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Tier list

Open-World PvP Leveling

Open-world PvP while levelling 1 to 60: every spec rated in its own tree on burst, survival, control, fighting outnumbered, choosing the fight and sustain.

As of · build 1.60.1.70450 · Forecast

How we ranked them

A character levelling from 1 to 60 in the open world, rated over the whole road, fighting alone against other players: ganking and being ganked, duels that happen in the world, fights in contested zones, and joining a world-boss or town fight as one more player. Battlegrounds, arenas and duo play are not rated here.

The subjects are the 28 specs, each in its own talent tree; Druid's Feral is split into Feral Cat and Feral Bear. A subject's key is `<class>/<spec>`.

Levels 1–30 are rated from beta play; 31–60 are projected (as the Solo PvE Leveling rubric). Each criterion is judged across all of 1–60, not at its best bracket; a spec that is helpless to 30 and strong after 40 is rated on the whole road.

Half of this is a forecast. The beta stops at level 30, so levels 1 to 30 are rated from beta play and the client's spells, and levels 31 to 60 from the client's spell ranks and talent trees, the class guides' projected builds and what Blizzard has announced.

Open world means fighting other players alone outside battlegrounds: ganking and being ganked, duels in the world, fights in contested zones. Battlegrounds will get lists of their own. Diminishing returns on stuns, fears and roots are not documented for Forever yet, so control is judged from the spells.

Every score is a whole number from 1 to 5 against written anchors, and the tier comes from the weighted score alone: no spec is placed by hand. Two scorers rated every spec without seeing each other's work; where they differed, the score the facts supported better was kept, never an average, and a final pass checked that specs with the same tools got the same scores.

No spec reaches S. The highest score is Combat Rogue at 3.45, short of the 4.25 S needs: nothing yet measures play past 30, so no spec could be called clearly the best on the heaviest criteria. A spec that proves stronger past 30 than its kit suggests would move up in a later version.

Every spec is rated in its own talent tree, so a healing or tanking spec is rated as it fights, not as the damage spec most players would pick for PvP.

This list has a twin: this one and the max-level list rates them at 60 in pre-raid blues. They share the criteria and weights, so a spec that sits differently on the two is stronger at one stage than the other.

The formula is open to change: a different weight or threshold makes a new version of the list, with every spec that moves saying why.

The rubric: each criterion scored 1 to 5
CriterionWeightWhat it measures
Burst and kill pressure25Kills a same-level player of any class from full health before they can react or reset, or wins most duels by sustained pressure: 5. Wins some fights and loses others against same-level players; needs a good opener or an opponent's mistake: 3. Rarely kills a same-level player who fights back; damage is too slow or too easily healed: 1.
Survival and escapes20Survives a gank from a same-level player and usually gets away or turns it: more than one escape, or a strong self-heal, on short cooldowns: 5. One reliable escape or self-heal; a gank costs a cooldown and sometimes a death: 3. A gank is a death: no escape worth the name and little self-healing: 1.
Control15Several stuns, roots, fears, silences or slows that chain or stack, so it decides when the enemy acts: 5. One or two control tools, on long cooldowns or easily broken: 3. Little or no control beyond a slow: 1.
Fighting outnumbered15Holds or wins one against two of similar level: area control, a pet, a strong self-heal or an escape that resets the fight: 5. Survives one against two long enough to escape, but rarely wins: 3. Two attackers are a quick death: 1.
Choosing the fight10Picks when fights start and end: stealth, a speed boost or form, a long-range opener, or a disengage that cannot be followed: 5. Some say in it (one speed tool or opener), but can be caught by a faster or stealthed class: 3. Takes the fights that find it; cannot open from safety or leave at will: 1.
Sustain between fights10Resets between fights in seconds: heals itself or regains resources without drinking or eating: 5. Needs to rest or drink after most fights, but quickly: 3. Long rests after every fight; a second fight soon after is usually lost: 1.
World objectives5Helps decisively in contested-zone fights: holds a quest hub, peels for a lower-level ally, turns a two-on-one, and is wanted for a world-boss or town raid when one comes: 5. Useful in a group fight but not sought for it: 3. Adds little to a group fight beyond its own damage: 1.

An entry’s tier comes from its weighted score: 4.25 or more is S, 3.75 or more is A, 3.25 or more is B, 2.75 or more is C, 2.25 or more is D, and anything lower is F. A tier set by hand instead says why in its write-up. Within a tier, the best score comes first.

What the ratings assume

  • Talents: the spec's levelling talent order in its own tree, as in the Solo PvE Leveling rubric.
  • Gear: quest rewards and vendor or crafted greens as they come; no heirlooms, no help from a higher-level character.
  • Legacy perks: none.
  • Opponents: players of similar level and gear, of any class, fought one at a time unless a criterion says otherwise.
  • Consumables: what the character can make or buy at that level (bandages, potions, its own reagents); no world buffs.
  • The game rules of the stated build. A patch that changes them makes a new version.

Confidence: Forecast

Rated from the client data and our research, before anyone has played it at this level on this build. Where the data stops, the write-up says what it assumed.

Why each spec is where it is

Choose a spec on the chart to see why it sits where it does.

Combat Rogue B tier

Stealth from level 1 and Sprint at 10, with Blade Flurry at 30 turning a two-on-one from a run into a fight.

Scores for Combat Rogue
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 4
Control15 4
Fighting outnumbered15 3
Choosing the fight10 5
Sustain between fights10 2
World objectives5 3

Weighted score 3.45, which is B tier.

Eviscerate and Slice and Dice arrive between 1 and 10, Gouge at 6, Sap at 10 and Kick at 12, and Improved Sinister Strike and Improved Eviscerate from 10. Riposte and its 6 s disarm come at 20, Cheap Shot at 26 is the first stun, Kidney Shot comes at 30, and Dual Wield Specialization lands between 25 and 30. Blade Flurry arrives at 30 and Adrenaline Rush at 40, so burst stays modest until then.

Evasion at 8, Sprint at 10, Vanish at 22, and Deflection and Riposte from about 20 make it harder to kill than Assassination, and Endurance by about 25 shortens its cooldowns. Before 30 the answer to two attackers is Evasion and Improved Sprint (20 to 30), and Blade Flurry then adds a cleave. Stealth from 1 chooses the fight. It has no heal, so it eats and bandages, and Kick at 12 and Blade Flurry at 30 are its group tools.

