for
Hardiness and
Blood Fury, a
Troll for
Berserking, a
Windshaper for
Skysight.
Weaknesses
- No heals or revive
- No dispel
- Lost fights are final
What would move it: Openers that kill before the target reacts would lift it; a failed opener with no sustain behind it would sink it.
Rated on assumptions:
Read the Hunter guide · Read the Rogue guide · Back to the chart
Two pets, traps and Seduction: a
Beast Mastery
Hunter and a
Demonology
Warlock hold targets and outlast them.
Best specs:
Beast Mastery Hunter with
Demonology Warlock
Scores for Hunter + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.65, which is B tier.
Beast Mastery plus Demonology beats the old Survival plus
Affliction. The Beast Mastery pet gives the fastest mob kills, a point of pace. Demonology's
Soul Link (about 24) and its
Shadow Bolt and pet damage, which do not break Seduction or
Fear, add a point each of survival and control. Beast Mastery plus Affliction keeps the pace but gives back that survival and control, because its DoTs break its own Fear. Before 20 there is no Seduction and no trap, so the early game is plain.
The Hunter's pet (10) and the Warlock's demon put two extra bodies on the target.
Freezing Trap (20) and
Intimidation (30) hold one attacker while the Sayaad's Seduction (20) or Fear (8) holds another, and Shadow Bolt does not break them the way DoTs would. Soul Link (about 24) passes part of the Warlock's damage to the pet, and Healthstone (10), Soulstone (18) and
Drain Life (14) cover sustain.
Feign Death (30) is the Hunter's exit; the Warlock has none. Spell Lock (36),
Howl of Terror (40) and
Death Coil (42) are projected.
Alliance: A
Human Warlock with a Human,
Dwarf,
Night Elf or Skyborne Hunter, or a
Gnome Warlock for
Escape Artist; Human
Will to Survive and
Perception. Horde: An
Orc,
Undead or
Troll Warlock with an Orc,
Tauren, Troll or
Windshaper Hunter; Undead
Will of the Forsaken answers fear, Orc
Shatter Curse removes curses from the Warlock,
War Stomp stuns attackers in the dead zone.
Strengths
- Traps plus Seduction hold two targets
- Two pets and
Soul Link - Fast mob kills
Weaknesses
- No healer
Warlock has no escape- Burst ramps slowly
What would move it: Pets killing healers through their heals would lift it; area damage breaking Seduction and traps would sink it.
Rated on assumptions:
Read the Hunter guide · Read the Warlock guide · Back to the chart
A
Retribution
Paladin and an
Enhancement
Shaman both hit, both heal and both revive.
Best specs:
Retribution Paladin with
Enhancement Shaman
Scores for Paladin + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●● 5 |
|---|
Weighted score 3.65, which is B tier.
Retribution plus Enhancement beats the old Retribution plus Restoration because both hybrids keep their class heals, so a second damage dealer adds more than a full healer:
Stormstrike (25) and
Windfury Weapon (30) add a point of burst and of pace, and the instant
Ghost Wolf (20) adds a point of engage. Retribution plus Restoration is the runner-up, with Nature's Swiftness (30) and Mana Tide for long fights. Before 20 the pair is slow and plain.
Hammer of Justice (8) and
Seal of Command (20) open while the Shaman adds Stormstrike (25) and Windfury Weapon (30), interrupts with
Earth Shock (4), purges (12), slows with
Frost Shock (20) and answers fear with
Tremor Totem (18).
Divine Protection (6),
Blessing of Protection (10),
Lay on Hands (10) and the Shaman's
Lesser Healing Wave (20) keep both up, and
Repentance (30, talent) holds a second target.
Purify (8) covers poison and disease; neither removes curses, and
Cleanse (42) is projected. The Shaman's Ghost Wolf (20) is the only real speed and
Reincarnation (30) is self-only.
Alliance: A
Human or
Dwarf Paladin with a Dwarf Shaman (the only Alliance Shaman); Human
Will to Survive, Dwarf
Stoneform against bleeds and poison. Horde: An
Undead Paladin with an
Orc,
Tauren,
Troll or
Windshaper Shaman;
Will of the Forsaken answers fear, Orc
Shatter Curse fills the curse gap.
Weaknesses
- No curse removal
Paladin is slow on foot- Light hard control
What would move it: Windfury and Seal of Command burst landing on stunned targets would lift it; casters kiting the Paladin would sink it.
Rated on assumptions:
Read the Paladin guide · Read the Shaman guide · Back to the chart
A
Retribution
Paladin heals and stuns beside an Arms
Warrior who
Charges and
Hamstrings; both hit.
Best specs:
Retribution Paladin with
Arms Warrior
Scores for Paladin + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Retribution plus Arms beats the old Holy plus Arms because a Retribution Paladin keeps
Holy Light,
Flash of Light and
Lay on Hands, so the Warrior is healed almost as well while
Seal of Command (20) adds a second damage source, a point of burst and of pace. Retribution plus Protection is the runner-up:
Shield Bash (12) and
Concussion Blow (30) add a point of control, but it loses a point of burst and of pace. Holy plus Arms trails both, since Holy has no damage until
Holy Shock (30). Before 20 the Paladin has no Seal of Command.
Charge (4), Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep targets on the Warrior while the Paladin stuns with
Hammer of Justice (8) and hits with Seal of Command (20).
Repentance (30, talent) holds a second target, and
Sweeping Strikes (30) and
Mortal Strike (40, projected) add cleave and cut enemy healing. The Paladin heals the Warrior, saves it with
Blessing of Protection (10) or Lay on Hands (10) and frees it with
Blessing of Freedom (18). Neither has speed, stealth or a ranged answer, so casters that kite are the worst match.
Alliance: A
Human or
Dwarf Paladin with a Human, Dwarf,
Gnome or
Night Elf Warrior; Human
Will to Survive, Dwarf
Stoneform, Gnome
Escape Artist. Horde: An
Undead Paladin with an
Orc,
Tauren, Undead,
Troll or
Windshaper Warrior;
Will of the Forsaken, Orc
Hardiness, Tauren
War Stomp.
Weaknesses
- No speed or ranged answer
Warrior has no escape- Magic cleanse only at 42
What would move it: Mortal Strike stopping enemy healers would lift it; being kited would sink it.
Rated on assumptions:
Read the Paladin guide · Read the Warrior guide · Back to the chart
An
Assassination
Rogue ambushes from stealth while a Shadow
Priest bursts, shields and dispels behind.
Best specs:
Shadow Priest with
Assassination Rogue
Scores for Priest + Rogue| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●● 5 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●○○○ 2 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Shadow plus Assassination beats the old Discipline plus
Subtlety because both halves now kill. Shadow keeps
Power Word: Shield,
Dispel Magic and the heals until 40, and
Cold Blood (25) with
Mutilate (30) turns the opener into a kill on any target. That adds burst and pace and gives up a point of survival. Shadow plus Combat is the runner-up;
Blade Flurry (30) holds up better against a pair. After 40
Shadowform stops the Priest healing in combat, which is where the choice is weakest.
The Rogue opens with
Stealth (1),
Sap (10),
Cheap Shot (26) and
Kick (12), and Cold Blood (25) with Mutilate (30) finishes;
Kidney Shot (30) holds the target. The Priest adds
Mind Blast (4),
Devouring Plague (20) and
Mind Flay (22, slows), shields the Rogue with Power Word: Shield (6), strips Magic with Dispel Magic (18) and covers fear with
Fear Ward (20) until Shadowform (40, projected) blocks healing.
Psychic Scream (14) and a
Silence talent (about 30 to 35) peel.
Evasion (8),
Sprint (10) and
Vanish (22) get the Rogue out; the Priest has no speed, and stealth is self-only.
