4 comps
Frost Mage / Disc Priest
The anti-melee comp. A Frost Mage kites warriors and rogues into oblivion while Polymorph and Mana Burn dismantle healer teams. Shatter burst finishes anyone who gets caught in a Nova.
Warlock / Holy Paladin
Fear control plus the tankiest healer alive. You almost never lose your healer, and DoT pressure eventually wins — but without Mana Burn your kills are slow, so patience is the whole game.
Hunter / Disc Priest
Hunter/Disc Priest is a patient attrition comp that wins by strangling the enemy healer's mana rather than out-bursting the lobby. The hunter kites at range chipping away with Viper Sting while the priest layers Mana Burn, and when the enemy pool runs dry a single Bestial Wrath window ends the game. It is a control comp that rewards discipline, map awareness, and knowing exactly when to commit your cooldowns.
Mage / Holy Paladin
Mage/Holy Paladin is the patient control comp of the 2s bracket: two of the best CC toolkits in the game stapled to the strongest single-target healer. You rarely burst anyone down — instead you kite, Polymorph, and Mana Burn until the enemy healer is out of gas, then delete their partner in one frozen window. It is a grind, not a race.