It is not A because its burst is modest until Blade Flurry at 30 and Adrenaline Rush at 40, and it has no heal and no stun before 26. 3.45 is 0.30 short of A.

Strengths

Weaknesses

  • Burst arrives late
  • No heal
  • No stun before 26
  • No cleave before 30
  • Vanish needs Flash Powder

What would move it: Play past 30 showing Blade Flurry and Adrenaline Rush arriving at 30 and 40 as projected, or an earlier stun.

Rated on assumptions:

  • Adrenaline Rush at 40 and Improved Kick's silence at about 26 to 30 are projected from the own tree. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Blind at 34 and Kidney Shot rank 2 at 50 are client data and unplayed.

Read the Combat Rogue guide · Back to the chart

Frost Mage B tier

Frostbolt slows from level 4, Nova at 10, Blink at 20 and Ice Block near 29 make it the strongest Mage on the way up.

Scores for Frost Mage
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 4
Control15 5
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 3.40, which is B tier.

Frost is the strongest Mage from 20 to 30 in the guides. Frostbolt's slow comes at 4, Ice Lance at 20, Shatter at 25 to 27 and Fingers of Frost at 30. Control is the fullest set: the Frostbolt slow, Nova at 10, Frostbite, Frost Blast at 24 and Cone of Cold at 26.

Nothing helps before Nova at 10, then Blink at 20, Ice Block near 29 as its first big defence, Cold Snap at 32 and Ice Barrier at 40. Against two, Nova and Blink at 20 work, but Blizzard's slow needs its talent mid-road. It opens with ranged slows from 4. It is the heaviest drinker at 30, and Polymorph and Counterspell are its objective tools.

It is not A because its damage is only moderate, it has little for two players before the talent comes mid-road, and it drinks after every fight, so burst and outnumbered score 3 and sustain 2. 3.40 is 0.35 short of A.

Strengths

Weaknesses

  • Heaviest drinker at 30
  • Little for two before Blizzard's talent
  • Nothing before Nova at 10
  • No stealth or speed

What would move it: Play past level 30 showing Cold Snap and Ice Barrier arriving as projected, or a measured two-on-one win.

Rated on assumptions:

Read the Frost Mage guide · Back to the chart

Shadow Priest B tier

The best Priest damage from 20 to 30, with Mind Blast at 4, Scream at 14 and Mind Flay at 22, but little defence beyond a Shield.

Scores for Shadow Priest
CriterionWeightScore
Burst and kill pressure25 4
Survival and escapes20 3
Control15 4
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 3
World objectives5 3

Weighted score 3.40, which is B tier.

Mind Blast comes at 4, Devouring Plague at 20, Mind Flay at 22 and Shadow Word: Death at 32, and Shadow has the best damage of the three trees from 20 to 30. Psychic Scream at 14 is the first control, Blackout stuns from about 15 to 20, Mind Flay slows at 22 and Silence arrives about 35. The class guide puts the Silence milestone at 30, which differs from the client tree.

Survival is Power Word: Shield at 6 and Heal at 10 only, with Vampiric Embrace around 27, and Shadowform at 40 to 42 blocks healing. Against two attackers it has Scream, Mind Flay and Shield. It opens at range, with no stealth or speed. Spirit Tap, the Devouring Plague heal at 20 and Vampiric Embrace keep it going, and Mana Burn at 24 and Dispel Magic at 18 are its group tools.

It is not A because its defence is two spells until Vampiric Embrace, it has no stealth or speed to start or leave a fight, and Shadowform blocks healing from 40. 3.40 is 0.35 short of A.

Strengths

Weaknesses

  • Only Shield and Heal for defence
  • No stealth or speed
  • Silence late
  • Shadowform blocks healing at 40
  • Mana-hungry fights

What would move it: Play past 30 showing Silence and Vampiric Embrace arriving at 35 and 27 as projected, or a Shadowform change.

Rated on assumptions:

  • Silence at about 35 and Shadowform at 40 to 42 are projected from the own tree and client data. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Shadow Word: Death at 32 is client data and unplayed.

Read the Shadow Priest guide · Back to the chart

Assassination Rogue B tier

A strong stealth opener from level 1, but nothing for two attackers before Vanish at 22 and no stun before Cheap Shot at 26.

Scores for Assassination Rogue
CriterionWeightScore
Burst and kill pressure25 4
Survival and escapes20 3
Control15 4
Fighting outnumbered15 2
Choosing the fight10 5
Sustain between fights10 2
World objectives5 3

Weighted score 3.35, which is B tier.

Sinister Strike and Eviscerate work from 1, Backstab comes at 4, Garrote at 14 and Ambush at 18 with daggers, and the crit talents Remorseless Attacks, Malice and Lethality arrive between 10 and 24. Cold Blood comes at 25, Cheap Shot at 26 and Mutilate at 30. Gouge at 6, Sap at 10 (out of combat only), Kick at 12 and Crippling Poison at 20 are its control, and there is no stun at all before 26.

Evasion at 8, Sprint at 10 and Vanish at 22 are the whole escape kit, with no heal at any level, and Vanish costs Flash Powder. Before Vanish it has nothing for two attackers, and it never gets a cleave. Stealth from 1, Pick Pocket and Distract at 22 choose the fight. Poisons arrive at 20, it eats and bandages between fights, and Sap at 10 and Kick at 12 matter to a group.

It is not A because it has nothing for two attackers before 22 and no cleave at any level, and no stun comes before 26. 3.35 is 0.40 short of A.

Strengths

Weaknesses

  • No stun before 26
  • Nothing for two before 22
  • No cleave at any level
  • No heal
  • Vanish needs Flash Powder

What would move it: Play past 30 showing Mutilate and Venom arriving at 30 and 40 as projected, or an answer to two attackers before 22.

Rated on assumptions:

  • Venom at 40 is projected from the own tree, and Mutilate at 30 is the last level played. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Blind at 34 and Sap rank 3 at 48 are client data and unplayed.

Read the Assassination Rogue guide · Back to the chart

Subtlety Rogue B tier

The strongest early stealther, with Camouflage and Master of Deception from 10, but modest damage until Hemorrhage at 30.

Scores for Subtlety Rogue
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 4
Control15 4
Fighting outnumbered15 2
Choosing the fight10 5
Sustain between fights10 2
World objectives5 3

Weighted score 3.30, which is B tier.