Alliance: A
Night Elf,
Gnome or
Human Priest with a Human, Night Elf or Gnome Rogue; Human
Will to Survive, Gnome
Escape Artist, Night Elf
Shadowmeld. Horde: An
Undead or
Troll Priest with an Undead or
Orc Rogue; Undead
Will of the Forsaken, Orc
Hardiness against stuns.
Weaknesses
Priest cannot run- Weak against two at once
- No healing in combat after 40
What would move it: Openers that kill before the Priest is reached would lift it; the Priest being focused after 40 would sink it.
Rated on assumptions:
Read the Priest guide · Read the Rogue guide · Back to the chart
A Cat opens from stealth and a
Retribution
Paladin follows with
Hammer of Justice, heals and shields.
Best specs:
Feral Cat Druid with
Retribution Paladin
Scores for
Druid + Paladin| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.60, which is B tier.
Feral Cat plus Retribution beats the old Restoration plus Retribution because the Retribution Paladin already heals, so a second healer adds less than a second damage dealer: the pair gains a point of burst and of pace for a point of recovery. Bear plus Retribution is the runner-up;
Bash (14) and
Feral Charge (20) give it more control and staying power against a pair, but it kills more slowly. The choice is weakest before 20, when the Cat has no
Prowl.
The Cat stalks from Prowl (20), closes with
Dash (26) and finishes with
Ravage (32) and
Pounce (36), both projected, while the Paladin stuns with Hammer of Justice (8) and hits with
Seal of Command (20).
Repentance (30, talent) holds a second target. The Paladin heals either half, saves the Cat with
Blessing of Protection (10) or
Lay on Hands (10), frees it with
Blessing of Freedom (18) and cures poison with
Purify (8); the Druid adds
Remove Curse (24) and
Rebirth (20) out of form. The Paladin has no interrupt, no slow and no speed beyond
Pursuit of Justice (20), and Magic is uncleansed until
Cleanse (42, projected).
Alliance: A
Night Elf Cat for
Shadowmeld and
Quickness with a
Human or
Dwarf Paladin; Human
Will to Survive breaks a stun, Dwarf
Stoneform drops physical damage and removes bleeds and poisons. Horde: A
Tauren Cat for
War Stomp and
Endurance health with an
Undead Paladin (the only Horde Paladin race) for
Will of the Forsaken against fear.
Weaknesses
- No interrupt or slow
Paladin is slow on foot- Magic cleanse only at 42
What would move it: Pounce and Ravage chaining with Hammer of Justice would lift it; casters kiting the Paladin would sink it.
Rated on assumptions:
Read the Druid guide · Read the Paladin guide · Back to the chart
A Cat opens from stealth and a Shadow
Priest bursts, shields and dispels behind it.
Best specs:
Feral Cat Druid with
Shadow Priest
Scores for
Druid + Priest| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.60, which is B tier.
Feral Cat plus Shadow beats the old Cat plus Discipline because Shadow keeps
Power Word: Shield,
Dispel Magic and the heals until
Shadowform (40) and adds
Mind Blast,
Devouring Plague and
Mind Flay: the pair gains a point of burst and of pace and gives up a point of survival. Restoration plus Shadow is the runner-up, with a healer who also cures and raises, but it kills too slowly. The choice is weakest after 40, when a Priest in Shadowform cannot heal the Cat in combat.
The Cat stalks from
Prowl (20) and closes with
Dash (26) while the Priest opens with Mind Blast (4), Devouring Plague (20) and Mind Flay (22, slows). Power Word: Shield (6),
Flash Heal (20) and Dispel Magic (18) protect the Cat until Shadowform (40, projected) stops the Priest healing in combat, and
Vampiric Embrace (about 27) returns some health.
Psychic Scream (14) peels and a
Silence talent (about 30 to 35) stops a caster. The Druid adds poison and curse cures and
Rebirth (20). The Priest has no speed or escape, so a chased Priest has to win or be protected.
Alliance: A
Night Elf Cat for
Shadowmeld and
Quickness with a Night Elf,
Gnome or
Human Priest; Human
Will to Survive and Gnome
Escape Artist (removes movement impairment, 3 s immunity) are the best escapes for the Priest. Horde: A
Tauren Cat for
War Stomp with an
Undead or
Troll Priest; Undead
Will of the Forsaken covers fear when
Fear Ward is down, Troll
Berserking speeds a burst window.
Weaknesses
- No healing in combat after 40
Priest has no escape or speed- Cat cannot heal in form
What would move it: Shadow burst finishing targets before the Priest is reached would lift it; Shadowform leaving the Cat unhealed would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Ravage 32,
Pounce 36 and
Shadowform 40 are projected;
Silence is a talent near 30 to 35.
Read the Druid guide · Read the Priest guide · Back to the chart
A Combat
Rogue opens from stealth and the
Mage controls and bursts from range.
Best specs:
Frost Mage with
Combat Rogue
Scores for Mage + Rogue| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●● 5 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●○○○ 2 |
|---|
Weighted score 3.60, which is B tier.
Frost plus Combat stays the pick.
Assassination and
Subtlety score the same: Assassination's
Cold Blood (25) and
Mutilate (30) add a point of burst but a pair with no healer loses Combat's
Riposte (20) and
Endurance (20), a point of survival. Combat wins the tie because it is the more forgiving half to play beside a fragile Mage. Nothing heals at any level, and before 20 the Mage has no
Blink.
The Rogue opens with
Stealth (1),
Sap (10),
Cheap Shot (26) and
Kick (12) and escapes with
Evasion (8),
Sprint (10) and
Vanish (22), while the Frost Mage adds
Polymorph (8),
Frost Nova (10), Blink (20),
Counterspell (24) and
Cone of Cold (26). Kick plus Counterspell silences two casters, and Sap with Polymorph holds two targets before the fight. Burst is high. Neither heals, cleanses or revives, so a fight that goes wrong cannot be recovered, and the Mage's Frost Nova roots the Rogue's target as well. Stealth is self-only, so the Mage does not open from it.
Alliance: A
Human Rogue and Human,
Gnome or Skyborne Mage; Human
Will to Survive and
Ruthless, Gnome
Escape Artist, or a
Night Elf Rogue for
Shadowmeld. Horde: An
Undead Rogue and Undead Mage for
Will of the Forsaken and
Touch of the Grave; an
Orc or
Troll Rogue for
Hardiness or
Berserking.
Weaknesses
- No heal or cure
- Fragile cloth
Mage - Lost fights are final
What would move it: A healing or shielding source would lift it; poor opener timing would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Blind 34 and
Ice Barrier 40 are projected or past the cap.
Read the Mage guide · Read the Rogue guide · Back to the chart
Two
Enhancement
Shamans interrupt, purge, heal and run fast, but neither has hard control.
Best specs:
Enhancement Shaman with
Enhancement Shaman
Scores for Two Shamans| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●○○○ 2 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●●● 5 |
|---|
Weighted score 3.60, which is B tier.
Two Enhancement Shamans beat the old Enhancement plus Restoration because Enhancement keeps the class heals: the second one still heals, while adding
Stormstrike (25),
Windfury Weapon (30) and an instant
Ghost Wolf, a point each of burst, pace and engage. Enhancement plus Restoration is the runner-up, with Nature's Swiftness (30) and Mana Tide for long fights. Control is thin at every level, and before 20 neither has Ghost Wolf.
Both open with Stormstrike (25) and Windfury Weapon (30), interrupt with
Earth Shock (4), slow with
Frost Shock (20) and
Earthbind Totem (6), strip Magic buffs with
Purge (12) and answer fear with
Tremor Totem (18). Both heal with
Lesser Healing Wave (20), both run with the instant
Improved Ghost Wolf (20), and both Reincarnate (30) once.