Subtlety's damage is modest until Hemorrhage at 30 and Serrated Blades. Improved Ambush comes at 18 to 20 with Ambush at 18, Premeditation at 25, Cheap Shot at 26 with Initiative and Kidney Shot at 30. Gouge, Sap and Kick come at 6, 10 and 12 as for every Rogue, Dirty Tricks halves the cost of Sap and Blind, and Blind arrives at 34.

Camouflage and Master of Deception from 10 make it the strongest early stealther. Evasion at 8, Vanish at 22, Setup, Ghostly Strike at about 20 and Elusiveness early give it good survival, while Preparation comes at 31 or later. Against two attackers Distract and Vanish at 22 reset the fight, and with no cleave it is run-or-die. It has no heal and low damage, so fights run long, and Sap and Distract are its group tools until Blind at 34.

It is not A because it is run-or-die against two attackers, its damage is low until Hemorrhage at 30, and long fights run with no heal. 3.30 is 0.45 short of A.

Strengths

Weaknesses

  • Modest damage until Hemorrhage
  • Run-or-die against two
  • No cleave
  • No heal
  • Long fights

What would move it: Play past 30 showing Preparation arriving at 31 and Dirty Deeds adding damage, or an answer to two attackers.

Rated on assumptions:

  • Preparation at 31 or later, Dirty Deeds and Quietus are projected from the own tree. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Blind at 34 is client data and unplayed.

Read the Subtlety Rogue guide · Back to the chart

Demonology Warlock B tier

The pet spec arrives in steps, Voidwalker at 10, Succubus at 20 and Felhunter at 30, and recovers mana without drinking.

Scores for Demonology Warlock
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 4
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 4
World objectives5 3

Weighted score 3.25, which is B tier.

The Imp is there at 1, the Voidwalker at 10, the Succubus at 20 and the Felhunter at 30, and pet damage rises with Master Demonologist. Fear at 8 and Seduction at 20 (30 with the talent) give it more control than the other Warlocks. Demonic Sacrifice waits at the tier-4 gate, level 30.

The Voidwalker tanks one attacker, and Soul Link comes from level 24 on the 15-point route. It cannot hold two, and it starts fights with a pet pull. Dark Pact and Drain Life restore it without drinking, and Soulstone at 18 is its group tool.

It is not A because burst, survival, outnumbered and engage all score 3, and its pet is a point of failure. 3.25 is 0.50 short of A.

Strengths

Weaknesses

  • Pet dies and defences fall
  • Pet can hold only one attacker
  • No speed or stealth
  • Demonic Sacrifice waits until 30

What would move it: Beta play at 20 to 30 showing how often the pet dies in a fight, or Seduction's talent version arriving earlier than 30.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Felhunter at 30 and Demonic Sacrifice at 30 are at the cap and not played beyond it.
  • Soul Link from level 24 is derived from the 15-point route.

Read the Demonology Warlock guide · Back to the chart

Survival Hunter C tier

Melee range and Deterrence at 20 with Freezing Trap, Wing Clip and Counterattack give it the best control on the way up.

Scores for Survival Hunter
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 4
Fighting outnumbered15 3
Choosing the fight10 4
Sustain between fights10 2
World objectives5 3

Weighted score 3.15, which is C tier.

Survival brings Raptor Strike from 1, Mongoose Bite at 16 and Counterattack at 25, so melee range is there from the start. Control is the fullest of the three: Wing Clip at 12, Entrapment, Freezing Trap at 20, Counterattack at 25, Frost Trap at 28 and Strider Kick at 30. Damage is middling, with Mongoose Bite and Counterattack depending on dodges and parries.

Deterrence at 20, Survivalist and Deflection early, and Feign Death at 30 give it more defence than the other Hunters, though there is no self-heal. Against two, traps and Deterrence at 20 help, with Feign Death at 30. It opens at range or in melee, and Aspect of the Cheetah at 20 and Strider Kick at 30 help it move. Resourcefulness comes at 30, and traps from 20, Deterrence and Counterattack hold a point.

It is not B because its damage is middling, it has no self-heal and no raid aura, so burst, survival, outnumbered and objectives score 3 and sustain 2. 3.15 is 0.10 short of B.

Strengths

Weaknesses

  • Burst depends on dodges and parries
  • No self-heal
  • Two attackers need traps and Deterrence
  • No raid aura

What would move it: Play past level 30 showing Lacerating Strikes and Survival's traps scaling as projected, or measured trap diminishing returns.

Rated on assumptions:

  • Lacerating Strikes at 40 is past the beta cap of 30 and is projected.
  • Diminishing returns on traps are not stated beyond the 8 Oct Entrapment note.
  • Whether Feign Death drops a player target is untested.

Read the Survival Hunter guide · Back to the chart

Feral Bear Druid C tier

Bear Form at 10 makes it a tough body early, with Bash at 14 and Feral Charge at 20 holding a fight it cannot win quickly.

Scores for Feral Bear Druid
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 4
Control15 4
Fighting outnumbered15 4
Choosing the fight10 2
Sustain between fights10 2
World objectives5 4

Weighted score 3.10, which is C tier.

Bear Form at 10 brings armour and health at once, with Maul and Swipe at 16 to 20 and Primal Bite at 25, so its damage stays low. Bash arrives at 14, Feral Charge at 20 and Challenging Roar at 28. Charge and Bash together give it a stun and an interrupt, but Entangling Roots is usable only out of form.

Enrage helps rage early, Frenzied Regeneration comes at 36, Dire Bear at 40 and Barkskin at 44. Bear Form is the form for a two-on-one, with Swipe at 16, Demoralizing Roar and Challenging Roar at 28. Before Feral Charge at 20 it has nothing to start a fight, and it has no stealth or speed in Bear. Its sustain is rage only and heals need caster form. Bash, Challenging Roar and Feral Charge let it hold a hub.

It is not B because its damage is low, it has nothing to start a fight before 20, and its sustain is rage only, so burst, engage and sustain all score 2. 3.10 is 0.15 short of B.

Strengths

Weaknesses

  • Low damage
  • No opener before Feral Charge at 20
  • No stealth or speed in Bear
  • Heals need caster form

What would move it: Play past level 30 showing Dire Bear, Frenzied Regeneration and Barkskin arriving as projected, or a measured 1v2 hold.

Rated on assumptions:

Read the Feral Bear Druid guide · Back to the chart

Affliction Warlock C tier

Corruption at 4, Life Tap at 6 and Fear at 8 make a slow but steady road, with Drain Life and a Voidwalker for support.

Scores for Affliction Warlock
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 3
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 4
World objectives5 3

Weighted score 3.10, which is C tier.

Corruption arrives at 4, Life Tap at 6 and Curse of Agony at 8, with Drain Life at 14 and Siphon Life as a talent at 30, so the damage ramps slowly. Fear at 8 is the only hard crowd control until Death Coil at 42, and Curse of Exhaustion comes at about 25 to 30. Its damage is sustained pressure rather than a burst opener.

Healthstone and the Voidwalker arrive at 10, Soulstone at 18 and Shadow Ward at 32. Against two, Fear holds one and the pet tanks the other. Corruption is instant at range, so it can choose a fight. Life Tap, Drain Life and Dark Pact let it recover without drinking, and Curses and Soulstone are its group tools.

It is not B because control is only 3 until Death Coil, with Fear as its single hard control, and nothing it has is fast. 3.10 is 0.15 short of B.

Strengths

Weaknesses

  • Slow damage ramp
  • Fear is the only hard control
  • No speed or stealth
  • Soul Shards to carry

What would move it: Beta play at 20 to 30 showing DoT pressure winning fights against other players, or Curse of Exhaustion arriving earlier than projected.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Siphon Life at 30 and Curse of Exhaustion at about 25 to 30 are derived from the own tree.
  • Death Coil at 42 and Shadow Ward at 32 are client data, not played.

Read the Affliction Warlock guide · Back to the chart

Retribution Paladin C tier

Hammer of Justice at 8, Seal of Command at 20 and Repentance at 30, with immunities to survive, but no gap closer and weak against two.

Scores for Retribution Paladin
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 4
Control15 3
Fighting outnumbered15 2
Choosing the fight10 2
Sustain between fights10 3
World objectives5 2

Weighted score 2.90, which is C tier.

Hammer of Justice at 8 (3 s) and 24 (4 s) is the first reliable control. Seal of Command with a double-damage Judgement arrives at 20, Seal of Justice at 22, Sacred Arbiter at 25, Repentance at 30 and Vengeance between 30 and 35. Hammer of Wrath comes at 44, so burst is modest until about 20.

Divine Protection at 6 and 18, Lay on Hands at 10, Eye for an Eye at 25 and Divine Shield at 34 give it good survival. It is poor against two attackers at every level, with only Consecration at 20. Pursuit of Justice at 20 and Warhorse at 40 are the only speed, and it has no gap closer. Seal of Command costs drop with Benediction by 19, Lay on Hands and Flash of Light recover it, and Freedom at 18 is the only group tool.

It is not B because it is poor against two attackers throughout, cannot catch a runner, and has no burst before 20. It ties with Enhancement Shaman and Destruction Warlock at 2.90, 0.35 short of B.

Weaknesses

  • No gap closer
  • Poor against two at every level
  • No slow or interrupt
  • Burst waits until 20
  • Little group value

What would move it: Play past 30 showing Repentance and Vengeance lifting its burst as projected, or a change that helps it against two.

Rated on assumptions:

  • Hammer of Justice rank 3 at 40, Hammer of Wrath at 44 and Warhorse at 40 are client data and unplayed. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Talent arrival levels past 30 (Vengeance, Sacred Arbiter's later effects) are projected from the own tree.

Read the Retribution Paladin guide · Back to the chart

Enhancement Shaman C tier

Thundering Strikes early, then Frostbrand and instant Ghost Wolf at 20, with Stormstrike at 25 and Windfury at 30 arriving late.

Scores for Enhancement Shaman
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 3
Fighting outnumbered15 2
Choosing the fight10 4
Sustain between fights10 3
World objectives5 2

Weighted score 2.90, which is C tier.

Thundering Strikes and Ancestral Knowledge come early in the tree, Lightning Shield at 8, and Stormstrike arrives at 25 from the guide with Windfury Weapon at 30. Frostbrand Weapon at 20 adds a 25% slow chance, and Earth Shock is the interrupt. Maelstrom at 35 and Rage of the Farseer at 40 are beyond the beta, and all of it is done with one weapon.

Anticipation at 20, Toughness at 25 to 30 and Spirit Weapons at 30 give it some toughness on the way. Improved Ghost Wolf, a level-15 talent, is usable from 20 as an instant +40% run, which lets it choose and end fights, though a hit breaks it. Against two it has only Lightning Shield, and it has to stay in melee. Shamanistic Focus at 20 eases its mana, and Ghost Wolf at 20 is its only objective tool.

It is not B because outnumbered is 2, objectives is 2, and its burst only comes together at 25 to 30. The instant wolf carries the list score. 2.90 is 0.35 short of B.

Strengths

Weaknesses

  • Damage tools arrive late
  • Poor against two
  • Must stay in melee
  • Ghost Wolf breaks on a hit
  • Little for objectives

What would move it: Play at 25 to 40 showing Stormstrike and Windfury carrying fights, or Improved Ghost Wolf turning out to be available before 20.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Stormstrike at 25 is from the guide; Maelstrom at 35 and Rage of the Farseer at 40 are projected.
  • Talent arrival levels past 30 are derived, not played.

Read the Enhancement Shaman guide · Back to the chart

Destruction Warlock C tier

Immolate from level 1, Searing Pain at 18, Shadowburn at 20 and Conflagrate at 25: the damage waits for the talents.

Scores for Destruction Warlock
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 3
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 2.90, which is C tier.

Immolate is there from 1, Searing Pain arrives at 18, Shadowburn at 20 at the earliest and Conflagrate at 25. Fear at 8 is its main control, Aftermath adds a daze at 25 and Pyroclasm a stun at about 30, which is unverified. Incinerate at 40 and Soul Fire at 48 come after the beta cap.

The Voidwalker, Healthstone and Drain Life are all it has to survive a gank, with no extra self-heal. Against two it has Rain of Fire at 20, Hellfire at 30, Howl and one Fear, with the pet. Immolate gives it range to start a fight. Life Tap is its only recovery, so resets are slow, and Soulstone and area fire are its group tools.

It is not B because sustain is 2 and everything else is 3, with its stronger burst not yet unlocked on the road. 2.90 is 0.35 short of B.

Strengths

Weaknesses

  • Weakest sustain of the Warlocks
  • No extra self-heal
  • Burst talents arrive late
  • No speed or stealth

What would move it: Play at 25 to 40 showing Conflagrate and Aftermath making fights short, or Pyroclasm's stun arriving at 30 as projected.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Pyroclasm's stun at about 30 is unverified.
  • Hellfire at 30, Incinerate at 40 and Soul Fire at 48 are client data past or at the cap, not played.