Grounding Totem (30) soaks a spell. There is no hard crowd control, no curse removal and no stealth, so a healer or a runner can still get away.
Alliance:
Dwarf Shamans (the only Alliance Shaman);
Stoneform removes bleeds, poisons and diseases and cuts physical damage,
Earth Fury adds crit damage and healing. Horde:
Orc,
Tauren,
Troll or
Windshaper Shamans; Orc
Shatter Curse and
Hardiness, Tauren
War Stomp for the only stun, Troll
Berserking.
Strengths
- Two interrupts and
Purges - Both heal and both Reincarnate
- Instant
Ghost Wolf for both
Weaknesses
- No hard crowd control
- Healers and runners get away
- No curse removal
What would move it: Double Windfury burst holding up in practice would lift it; control proving decisive would sink it.
Rated on assumptions:
Read the Shaman guide · Back to the chart
Frost's slows,
Polymorph and
Counterspell behind a Restoration
Druid who heals, cures and revives.
Best specs:
Restoration Druid with
Frost Mage
Scores for Druid +
Mage| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.55, which is B tier.
Restoration plus Frost stays the pick: Frost brings the burst and the fullest control set while the Druid heals, cures curses (24) and raises with
Rebirth (20). Cat plus Frost kills faster but loses the healer in combat, so it gives up a point of survival and outnumbered play for a point of burst and pace. Bear plus Frost has the most control but neither half heals in a fight. The choice is weakest before 20, before
Blink and Rebirth.
Frost supplies burst and the fullest control set in the first thirty levels:
Frostbolt slow (4), Polymorph (8),
Frost Nova (10), Blink (20), Counterspell (24),
Frost Blast (24) and
Cone of Cold (26). The Restoration Druid heals, cures poison and curses (
Remove Curse 24), revives with Rebirth (20) and can
Prowl and
Dash from
Cat Form.
Ice Block (about 29) is the Mage's only real shield, and
Ice Barrier (40) is projected. Both are cloth casters, the Mage drinks heavily and the Druid heals slowly in caster form, so a
Rogue or
Warrior that reaches them first is dangerous. Neither can dispel enemy effects.
Alliance:
Night Elf or
High Order Skyborne Druid with a
Human,
Gnome or Skyborne Mage; Gnome
Escape Artist removes movement impairment with 3 s immunity on top of Blink, Human
Will to Survive breaks a stun. Horde:
Tauren or
Windshaper Druid with an
Orc,
Undead or
Troll Mage; Undead
Will of the Forsaken removes fear and charm, Orc
Hardiness shortens stuns, Troll
Berserking adds haste to a burst window.
Weaknesses
- Two cloth casters, little armor
Mage drinks between fights- Little damage from the
Druid
What would move it: Reliable kill speed against a pair would lift it; Polymorph and Nova proving weak under diminishing returns would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Ice Block is a talent near level 29;
Ice Barrier at 40 is projected.
Read the Druid guide · Read the Mage guide · Back to the chart
A
Beast Mastery
Hunter and a Shadow
Priest both kill, with shields and
Dispel Magic behind them.
Best specs:
Beast Mastery Hunter with
Shadow Priest
Scores for Hunter + Priest| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.55, which is B tier.
Beast Mastery plus Shadow beats the old
Marksmanship plus Discipline because both halves now kill: Shadow keeps
Power Word: Shield, Dispel Magic and the heals until
Shadowform (40) and adds
Mind Blast and
Devouring Plague, a point of burst and two of pace for a point of survival. Beast Mastery plus Discipline is the runner-up and safer after 40, when a Shadow Priest can no longer heal in combat. That level is where this choice is weakest.
The pet (10) and shots open while the Priest adds Mind Blast (4),
Shadow Word: Pain, Devouring Plague (20) and
Mind Flay (22, slows). Power Word: Shield (6),
Flash Heal (20) and Dispel Magic (18) protect the Hunter until Shadowform (40, projected) blocks healing;
Vampiric Embrace (about 27) heals a little after that.
Freezing Trap (20),
Intimidation (30) and
Psychic Scream (14) peel, and a
Silence talent (about 30 to 35) stops a caster. The Priest has no speed or escape, so a melee class that reaches the Priest first can end the fight.
Alliance: A
Night Elf,
Gnome or
Human Priest with a Human,
Dwarf or Night Elf Hunter; Human
Will to Survive and Gnome
Escape Artist protect the Priest. Horde: An
Undead or
Troll Priest with an
Orc,
Tauren, Troll or
Windshaper Hunter; Undead
Will of the Forsaken for fear, Tauren
War Stomp to peel from the Priest.
Weaknesses
- No healing in combat after 40
Priest has no speed or escape- No interrupt beyond
Silence
What would move it: Kills that finish before the Priest is reached would lift it; Shadowform leaving the Hunter unhealed would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Shadowform 40 and
Bestial Wrath 40 are projected;
Silence is a talent near 30 to 35.
Read the Hunter guide · Read the Priest guide · Back to the chart
A
Beast Mastery
Hunter's pet and shots behind an Arms
Warrior who
Charges,
Hamstrings and Intimidates.
Best specs:
Beast Mastery Hunter with
Arms Warrior
Scores for Hunter + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●● 5 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 3.55, which is B tier.
Beast Mastery plus Arms beats the old
Marksmanship plus Arms on pace, since the pet makes mob kills the fastest of any Hunter spec. Beast Mastery plus Protection scores the same, trading a point of burst and of pace for a point each of survival and outnumbered play. Arms wins the tie because it is easier to play together: both halves simply kill one target, instead of the Hunter carrying every kill while the Warrior holds. Nothing heals at any level.
Charge (4), Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep targets on the Warrior while the pet (10) and shots punish them, and
Concussive Shot (8),
Freezing Trap (20) and
Intimidation (30) hold a second target.
Sweeping Strikes (30) adds cleave and
Mortal Strike (40, projected) cuts enemy healing.
Intercept (30) needs
Berserker Stance. Nothing heals but
Victory Rush (20) and
Mend Pet (12), nothing dispels, and the Warrior has no escape, so the Hunter has to peel.
Alliance: A
Human,
Dwarf,
Night Elf or Skyborne Hunter with a Human, Dwarf,
Gnome, Night Elf or Skyborne Warrior; Human
Will to Survive and Gnome
Escape Artist give the Warrior its missing escape. Horde: An
Orc,
Tauren,
Troll or
Windshaper Hunter with an Orc, Tauren,
Undead, Troll or Windshaper Warrior; Undead
Will of the Forsaken for fear, Orc
Hardiness for stuns, Tauren
War Stomp.
Weaknesses
- No healer
Warrior has no escape or dispel- Hard to recover from a lost trade
What would move it: Mortal Strike stopping enemy healers would lift it; having nothing to heal damage would hold it down.
Rated on assumptions:
Read the Hunter guide · Read the Warrior guide · Back to the chart
Frost and
Demonology lock down three targets with
Polymorph, Seduction and
Fear, then burst them.
Best specs:
Frost Mage with
Demonology Warlock
Scores for
Mage +
Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.55, which is B tier.
Frost plus Demonology beats the old Frost plus
Affliction. Affliction's DoTs break its own Fear and the Mage's Polymorph. Demonology's
Shadow Bolt and pet damage do not, so Polymorph, Seduction and Fear can run on three targets, a point of control.
Soul Link (about 24) adds a point of survival. Affliction only keeps the edge in
Curse of Exhaustion's slow, which Frost already covers. Before 20 there is no Seduction or
Blink, so the early game is plain.