Read the Destruction Warlock guide · Back to the chart

Feral Cat Druid C tier

A Bear until 20, then a Cat with Prowl and Dash, but its stun waits until Pounce at 36 and it drops to Bear to survive two.

Scores for Feral Cat Druid
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 3
Control15 3
Fighting outnumbered15 2
Choosing the fight10 4
Sustain between fights10 2
World objectives5 2

Weighted score 2.80, which is C tier.

Bear Form at 10 does the early work, with Maul and Swipe. Cat Form comes at 20 with Claw, Rip, Prowl and Shred rank 1, Ravage at 32 and Ferocious Bite at 32. Control starts with Bash at 14 and Feral Charge at 20, both Bear only, and the first Cat stun is Pounce at 36.

Bear Form from 10 is a tank body, shifts break snares, Frenzied Regeneration comes at 36 and Barkskin at 44. In a two-on-one it must leave Cat for Bear. It has no stealth until Prowl at 20, then Dash at 26 and Pounce at 36, so it opens as Bear before 20. Healing means leaving form at 55% of base mana a shift, and its Rebirth and Bash are Balance's kit too, with Challenging Roar needing Bear.

It is not B because its first Cat stun comes at 36, it must change to Bear to survive two players, and it heals only by leaving form, so outnumbered, sustain and objectives score 2. 2.80 is 0.45 short of B.

Strengths

Weaknesses

  • Must shift to Bear against two
  • No stealth before 20
  • First Cat stun at 36
  • Heals mean leaving form

What would move it: Play past level 30 showing Pounce and Ravage arriving as projected, or Feral Charge confirmed in Cat form.

Rated on assumptions:

Read the Feral Cat Druid guide · Back to the chart

Beast Mastery Hunter C tier

Petless to 9, then a pet at 10, traps at 20 and Intimidation at 30, with a long-range opener but no self-heal.

Scores for Beast Mastery Hunter
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 2
Control15 3
Fighting outnumbered15 3
Choosing the fight10 4
Sustain between fights10 2
World objectives5 2

Weighted score 2.75, which is C tier.

Levels 1 to 9 are petless with Raptor Strike, Auto Shot and Arcane Shot at 6. The pet comes at 10, Deadly Aspects and Unleashed Fury follow, Summon Hawk at 25 and Bestial Wrath not until 40. Control builds slowly: Concussive Shot at 8, Wing Clip at 12, Freezing Trap at 20, Frost Trap at 28 and Intimidation at 30.

The pet is the defence from 10, with Mend Pet at 12, Aspect of the Monkey at 4 and Feign Death at 30, and no Deterrence in this tree. Against two, Freezing Trap at 20 plus the pet is the plan. It opens with Hunter's Mark at 6 and Auto Shot from range, and Aspect of the Cheetah at 20 helps it move. There is no self-heal, and the pet and traps hold a hub only weakly.

It is not B because its burst waits on the pet and Bestial Wrath at 40, and it is weak at holding a point, so survival, sustain and objectives score 2. 2.75 is 0.50 short of B.

Strengths

Weaknesses

  • Petless to 9
  • No Deterrence in this tree
  • No self-heal
  • Weak at holding a hub

What would move it: Play past level 30 showing Bestial Wrath and Summon Hawk arriving as projected, or measured pet survival against players.

Rated on assumptions:

  • Bestial Wrath at 40 is past the beta cap of 30 and is projected.
  • Summon Hawk at 25 follows the own-tree order and is projected.
  • Whether Feign Death drops a player target is untested.

Read the Beast Mastery Hunter guide · Back to the chart

Arms Warrior D tier

Charge at 4 and Hamstring at 8 start fights, but Mortal Strike waits until 30 and nothing heals until Victory Rush at 20.

Scores for Arms Warrior
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 2
Control15 3
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 2.70, which is D tier.

Charge arrives at 4 with a 1 s stun, Thunder Clap at 6 and Hamstring at 8, then Overpower at 12 and Disarm at 18. Slam and Cleave come at 20, Intimidating Shout at 22, Execute at 24, and Intercept and Mortal Strike at 30. There is no real stun before Charge's 1 s and Intercept at 30.

Defensive Stance at 10, and Victory Rush and Retaliation at 20, are all the defence it has, since Shield Wall at 28 needs a shield. Cleave at 20, Intimidating Shout and Sweeping Strikes at 30 let it fight two. Charge is a single opener until Intercept at 30, and Victory Rush is its only heal. Thunder Clap and Intimidating Shout handle crowds.

It is not C because survival and sustain are both 2, and its burst and control are only 3 until Mortal Strike at 30. It ties with Fury at 2.70, 0.05 short of C.

Strengths

Weaknesses

What would move it: Play at 20 to 30 showing Mortal Strike and Intercept lifting the road, or a heal arriving earlier than Victory Rush.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Sweeping Strikes beyond 30 is projected from the own tree.
  • Pummel at 38 is client data past the cap, not played.

Read the Arms Warrior guide · Back to the chart

Fury Warrior D tier

Cruelty and Enrage early, then Intercept at 30, Whirlwind at 36 and Bloodthirst at 40, which sit past the beta cap.

Scores for Fury Warrior
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 2
Control15 3
Fighting outnumbered15 3
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 2.70, which is D tier.

Cruelty and Enrage come between levels 11 and 20 along with Flurry, and Hamstring is there at 8. Piercing Howl arrives in tier 2 at about 20 to 25, and Intercept and Berserker Stance at 30. Whirlwind at 36 and Bloodthirst at 40 are past the cap.

Victory Rush at 20, Blood Craze at about 20 and Berserker Rage at 30 are the only defence, and nothing really heals. Cleave at 20, Intimidating Shout and Whirlwind at 36 are its answers to two. Charge is a single opener until Intercept at 30, and Bloodthirst's speed comes at 40. Piercing Howl and Intimidating Shout at 22 serve crowds.

It is not C because survival and sustain are both 2, and the tools that set Fury apart, Whirlwind and Bloodthirst, come after 30. It ties with Arms at 2.70, 0.05 short of C.

Strengths

Weaknesses

What would move it: Play past 30 showing Whirlwind at 36 and Bloodthirst at 40 arriving as projected and carrying fights.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Whirlwind at 36 and Bloodthirst at 40 are client data and the own tree, not played.
  • Piercing Howl's level of 20 to 25 is derived from the own tree.