The Frost Mage's Polymorph (8),
Frost Nova (10),
Counterspell (24) and
Cone of Cold (26) pair with the Warlock's Fear (8), Seduction (20) and Voidwalker (10). Demonology's damage comes from Shadow Bolt and the pet rather than DoTs, so the crowd control can stay up while both kill one target. Soul Link (about 24) and
Demonic Sacrifice (30) help the Warlock live, and Blink (20) and
Ice Block (about 29) save the Mage. Neither heals beyond
Drain Life and Healthstone, and neither has stealth or speed. Spell Lock (36) and
Death Coil (42) are projected.
Alliance: A
Human or
Gnome Mage and Warlock; Gnome
Escape Artist (movement impairment removed, 3 s immunity), Human
Will to Survive. Horde: An
Orc,
Undead or
Troll Mage and Warlock; Undead
Will of the Forsaken against fear, Orc
Shatter Curse, Troll
Berserking.
What would move it: Holding three targets while killing a fourth would lift it; area damage breaking the pair's own control would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
- Spell Lock 36,
Death Coil 42 and
Ice Barrier 40 are projected;
Soul Link's level is near 24.
Read the Mage guide · Read the Warlock guide · Back to the chart
A
Retribution
Paladin stuns and heals while a Shadow
Priest bursts and dispels; both kill.
Best specs:
Retribution Paladin with
Shadow Priest
Scores for Paladin + Priest| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●● 5 |
|---|
Weighted score 3.55, which is B tier.
Retribution plus Shadow beats the old Retribution plus Discipline because the Retribution Paladin keeps the healing role, so the Priest is free to deal damage: Shadow adds
Mind Blast,
Devouring Plague and
Mind Flay, a point of burst and of pace, for a point of survival. Retribution plus Discipline is the runner-up, harder to kill but slow to finish fights. After 40
Shadowform stops the Priest healing, so the Paladin heals alone from then on.
Hammer of Justice (8) and
Seal of Command (20) open while the Priest adds Mind Blast (4), Devouring Plague (20) and Mind Flay (22, slows).
Divine Protection (6),
Blessing of Protection (10),
Lay on Hands (10) and the Paladin's heals keep both standing, and
Power Word: Shield (6),
Dispel Magic (18) and
Fear Ward (20) add to that until Shadowform (40, projected) blocks the Priest's healing.
Repentance (30),
Psychic Scream (14) and a
Silence talent (about 30 to 35) control a second target.
Purify (8) and Dispel Magic cover poison, disease and Magic. Neither has stealth, and only
Pursuit of Justice (20) adds speed.
Alliance: A
Human or
Dwarf Paladin with a
Night Elf,
Gnome or Human Priest; Human
Will to Survive breaks stuns, Dwarf
Stoneform cuts physical damage. Horde: An
Undead Paladin with an Undead or
Troll Priest;
Will of the Forsaken answers fear, Troll
Berserking speeds a burst window.
Weaknesses
- Little speed, no stealth
- No interrupt beyond
Silence
Priest stops healing at 40
What would move it: Hammer into Mind Blast killing healers would lift it; being kited by ranged damage would sink it.
Rated on assumptions:
Read the Paladin guide · Read the Priest guide · Back to the chart
A Shadow
Priest and an
Enhancement
Shaman: burst damage with
Dispel Magic,
Purge and
Earth Shock.
Best specs:
Shadow Priest with
Enhancement Shaman
Scores for Priest + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.55, which is B tier.
Shadow plus Enhancement stays the pick: both halves deal damage, and between them they keep two Magic dispels, two interrupts and enough healing before 40. Shadow plus Restoration survives and recovers better but gives up a point of burst and of pace. Discipline plus Enhancement is safer still and slower. After 40
Shadowform stops the Priest healing, and the Shaman's heals carry the pair.
Shadow supplies
Devouring Plague (20),
Mind Flay (22, slow),
Psychic Scream (14), Dispel Magic (18),
Fear Ward (20) and a
Silence talent (about 30 to 35), while the Enhancement Shaman adds Earth Shock (4), Purge (12),
Tremor Totem (18),
Frost Shock (20), the instant
Improved Ghost Wolf (20) and
Windfury Weapon (30). Two Magic dispels and two interrupts give strong control over casters. Healing is limited: Shadow has
Power Word: Shield and
Heal but Shadowform (40, projected) blocks healing, and
Reincarnation (30) is self-only. Neither has stealth or curse removal.
Alliance: A
Human,
Dwarf,
Night Elf or
Gnome Priest with a Dwarf Shaman (the only Alliance Shaman); Dwarf
Stoneform and
Earth Fury, Human
Will to Survive. Horde: An
Undead or
Troll Priest with an
Orc,
Tauren, Troll or
Windshaper Shaman; Undead
Will of the Forsaken, Orc
Shatter Curse, Troll
Berserking.
Weaknesses
- Little healing
- No hard stun
- No curse removal
What would move it: Windfury and Shadow burst proving reliable would lift it; casters outlasting the pair would sink it.
Rated on assumptions:
Read the Priest guide · Read the Shaman guide · Back to the chart
A
Beast Mastery
Hunter and pet do the killing while a Restoration
Druid heals, cures and revives.
Best specs:
Restoration Druid with
Beast Mastery Hunter
Scores for Druid + Hunter| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.50, which is B tier.
A Restoration Druid behind a Beast Mastery Hunter wins because the Hunter is the only one who needs to kill: the pet and
Intimidation (30) supply damage and a stun, and the Druid heals a Hunter who cannot heal himself. Cat plus Beast Mastery bursts harder but has no healer in combat, so it trades a point of burst for a point of survival and recovery. The old Bear plus
Marksmanship has the best control, with
Bash and
Feral Charge beside
Scatter Shot, but nothing heals in a fight. Before 20 the Druid has no
Prowl and the Hunter no traps, so the early levels are plain.
The Hunter sends the pet (10), slows with
Concussive Shot (8) and
Wing Clip (12), traps a second attacker with
Freezing Trap (20) and stuns with Intimidation (30);
Bestial Wrath (40, projected) is the late burst. The Restoration Druid heals from range, cures poison (14) and curses (24), roots with
Entangling Roots (8) and Nature's Swiftness (30), and raises the Hunter with
Rebirth (20). Prowl (20),
Dash (26) and
Aspect of the Cheetah (20) let both pick the fight, though Cheetah dazes on damage. Neither can dispel Magic, and the Druid adds little damage, so a healer on the other side can outlast them.
Alliance: A
Night Elf or
High Order Skyborne Druid with a Night Elf,
Human or
Dwarf Hunter; Dwarf
Stoneform removes bleeds, poisons and diseases and cuts physical damage, and a Human Hunter adds
Perception against stealthers. Horde: A
Tauren or
Windshaper Skyborne Druid with an
Orc, Tauren or
Troll Hunter; Orc
Hardiness (-20% stun duration) or
Blood Fury, Tauren
War Stomp in the dead zone, Troll
Berserking.
Weaknesses
- One damage source
- No Magic dispel
Druid adds little damage
What would move it: A pet that holds healers in place would lift it; a healer on the other side who outlasts one damage dealer would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Bestial Wrath 40 is projected;
Intimidation is a level-30 talent.
Read the Druid guide · Read the Hunter guide · Back to the chart
Frost controls at range while an Arms
Warrior charges in; fast kills but no heal and weak engage.
Best specs:
Frost Mage with
Arms Warrior
Scores for
Mage + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●○○○ 2 |
|---|
Weighted score 3.50, which is B tier.