Read the Fury Warrior guide · Back to the chart

Marksmanship Hunter D tier

Aimed Shot at 20 and Lone Wolf make it a strong ranged leveller, but Scatter Shot waits until 30 and it has little to stop two players.

Scores for Marksmanship Hunter
CriterionWeightScore
Burst and kill pressure25 3
Survival and escapes20 2
Control15 3
Fighting outnumbered15 2
Choosing the fight10 4
Sustain between fights10 2
World objectives5 3

Weighted score 2.65, which is D tier.

Marksmanship gets Improved Concussive Shot from 10, Multi-Shot at 18, Aimed Shot at 20 and Rapid Fire at 26. Lone Wolf at 20 makes it viable without a pet. Control is Concussive Shot, Wing Clip at 12 and Freezing Trap at 20, and Scatter Shot only arrives at 30.

It has little defence: Aspect of the Monkey, Feign Death at 30 and an optional pet with Lone Wolf. Against two, Freezing Trap and Concussive Shot are all it has until Scatter Shot at 30. It opens with Hunter's Mark at 6, Aimed Shot at 20 and Hawk Eye. Efficiency at 15 to 19 helps mana, but there is no self-heal. Trueshot Aura at 25 is the earliest group buff and Scatter Shot disrupts a caster at 30.

It is not C because Scatter Shot arrives only at 30, so it has little to stop a second player, and burst, control and objectives score 3 while survival and sustain score 2. 2.65 is 0.10 short of C.

Strengths

Weaknesses

What would move it: Play past level 30 showing Scatter Shot and Sniper Shot arriving as projected, or a measured two-on-one win.

Rated on assumptions:

Read the Marksmanship Hunter guide · Back to the chart

Arcane Mage D tier

Fireball and Frostbolt to 20 with Polymorph, Nova and Blink arriving one at a time, and Arcane Blast not until 30.

Scores for Arcane Mage
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 3
Control15 4
Fighting outnumbered15 2
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 2.65, which is D tier.

Levels 1 to 9 are Fireball and Frostbolt only, so nothing special. Missile Barrage and Arcane Blast come around 30, and Arcane Power not before 40. Control is good: Polymorph at 8, Frost Nova at 10, Counterspell at 24 and Cone of Cold at 26.

Frost Nova at 10 and Blink at 20 are its only escapes, and Mana Shield comes at 20, so nothing helps before 10. Against two it has nothing before Nova and Blink at 20, with Arcane Explosion at 14 and Polymorph at 8 as its tools. It engages only at range, with no speed or stealth. It drinks after every fight, with Arcane Meditation around 27 to 30. Polymorph and Counterspell are its objective tools from early on.

It is not C because its burst waits on Arcane Blast near 30 and it has nothing for two players before 20, so burst and outnumbered score 2. 2.65 is 0.10 short of C.

Strengths

Weaknesses

What would move it: Play past level 30 showing Arcane Blast, Arcane Power and Improved Counterspell arriving as projected.

Rated on assumptions:

Read the Arcane Mage guide · Back to the chart

Fire Mage D tier

The weakest solo mage at 30, with Pyroblast at 26 and Combustion at 40, and the same Nova and Blink escapes as Arcane.

Scores for Fire Mage
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 3
Control15 4
Fighting outnumbered15 2
Choosing the fight10 3
Sustain between fights10 2
World objectives5 3

Weighted score 2.65, which is D tier.

Levels 1 to 9 are as every Mage, then Improved Fireball and Ignite from 10 to 20. Pyroblast arrives at 26, Heating Up and Blast Wave by 30, and Combustion at 40, and Fire is the weakest solo spec at 30. Control is Polymorph at 8, Frost Nova at 10, Counterspell at 24 and Blast Wave at 30.

It shares Frost Nova at 10, Blink at 20 and Fire Ward at 20 as its defence. In a two-on-one, Nova plus Flamestrike is weak. It engages only at range with no speed or stealth, and drinks after fights, with Master of Elements helping around 29. Counterspell at 24 and Polymorph at 8 are its objective tools.

It is not C because it is the weakest solo spec at 30 and has little for two players, so burst and outnumbered score 2. 2.65 is 0.10 short of C.

Strengths

Weaknesses

  • Weakest solo spec at 30
  • Combustion not until 40
  • Weak against two
  • Drinks after fights

What would move it: Play past level 30 showing Combustion and Pyroblast changing its pace, or a measured gank survival.

Rated on assumptions:

Read the Fire Mage guide · Back to the chart

Protection Warrior D tier

Defensive Stance at 10, Shield Bash at 12 and Shield Wall at 28 make it hard to kill on the way up, but it does almost no damage.

Scores for Protection Warrior
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 4
Control15 4
Fighting outnumbered15 3
Choosing the fight10 2
Sustain between fights10 2
World objectives5 3

Weighted score 2.65, which is D tier.

Charge arrives at 4, Thunder Clap at 6, Shield Bash at 12 and Disarm at 18, with Taunt at 10. Shield Bash needs a shield, and Concussion Blow arrives at about 30, which is unverified. Burst stays low throughout, with Revenge at 14 and Shield Slam only at 40.

Defensive Stance at 10, Shield Block at 16, Retaliation at 20 and Shield Wall at 28 give it more than one defensive cooldown, with Last Stand at about 30. Against two, Thunder Clap at 6 and Shield Wall at 28 hold on, but it kills slowly. Charge works only in Battle Stance until Vanguard, and Victory Rush at 20 and Bloodrage are its recovery. Taunt, Shield Bash and Disarm let it hold a spot.

It is not C because burst is 1, engage is 2 and sustain is 2, so fights last long and it cannot choose or leave them. Its defence and control are strong for the levels. 2.65 is 0.10 short of C.

Strengths

Weaknesses

What would move it: Play at 20 to 30 showing Protection killing fast enough to level at a normal pace, or Concussion Blow arriving earlier than projected.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Concussion Blow and Last Stand at about 30 are unverified.
  • Shield Slam at 40 is client data past the cap, not played.

Read the Protection Warrior guide · Back to the chart

Discipline Priest D tier

Shield at 6, Heal at 10 and Flash Heal at 20 keep it alive, but it kills slowly and Scream is its only control.

Scores for Discipline Priest
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 4
Control15 2
Fighting outnumbered15 2
Choosing the fight10 1
Sustain between fights10 3
World objectives5 3

Weighted score 2.45, which is D tier.

Discipline kills with Smite, Mind Blast and the wand, and Penance does not arrive before 30. Psychic Scream at 14 is its only control. Silence and Mind Flay are Shadow only, and Discipline has no ranged slow or root.

Power Word: Shield at 6, Fade at 8, Heal at 10 and Flash Heal at 20 give it survival, and Soul Warding at about 21 to 25 removes the Shield cooldown, which before that is 4 s. Against two attackers it has Scream and a shield rotation. It opens with the wand. Meditation arrives at the tier-2 gate, it bandages, and Dispel Magic at 18, Fear Ward at 20 and Fortitude help a group.

It is not C because it kills too slowly to end a fight, has one control tool, and opens with nothing better than the wand. 2.45 is 0.30 short of C.

Strengths

Weaknesses

What would move it: Play past 30 showing Penance and Soul Warding arriving as projected, or a faster kill from the wand talents.

Rated on assumptions:

  • Soul Warding at about 21 to 25 and Meditation's timing are projected from the own tree. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Penance at 30 is a 20-point talent route and arrives no earlier than 30.

Read the Discipline Priest guide · Back to the chart

Restoration Druid D tier

Healing Touch, Rejuvenation and Regrowth from early levels keep it alive, but it has almost no damage and cannot finish a player.

Scores for Restoration Druid
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 4
Control15 2
Fighting outnumbered15 2
Choosing the fight10 2
Sustain between fights10 4
World objectives5 3

Weighted score 2.40, which is D tier.

Restoration has no burst on the way up: Wrath and Moonfire, with Naturalist adding 5% damage from 15 to 19. Control is Entangling Roots at 8 and Nature's Grasp at 10, with Nature's Swiftness only at 30 for an instant root or heal.

Healing Touch at 1, Rejuvenation at 4 and Regrowth at 12 give a strong self-heal early, with Reflection by 22 letting it regenerate while casting, and Swiftmend at 29. In a two-on-one it roots and heals, and retreat is the plan; Bear Form from 10 breaks slows. It opens with ranged Moonfire or Wrath, and Cat Form at 20 gives Prowl without Cat points. Its sustain is the best in the class but it is not reset in seconds, and Tranquility and Rebirth support a hub at 20 to 30.

It is not C because it cannot kill a player and its control is two roots until 30, so burst scores 1 and control, outnumbered and engage all score 2. 2.40 is 0.35 short of C.

Strengths

Weaknesses

  • Almost no damage
  • Roots only until 30
  • Retreat is the plan against two
  • Ranged openers only

What would move it: Play past level 30 showing Nature's Swiftness roots and Swiftmend letting it win a fight against one player.

Rated on assumptions:

  • Nature's Swiftness giving an instant root is untested.
  • Wild Growth at 40 is past the beta cap of 30 and is projected.
  • Swiftmend at 29 follows the own-tree order and is projected.

Read the Restoration Druid guide · Back to the chart

Protection Paladin D tier

Toughness and Redoubt by 19, Sacred Duty at 20 and Bulwark at 30 make it hard to kill, but it has no damage and cannot start or end a fight.

Scores for Protection Paladin
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 4
Control15 2
Fighting outnumbered15 3
Choosing the fight10 1
Sustain between fights10 3
World objectives5 2

Weighted score 2.30, which is D tier.

Protection's damage is low from the start, with Seal of Fury at 10 giving a shield. Hammer of Justice at 8 is its only control, as for Holy. Guardian's Favor at 15 helps its blessings, and Improved Hammer of Justice at 25 gives the 45 s stun.

Toughness and Redoubt by 19, Sacred Duty at 20, Templar's Bulwark at 30 and Divine Shield at 34 build its survival. Consecration at 20 and Righteous Fury hold more than one attacker, and Bulwark improves that at 30. It has no engage. Shield Specialization at 20 to 25 restores mana on a block, and Freedom at 18 is its only group tool.

It is not C because it has no damage, one control tool and no engage, and it can only wait for a fight. It ties with Holy Priest and Restoration Shaman at 2.30, 0.45 short of C.

Strengths

Weaknesses

  • Low damage from the start
  • Hammer of Justice is the only control
  • No engage
  • Cannot end a fight
  • Freedom only for a group

What would move it: Play past 30 showing Holy Shield at 40 adding real damage, or a way to end a fight.

Rated on assumptions:

Read the Protection Paladin guide · Back to the chart

Holy Priest D tier

Strong heals from the start and the best sustain, but no burst, Scream as the only control and a wand to open with.

Scores for Holy Priest
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 4
Control15 2
Fighting outnumbered15 2
Choosing the fight10 1
Sustain between fights10 4
World objectives5 3

Weighted score 2.30, which is D tier.

Holy has no burst tools: Smite and Holy Fire, with Holy Nova at 20. Psychic Scream at 14 is its only control.

Heal at 10, Flash Heal at 20, Spell Warding at about 18 to 22 and Twilight Focus at about 25 to 29 keep it alive, and Blessed Recovery, then Spiritual Guidance, give it the best sustain. Holy Nova hurts but is weak against two attackers. It opens with the wand. Dispel Magic at 18 and group heals are its group tools, while Greater Heal and Lightwell wait until 40.

It is not C because it has no burst, one control tool and no engage, and it cannot end a fight against even one attacker. It ties with Paladin Protection and Restoration Shaman at 2.30, 0.45 short of C.

Strengths

Weaknesses

  • No burst tools
  • Psychic Scream is the only control
  • Wand opener
  • Weak against two
  • Slow kills

What would move it: Play past 30 showing Greater Heal and Lightwell at 40 changing its fights, or a damage talent that gives it a kill.

Rated on assumptions:

Read the Holy Priest guide · Back to the chart

Restoration Shaman D tier

Healing Wave and Water Shield keep it alive and drinking less, but it has almost no damage and no answer to a pack on the way up.

Scores for Restoration Shaman
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 3
Control15 3
Fighting outnumbered15 2
Choosing the fight10 2
Sustain between fights10 4
World objectives5 2

Weighted score 2.30, which is D tier.

Restoration has no burst talents, so its damage is baseline Earth Shock, Lightning Bolt and Flame Shock, with Tidal Focus adding 5% hit at the start. Control is the class kit: Earth Shock from 4, Earthbind at 6 and Frost Shock at 20. Nature's Swiftness at 30 and Chain Heal at 40 are the later tools.