Frost plus Arms stays the pick: both halves deal damage, and
Sweeping Strikes (30) with
Mortal Strike (40) suit fights against a pair. Frost plus Protection survives better with
Shield Wall (28) and
Last Stand (20), but loses a point of burst and of pace, which costs more. Fury scores the same as Arms; Arms wins the tie as the easier partner, because Fury fights from
Berserker Stance, which raises the damage it takes, and nothing in this pair heals it. The choice is weakest before 20, before
Blink and
Victory Rush.
Charge (4),
Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep targets on the Warrior while
Polymorph (8),
Frost Nova (10),
Cone of Cold (26) and
Counterspell (24) hold or silence others. Blink (20) frees the Mage and the Warrior has no escape. Charge closes distance but does not choose fights, and nothing in the pair is stealthy or fast, so the first strike goes to whoever sees the other first. Victory Rush (20) is the only heal, and
Intercept (30) needs Berserker Stance. Mortal Strike (40) is projected.
Alliance: A
Human,
Gnome or Skyborne Mage with a Human,
Dwarf, Gnome,
Night Elf or Skyborne Warrior; Gnome
Escape Artist, Human
Will to Survive. Horde: An
Orc,
Undead or
Troll Mage with an Orc,
Tauren, Undead, Troll or
Windshaper Warrior; Orc
Hardiness, Undead
Will of the Forsaken, Tauren
War Stomp.
Weaknesses
- No heal beyond
Victory Rush - No stealth or speed
- Poor fight selection
What would move it: A way to engage on its own terms would lift it; Rage starvation would sink it.
Rated on assumptions:
Read the Mage guide · Read the Warrior guide · Back to the chart
A
Retribution
Paladin with a
Demonology
Warlock's Seduction,
Fear and pet; durable and good at holding targets.
Best specs:
Retribution Paladin with
Demonology Warlock
Scores for Paladin + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.45, which is B tier.
Retribution plus Demonology beats the old Retribution plus
Affliction on control: Demonology's
Shadow Bolt and pet damage do not break Seduction or Fear, so the Paladin can Hammer one target while the Warlock holds another, a point of control. The Paladin's heals already cover survival, so
Soul Link adds less here. Before 20 there is no Seduction.
Hammer of Justice (8) and
Seal of Command (20) open while the Warlock seduces a second target with the Sayaad (20) or fears it (8), and Shadow Bolt and the pet do not break that control the way DoTs would.
Repentance (30, talent) holds a third.
Divine Protection (6),
Blessing of Protection (10),
Lay on Hands (10) and the Paladin's heals keep the Warlock alive, with Soul Link (about 24), Healthstone (10) and Soulstone (18) behind them. Neither has speed or stealth, there is no interrupt until Spell Lock (36, projected), and neither removes curses.
Alliance: A
Human Paladin and Human or
Gnome Warlock; Human
Will to Survive, Gnome
Escape Artist. Horde: An
Undead Paladin with an Undead,
Orc or
Troll Warlock;
Will of the Forsaken, Orc
Shatter Curse, Troll
Berserking.
Weaknesses
- No speed or stealth
- No interrupt before 36
- Burst ramps slowly
What would move it: Holding two targets while killing a third would lift it; casters kiting the Paladin would sink it.
Rated on assumptions:
Read the Paladin guide · Read the Warlock guide · Back to the chart
A Shadow
Priest and an Arms
Warrior both hit, with shields and
Dispel Magic behind the Warrior.
Best specs:
Shadow Priest with
Arms Warrior
Scores for Priest + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.45, which is B tier.
Shadow plus Arms beats the old Discipline plus Arms because Shadow keeps
Power Word: Shield, Dispel Magic and the heals until 40, while
Mind Blast and
Devouring Plague add a point of burst and of pace for a point of survival. Discipline plus Arms is the runner-up and the safer choice after 40, when a Shadow Priest cannot heal the Warrior in combat. That is where this pick is weakest.
Charge (4),
Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep enemies on the Warrior while the Priest adds Mind Blast (4), Devouring Plague (20) and
Mind Flay (22, slows). Power Word: Shield (6),
Flash Heal (20), Dispel Magic (18) and
Fear Ward (20) keep the Warrior standing until
Shadowform (40, projected) blocks healing, and
Victory Rush (20) adds a little.
Psychic Scream (14) peels.
Sweeping Strikes (30) and
Mortal Strike (40, projected) add cleave and cut enemy healing. The Warrior has no escape and the Priest cannot run, so casters that kite are the worst match.
Alliance: A
Night Elf,
Gnome or
Human Priest with a Human,
Dwarf or Gnome Warrior; Human
Will to Survive and Gnome
Escape Artist give the Warrior its missing escape. Horde: An
Undead or
Troll Priest with an
Orc,
Tauren or Undead Warrior; Undead
Will of the Forsaken, Orc
Hardiness, Tauren
War Stomp.
Weaknesses
- No speed or stealth
Warrior has no escape- No healing in combat after 40
What would move it: Mortal Strike stopping enemy healers would lift it; casters kiting the Warrior would sink it.
Rated on assumptions:
Read the Priest guide · Read the Warrior guide · Back to the chart
A Combat
Rogue opens from stealth and an
Enhancement
Shaman follows fast with
Stormstrike,
Earth Shock and heals.
Best specs:
Combat Rogue with
Enhancement Shaman
Scores for Rogue + Shaman| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.45, which is B tier.
Combat plus Enhancement beats the old Combat plus Restoration because the Enhancement Shaman still heals between and during fights while adding Stormstrike (25) and
Windfury Weapon (30), a point of burst and of pace, and its instant
Ghost Wolf (20) keeps up with
Sprint.
Assassination plus Restoration is the runner-up, with the burst but less pace and weaker play against a pair. Before 20 the Shaman has no Ghost Wolf and the Rogue no
Vanish.
The Rogue opens with
Stealth (1),
Sap (10),
Cheap Shot (26) and
Kick (12), and
Kidney Shot (30) holds the target while the Shaman adds Stormstrike (25) and Windfury Weapon (30). Earth Shock (4) is a second interrupt,
Purge (12) strips Magic buffs,
Frost Shock (20) slows and
Tremor Totem (18) answers fear. The Shaman heals with
Lesser Healing Wave (20) and keeps up through the instant
Improved Ghost Wolf (20).
Evasion (8), Sprint (10) and Vanish (22) get the Rogue out. Neither removes curses or dispels Magic from a friend, and the Shaman has no hard control.
Alliance: A
Human,
Night Elf or
Gnome Rogue with a
Dwarf Shaman (the only Alliance Shaman); Human
Will to Survive, Night Elf
Shadowmeld, Dwarf
Stoneform against poison and bleeds. Horde: An
Orc,
Undead or
Troll Rogue with an Orc,
Tauren, Troll or
Windshaper Shaman; Orc
Hardiness and
Shatter Curse, Tauren
War Stomp, Undead
Will of the Forsaken.
Weaknesses
- Light healing in combat
Shaman has no hard control- No curse removal
What would move it: Windfury landing on a stunned target would lift it; a Rogue focused down with only light heals would sink it.
Rated on assumptions:
Read the Rogue guide · Read the Shaman guide · Back to the chart
Two stealthers: an
Assassination
Rogue opens for the kill and a Restoration
Druid keeps it alive.
Best specs:
Restoration Druid with
Assassination Rogue
Scores for Druid + Rogue| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●○○○ 2 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.40, which is B tier.
A Restoration Druid behind an Assassination Rogue is the pick, narrowly: with a healer keeping the Rogue alive,
Cold Blood (25) and
Mutilate (30) turn openers into kills, a point of burst over Combat. Restoration plus Combat is the runner-up;
Blade Flurry (30) and
Riposte (20) hold up better against a pair, which is the point Assassination gives back. Cat plus Combat doubles the stealth damage but loses the healer in combat. The choice is weakest before 25, when Assassination has no Cold Blood and plays like Combat.
The Rogue opens from
Stealth (1) with
Sap (10),
Cheap Shot (26) and
Kick (12), and Cold Blood (25) with Mutilate (30) turns the opener into a kill;
Kidney Shot (30) holds the target.
Evasion (8),
Sprint (10) and
Vanish (22) get it out. The Restoration Druid heals, cures poison (14) and curses (24), roots with Nature's Swiftness (30) and raises the Rogue with
Rebirth (20), and it can
Prowl (20) and
Dash (26) to follow. Stealth is self-only, so each opens alone. There is no fear, Magic dispel or area damage, so a group of three is usually a retreat.
Alliance:
Night Elf Druid and Rogue for
Shadowmeld,
Quickness and the stealth bonus; a
Human Rogue for
Will to Survive and
Ruthless crit, a
Gnome Rogue for
Escape Artist. Horde: A
Windshaper Skyborne Druid with an
Undead Rogue (
Will of the Forsaken,
Touch of the Grave at 20%); an
Orc Rogue for
Hardiness against stuns, a
Troll Rogue for
Berserking.
Weaknesses
- Weak against groups
- No Magic dispel or fear answer
Druid adds little damage
What would move it: Mutilate kills landing before a healer reacts would lift it; pairs that peel the Rogue off its target would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Blind 34 is projected;
Mutilate and
Kidney Shot arrive at 30.
Read the Druid guide · Read the Rogue guide · Back to the chart
A Restoration
Druid heals behind an Arms
Warrior who
Charges,
Hamstrings and Intimidates.
Best specs:
Restoration Druid with
Arms Warrior
Scores for Druid + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●●○ 4 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.40, which is B tier.
Restoration plus Arms stays the pick: a Warrior with a healer behind it is the classic pairing, and the Druid's heals and
Rebirth cover the Warrior's lack of escape. Cat plus Arms kills faster but leaves a Warrior with no in-combat healing, a point of survival and of outnumbered play for a point of burst and pace. Restoration plus Protection survives as well but kills too slowly. The choice is weakest before 20, before Rebirth and
Victory Rush.
Charge (4) opens, Hamstring (8) and
Thunder Clap (6) slow,
Disarm (18,
Defensive Stance) and
Intimidating Shout (22) disrupt, and Victory Rush (20) heals a little after a kill.
Intercept (30) needs
Berserker Stance and
Mortal Strike (40) is projected. The Restoration Druid keeps the Warrior alive with heals and Rebirth (20), cures poison and curses, and can
Prowl and
Dash from
Cat Form. The pair has no Magic dispel, no ranged answer and no interrupt that suits an Arms Warrior (
Shield Bash needs a shield,
Pummel needs Berserker Stance), and the Warrior has no escape, so the Druid has to pull it out of trouble. Rage makes the Warrior want rests between pulls.
Alliance: A
Human,
Dwarf,
Gnome,
Night Elf or Skyborne Warrior with a Night Elf or Skyborne Druid; Human
Will to Survive and Gnome
Escape Artist give the Warrior the escape it lacks. Horde: An
Orc,
Tauren,
Undead,
Troll or
Windshaper Warrior with a Tauren or Windshaper Druid; Undead
Will of the Forsaken against fear, Orc
Hardiness for stuns, Tauren
War Stomp.
Weaknesses
- No escape or Magic dispel
- Damage waits on rage
Mortal Strike only at 40
What would move it: An early Berserker Stance Intercept would lift it; casters kiting a Warrior with no ranged tool would sink it.
Rated on assumptions:
Read the Druid guide · Read the Warrior guide · Back to the chart
A Combat
Rogue and an Arms
Warrior chain stuns and slows for high burst; no heal and one half cannot flee.
Best specs:
Combat Rogue with
Arms Warrior
Scores for Rogue + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 3.40, which is B tier.
Combat plus Arms stays the pick.
Assassination plus Arms scores the same, with a point more burst but a point less survival in a pair with no healer. Combat wins the tie because
Riposte (20) and
Endurance (20) make it the more forgiving half beside a Warrior who cannot escape. Combat plus Fury also ties; Arms is kept for
Mortal Strike (40) against healers. Nothing heals at any level.
Charge (4) stuns for 1 s,
Hamstring (8) and
Thunder Clap (6) slow,
Intimidating Shout (22) scatters, and the Rogue adds
Sap (10),
Kick (12),
Cheap Shot (26) and
Kidney Shot (30), so two targets can be held at once. The Rogue can leave with
Evasion (8),
Sprint (10) and
Vanish (22), but the Warrior has no escape and no heal beyond
Victory Rush (20).
Intercept (30) needs
Berserker Stance, and Mortal Strike (40) is projected. Nothing cleanses or heals, so a lost trade is final.
Alliance: A
Human,
Night Elf or
Gnome Rogue with a Human,
Dwarf, Gnome or Night Elf Warrior; Human
Will to Survive, Gnome
Escape Artist, Night Elf
Shadowmeld. Horde: An
Orc,
Undead,
Troll or
Windshaper Rogue with a Warrior of the same race; Undead
Will of the Forsaken and
Touch of the Grave, Orc
Hardiness,
Tauren
War Stomp.
Weaknesses
- No healer
Warrior cannot escape- Lost trades are final
What would move it: A way for the Warrior to escape or heal would lift it; stuns losing value to diminishing returns would sink it.
Rated on assumptions:
Read the Rogue guide · Read the Warrior guide · Back to the chart
An
Enhancement
Shaman heals and interrupts beside a
Demonology
Warlock's demon, Seduction and
Soul Link.
Best specs:
Enhancement Shaman with
Demonology Warlock
Scores for Shaman + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.40, which is B tier.
Enhancement plus Demonology beats the old Enhancement plus
Affliction on survival: Soul Link (about 24) passes part of the Warlock's damage to the pet, and the Shaman's heals cover the rest. Enhancement plus Affliction is the runner-up; its DoTs add nothing the Shaman lacks and break its own
Fear. Restoration plus Demonology heals more but gives up a point of burst and of pace. Before 20 there is no Seduction or
Ghost Wolf.
The Shaman opens with
Stormstrike (25) and
Windfury Weapon (30), interrupts with
Earth Shock (4), purges (12), slows with
Frost Shock (20) and answers fear with
Tremor Totem (18). The Warlock adds
Shadow Bolt, the Voidwalker (10) and the Sayaad (20), whose Seduction holds a second target that Shadow Bolt does not break.
Lesser Healing Wave (20), Soul Link (about 24), Healthstone (10) and Soulstone (18) keep both standing. The Shaman's instant Ghost Wolf (20) is the only speed, and neither removes curses or has stealth.
Alliance: A
Dwarf Shaman with a
Human or
Gnome Warlock;
Stoneform, Gnome
Escape Artist, Human
Will to Survive. Horde: An
Orc,
Tauren,
Troll or
Windshaper Shaman with an Orc,
Undead or Troll Warlock; Orc
Shatter Curse covers the curse gap, Undead
Will of the Forsaken answers fear.
Weaknesses
Warlock is slow on foot- No curse removal
- Burst ramps slowly
What would move it: Seduction holding a healer while the pair kills its partner would lift it; being kited would sink it.
Rated on assumptions:
Read the Shaman guide · Read the Warlock guide · Back to the chart
Two
Demonology
Warlocks with two demons, two Seductions and two
Soul Links; durable but slow to move.
Best specs:
Demonology Warlock with
Demonology Warlock
Scores for Two Warlocks| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.40, which is B tier.