Healing Wave is the default answer to a gank, Improved Reincarnation arrives at 15 and Healing Focus and Water Shield at 20. Mindfulness at 15 and Mana Tide at 25 give the strongest regeneration in the class, so it rests less than the other Shaman. Against two it is poor until Nature's Swiftness at 30, it has no engage beyond Ghost Wolf at 20, and it has no objective role.

It is not C because burst is 1, outnumbered and engage are 2, and it has nothing to do on an objective. Its regeneration is the best of the class but wins no fights. 2.30 is 0.45 short of C.

Strengths

Weaknesses

  • Almost no damage
  • Poor against two before 30
  • No engage beyond Ghost Wolf
  • No objective role

What would move it: Play at 20 to 30 showing Healing Wave and Water Shield winning a fight on their own, or Nature's Swiftness changing how it handles two.

Rated on assumptions:

  • Levels past the beta cap of 30 are projected from client data and the spec's own talent tree; nobody has played past 30.
  • Nature's Swiftness at 30 and Chain Heal at 40 are projected from the own tree and client data.
  • Mana Tide at 25 and Mindfulness at 15 are derived talent timings.

Read the Restoration Shaman guide · Back to the chart

Holy Paladin D tier

Strong heals from the start, but no damage until Holy Shock at 30, which is also its first ranged opener.

Scores for Holy Paladin
CriterionWeightScore
Burst and kill pressure25 1
Survival and escapes20 4
Control15 2
Fighting outnumbered15 2
Choosing the fight10 1
Sustain between fights10 4
World objectives5 2

Weighted score 2.25, which is D tier.

Holy has no burst until Holy Shock arrives at 30, with the 21st talent point. Holy Shock does 129 to 139 damage at rank 1, rank 2 at 40 and rank 3 at 48, and Light's Vigil comes at 40. Hammer of Justice at 8 is its only control.

Strong heals from the start, Divine Protection at 6 and 18, Lay on Hands at 10, Unyielding Faith at 15, Voice of Truth at 20, and Divine Favor and Illumination at 25 keep it alive. It is poor against two attackers before 30, and has no engage until Holy Shock. Healing Light and Reverence in its first 10 points give it the best sustain. It offers nothing to a group beyond the class kit.

It is not C because it has no burst before 30, one control tool and no engage, and it cannot kill. It ties with Elemental Shaman at 2.25, 0.50 short of C.

Strengths

Weaknesses

  • No burst until 30
  • Hammer of Justice is the only control
  • Poor against two before 30
  • No engage until Holy Shock
  • Nothing for a group beyond the class

What would move it: Play past 30 showing Holy Shock ranks and Light's Vigil giving it a kill, or a gap closer.

Rated on assumptions:

  • Holy Shock rank 2 at 40 and rank 3 at 48, and Light's Vigil at 40, are projected from client data. Levels 31 to 60 are projected; nobody has played past the beta cap of 30.
  • Voice of Truth's cooldown differs between a Blizzard deep dive and the client tooltip.

Read the Holy Paladin guide · Back to the chart

Elemental Shaman D tier

Earth Shock from level 4 and a slow from 6 give it a start, but it has little damage or defence until Lava Burst at 30.

Scores for Elemental Shaman
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 2
Control15 3
Fighting outnumbered15 2
Choosing the fight10 3
Sustain between fights10 2
World objectives5 2

Weighted score 2.25, which is D tier.

Earth Shock is there from level 4 and interrupts with a 2 s lock, Earthbind Totem at 6 is the first slow, and Flame Shock arrives at 10. Convection and Concussion fit in the first 10 talent points, Frost Shock at 20 adds a 50% slow, and Earthbound at 25 lets the totem root nearby targets for 5 s. Burst stays weak until Lava Burst at 30, with Chain Lightning at 32 and Elemental Mastery at 40 beyond the beta.

Elemental Warding comes by 20 and Eye of the Storm at 25, so there is little to survive a gank with before then. Against two it has Fire Nova and Magma Totem and little else. Ghost Wolf arrives at 20 on a 3 s cast, so leaving a fight is slow, though Earth Shock's 20 yd range and Elemental Reach at 25 to 30 let it start at range. Convection at 10 to 14 and Elemental Focus at 20 ease the mana, but it has no self-heal talent and nothing for objectives before Ghost Wolf.

It is not C because burst is 2 until Lava Burst at 30, survival and outnumbered are weak, and sustain has no self-heal. The road to 30 is slow for it. 2.25 is 0.50 short of C.

Strengths

Weaknesses

  • Weak burst before 30
  • Little defence before 25
  • Poor against two
  • No self-heal talent
  • Ghost Wolf only at 20, on a 3 s cast

What would move it: Play past 30 showing Lava Burst and Chain Lightning making the middle levels fast, or beta play at 20 to 30 showing Elemental Warding and Eye of the Storm hold up.

Rated on assumptions:

Read the Elemental Shaman guide · Back to the chart

Balance Druid F tier

Wrath and Moonfire on a small mana pool, with roots and Bear Form as the only answers, until the 30s and 40s bring the real kit.

Scores for Balance Druid
CriterionWeightScore
Burst and kill pressure25 2
Survival and escapes20 2
Control15 2
Fighting outnumbered15 2
Choosing the fight10 3
Sustain between fights10 2
World objectives5 2

Weighted score 2.10, which is F tier.

Wrath and Moonfire are all the damage there is to 20, and Starfire at 20 is not worth casting until about 32. Nature's Grace and Eclipse come in the 30s, and Moonkin Form at 40. Control is Entangling Roots at 8 and Nature's Grasp at 10 until Improved Starfire's stun chance around 25 and Overgrowth at 30.

Thorns at 6 and Bear Form at 10 are the only defences to 20, and Bear Form also breaks Polymorph and slows. Heals work at once in caster form, but Barkskin waits until 44. In a two-on-one it dies unless it roots one and runs, since Hurricane is not available until 40. It opens with an instant Moonfire and has no Prowl until Cat Form at 20. It is the hungriest drinker among the Druids, and its Moonkin Aura waits until 40, so roots to peel a mob are its objective tool.

It is not D because its damage stays low until the 30s, with no answer to a second player before Hurricane at 40, so five of seven criteria score 2. 2.10 is 0.15 short of D.

Strengths

Weaknesses

What would move it: Play past level 30 showing Starfire, Nature's Grace and Overgrowth working earlier than projected, or a measured two-on-one escape.

Rated on assumptions:

Read the Balance Druid guide · Back to the chart