Two Demonology Warlocks beat the old
Affliction plus Demonology. Each has Soul Link (about 24), a point of survival, and neither spreads DoTs that break the other's Seduction and
Fear, a point of control. Affliction plus Demonology is the runner-up, tied with two Affliction Warlocks;
Curse of Exhaustion's slow is all they keep. Before 20 there is no Seduction and both play the same.
Both open with
Shadow Bolt and their pets, and the Sayaad (20) or Fear (8) holds each extra attacker, since neither Warlock's direct damage breaks the other's control. Soul Link (about 24) passes damage to the pets, the Voidwalker (10) sacrifices for a shield, and
Demonic Sacrifice (30) trades a pet for a buff in a pinch. Healthstone (10),
Drain Life (14) and Soulstone (18) cover sustain. Spell Lock (36),
Howl of Terror (40) and
Death Coil (42) are projected. Nothing heals, and neither has speed, stealth or an escape, so the pair cannot leave a lost fight.
Alliance:
Human or
Gnome Warlocks; Gnome
Escape Artist, Human
Will to Survive. Horde:
Orc,
Undead or
Troll Warlocks; Undead
Will of the Forsaken, Orc
Shatter Curse, Troll
Berserking.
Weaknesses
- No speed, stealth or escape
- No healer
- Burst ramps slowly
What would move it: Holding both attackers while the pets kill would lift it; area damage breaking both Seductions would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
- Spell Lock 36,
Howl of Terror 40 and
Death Coil 42 are projected;
Soul Link's level is near 24.
Read the Warlock guide · Back to the chart
A Cat that opens from stealth and a Restoration
Druid that heals it, but the kills come from one body.
Best specs:
Feral Cat Druid with
Restoration Druid
Scores for Two Druids| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●●○ 4 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.35, which is B tier.
Feral Cat plus Restoration is the pick: the Cat supplies the only real burst and the Restoration Druid keeps it alive with heals, cures and
Rebirth. Bear plus Restoration is close behind; it gains
Bash (14) and
Feral Charge (20) for control and holds a pair better, but it kills players and mobs more slowly, which costs more than the control gains. Two Cats burst harder but nobody heals in combat. The choice is weakest before 20, when the Cat has no
Prowl.
The Cat stalks from Prowl (20) and closes with
Dash (26) while the Restoration Druid heals from caster form, so the pair is hard to finish and neither is left behind. Both can shift to break a root or
Polymorph, Cure Poison (14),
Abolish Poison (26) and
Remove Curse (24) cover the common debuffs, and Rebirth (20) raises a fallen partner in combat. Control is soft:
Entangling Roots (8, caster form only),
Nature's Grasp (10) and an instant root from Nature's Swiftness (30), with
Pounce (36) arriving late. There is no interrupt, fear, silence or Magic dispel, and every heal means leaving
Cat Form at a steep mana cost, so a long fight against a pair drags.
Alliance:
Night Elf Cat for
Shadowmeld,
Elune's Light (+10% crit for 15 s) and the stealth bonus from
Quickness; a Night Elf or
High Order Skyborne healer, the Skyborne for
Wind Blessed haste on casts. Horde:
Tauren Cat for
War Stomp (2 s stun on up to five enemies) and
Endurance health; a Tauren or
Windshaper Skyborne healer, the Windshaper for
Skysight run speed.
Weaknesses
- One real damage source
- No interrupt, fear or Magic dispel
- Healing costs a form shift
What would move it: A Cat that reliably bursts a target before the healer is pressured would lift it; a Cat that cannot finish targets would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Pounce 36 and
Ravage 32 are projected finishers.
Read the Druid guide · Back to the chart
Two Shadow
Priests burst, shield and dispel for each other, but they cannot run.
Best specs:
Shadow Priest with
Shadow Priest
Scores for Two Priests| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●● 5 |
|---|
Weighted score 3.35, which is B tier.
Two Shadow Priests beat the old Discipline plus Shadow because Shadow keeps
Power Word: Shield,
Dispel Magic and the heals until 40, so the second Shadow Priest adds a point of burst and of pace and gives up a point of survival. Discipline plus Shadow is the runner-up and the safer pair after 40, when
Shadowform stops both from healing in combat. That level is where this choice is weakest.
Both open with
Mind Blast (4),
Shadow Word: Pain,
Devouring Plague (20) and
Mind Flay (22, slows), and a
Silence talent (about 30 to 35) stops a caster. Power Word: Shield (6),
Flash Heal (20), Dispel Magic (18) and
Fear Ward (20) protect either one until Shadowform (40, projected) blocks healing;
Vampiric Embrace (about 27) heals a little after that.
Psychic Scream (14) peels melee, and
Fade (8) sheds threat. There is no speed, stealth, hard stun or in-combat revive, so a kite or a chase is the danger.
Alliance:
Night Elf,
Gnome or
Human Priests; Night Elf
Shadowmeld, Gnome
Escape Artist and Human
Will to Survive. Horde:
Undead or
Troll Priests; Undead
Will of the Forsaken covers fear when Fear Ward is down, Troll
Berserking speeds a burst window.
Weaknesses
- No speed or stealth
- No healing in combat after 40
- Easy to kite
What would move it: Kills that finish before melee reaches them would lift it; Shadowform leaving both unhealed would sink it.
Rated on assumptions:
- Levels 31 to 60 are projected from the client's kit; the beta stops at 30.
Shadowform 40 is projected;
Silence is a talent near 30 to 35.
Read the Priest guide · Back to the chart
An Arms
Warrior and an
Enhancement
Shaman both hit, with
Earth Shock,
Purge and light heals behind them.
Best specs:
Enhancement Shaman with
Arms Warrior
Scores for Shaman + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●●○ 4 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.35, which is B tier.
Enhancement plus Arms beats the old Restoration plus Arms narrowly: the Enhancement Shaman keeps
Lesser Healing Wave and
Tremor Totem while
Stormstrike (25) and
Windfury Weapon (30) add a point of burst and of pace, and
Ghost Wolf adds a point of engage. Restoration plus Arms is the runner-up; it keeps the Warrior up better in long fights and against a pair. Before 20 the Shaman has no Ghost Wolf or Lesser Healing Wave.
Charge (4),
Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep targets on the Warrior while the Shaman adds Stormstrike (25) and Windfury Weapon (30). Earth Shock (4) interrupts, Purge (12) strips Magic buffs,
Frost Shock (20) and
Earthbind Totem (6) slow, and Tremor Totem (18) answers fear. Lesser Healing Wave (20) and
Victory Rush (20) heal a little.
Sweeping Strikes (30) and
Mortal Strike (40, projected) add cleave and cut enemy healing. The Warrior has no escape or speed and neither removes curses, so a kite is the danger.
Alliance: A
Dwarf Shaman with a
Human, Dwarf,
Gnome or
Night Elf Warrior;
Stoneform, Human
Will to Survive, Gnome
Escape Artist. Horde: An
Orc,
Tauren or
Troll Shaman with a Warrior of the same race; Orc
Hardiness and
Shatter Curse, Tauren
War Stomp.
Weaknesses
- Light healing in combat
Warrior has no escape- No curse removal
What would move it: Windfury and Mortal Strike burst killing healers would lift it; the Warrior being focused with light heals would sink it.
Rated on assumptions:
Read the Shaman guide · Read the Warrior guide · Back to the chart
A Shadow
Priest and a
Demonology
Warlock: two casters with fears, a demon and
Soul Link, but no way to run.
Best specs:
Shadow Priest with
Demonology Warlock
Scores for Priest + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●●○ 4 |
|---|
Weighted score 3.30, which is B tier.
Shadow plus Demonology beats the old Discipline plus
Affliction because both halves now kill: Shadow keeps
Power Word: Shield and the heals until 40 and adds
Mind Blast and
Devouring Plague, a point of burst and of pace, while Demonology's Soul Link (about 24) makes up the survival Shadow gives back. Shadow plus Affliction is the runner-up without Soul Link. The pair has no speed at any level, and after 40 nobody heals in combat.
The Priest opens with Mind Blast (4), Devouring Plague (20) and
Mind Flay (22, slows) while the Warlock adds
Shadow Bolt, the Voidwalker (10) and later the Sayaad (20).
Fear (8), Seduction (20) and
Psychic Scream (14) give three fears, but the Priest's DoTs break them, so they go on targets nobody is hitting. Power Word: Shield (6),
Flash Heal (20) and
Dispel Magic (18) protect the Warlock until
Shadowform (40, projected), and Soul Link (about 24), Healthstone (10) and Soulstone (18) back them up. Neither has speed, stealth or a hard stun, so any kite or chase is dangerous.
Alliance: A
Night Elf,
Gnome or
Human Priest with a Human or Gnome Warlock; Gnome
Escape Artist and Human
Will to Survive. Horde: An
Undead or
Troll Priest with an Undead or
Orc Warlock; Undead
Will of the Forsaken for fear, Orc
Hardiness for stuns.
Weaknesses
- No speed or stealth
- DoTs break the pair's fears
- No healing in combat after 40
What would move it: Faster kills before melee closes would lift it; being kited or chased would sink it.
Rated on assumptions:
Read the Priest guide · Read the Warlock guide · Back to the chart
An Arms
Warrior holds the front while a
Demonology
Warlock's demon, Seduction and
Soul Link back him up.
Best specs:
Demonology Warlock with
Arms Warrior
Scores for Warlock + Warrior| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●○○ 3 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●●○ 4 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.25, which is B tier.
Demonology plus Arms beats the old
Affliction plus Arms on survival: Soul Link (about 24) passes the Warlock's damage to the pet, and
Shadow Bolt does not break
Fear. Control stays at three because
Sweeping Strikes (30) cleave breaks the pair's own Seduction and Fear. Demonology plus Protection is the runner-up:
Shield Bash (12) and
Concussion Blow (30) add control but cost a point of burst and of pace. Before 20 there is no Seduction.
Charge (4),
Hamstring (8),
Thunder Clap (6) and
Intimidating Shout (22) keep targets on the Warrior while the Warlock adds Shadow Bolt, the Voidwalker (10) and the Sayaad (20). Seduction and Fear (8) hold a second target, but Sweeping Strikes (30) and Thunder Clap break them if it stands close. Soul Link (about 24), Healthstone (10), Soulstone (18) and
Victory Rush (20) are the only sustain, and
Mortal Strike (40, projected) cuts enemy healing. Neither has speed, stealth or a heal, so a kite is the danger.
Alliance: A
Human or
Gnome Warrior and Human or Gnome Warlock; Human
Will to Survive, Gnome
Escape Artist. Horde: An
Orc,
Undead or
Troll Warrior and Warlock; Undead
Will of the Forsaken, Orc
Hardiness and
Shatter Curse.
Weaknesses
- No healer
- No speed or stealth
Cleave breaks the pair's control
What would move it: Mortal Strike stopping enemy healers would lift it; being kited would sink it.
Rated on assumptions:
Read the Warlock guide · Read the Warrior guide · Back to the chart
A Bear holds targets while a
Demonology
Warlock fears, seduces and leans on its pet; durable, slow to kill.
Best specs:
Feral Bear Druid with
Demonology Warlock
Scores for
Druid + Warlock| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●○○○ 2 |
|---|
| Surviving together | 20 | ●●●●○ 4 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●●○○ 3 |
|---|
| Choosing the fight as a pair | 10 | ●●●○○ 3 |
|---|
| Reset after a fight | 5 | ●●●○○ 3 |
|---|
Weighted score 3.15, which is C tier.
Feral Bear plus Demonology beats the old Bear plus
Affliction: Demonology's
Soul Link (about 24) passes damage to the pet and its
Shadow Bolt and pet damage do not break Seduction or
Fear the way DoTs do, a point of survival. A Restoration Druid with Demonology comes next; the healer adds survival and recovery but loses
Bash and
Feral Charge. Burst stays the weak point at every level, and before 20 there is no Seduction or Feral Charge.
The Bear stuns with Bash (14), roots and interrupts with Feral Charge (20) and taunts with
Challenging Roar (28). The Warlock fears (8), seduces a second target with the Sayaad (20) and links its health to the pet with Soul Link (about 24);
Demonic Sacrifice (30) trades the pet for a buff when needed. Healthstone (10), Soulstone (18) and
Rebirth (20) cover deaths. Neither heals the other in combat, and both kill slowly, so the pair wins by outlasting. Spell Lock (36),
Howl of Terror (40) and
Death Coil (42) are projected.
Alliance: A
Night Elf Bear with a
Human or
Gnome Warlock; Human
Will to Survive and Gnome
Escape Artist are the Warlock's best breaks when held. Horde: A
Tauren Bear with an
Orc,
Undead or
Troll Warlock; Orc
Shatter Curse for curses, Undead
Will of the Forsaken for fear.
Weaknesses
- Slow burst
- No heal for the other half
- No Magic dispel
What would move it: Faster kills from the pet would lift it; Seduction and Fear breaking under area damage would sink it.
Rated on assumptions:
Read the Druid guide · Read the Warlock guide · Back to the chart
A Protection
Warrior interrupts and stuns while an Arms Warrior kills; tough, but slow and with no heal.
Best specs:
Protection Warrior with
Arms Warrior
Scores for Two Warriors| Criterion | Weight | Score |
|---|
| Kill pressure as a pair | 20 | ●●●○○ 3 |
|---|
| Surviving together | 20 | ●●●○○ 3 |
|---|
| Control, chained between the two | 15 | ●●●●○ 4 |
|---|
| Against a pair or a small group | 15 | ●●●○○ 3 |
|---|
| Leveling pace on mobs | 15 | ●●○○○ 2 |
|---|
| Choosing the fight as a pair | 10 | ●●○○○ 2 |
|---|
| Reset after a fight | 5 | ●○○○○ 1 |
|---|
Weighted score 2.80, which is C tier.
Protection plus Arms beats the old Arms plus Fury:
Shield Bash (12),
Last Stand (20),
Shield Wall (28) and
Concussion Blow (30) give the pair an interrupt, a stun and cooldowns to live through a burst, a point each of survival, control and outnumbered play. Arms plus Fury is the runner-up, with a point more burst and pace but nothing to save either player. Before 20 the Protection Warrior has only Shield Bash, and mob kills are slow at every level.
Both
Charge (4) and
Hamstring (8). The Protection Warrior adds Shield Bash (12) to stop casters, Concussion Blow (30) to stun and Shield Wall (28) and Last Stand (20) to survive, while the Arms Warrior hits with
Sweeping Strikes (30) and
Mortal Strike (40, projected).
Intimidating Shout (22) peels a second attacker.
Victory Rush (20) is the only heal, nothing dispels, and neither has speed, stealth or an escape, so casters that kite are the worst match and every fight costs bandages.
Alliance:
Human,
Dwarf,
Gnome,
Night Elf or Skyborne Warriors; Human
Will to Survive, Gnome
Escape Artist, Dwarf
Stoneform. Horde:
Orc,
Tauren,
Undead,
Troll or
Windshaper Warriors; Tauren
War Stomp, Orc
Hardiness, Undead
Will of the Forsaken.
Weaknesses
- No heal or dispel
- Slow mob kills
- No speed or escape
What would move it: Mortal Strike killing healers would lift it; being kited by casters would sink it.
Rated on assumptions:
Read the Warrior guide · Back to the chart