10 comps
Rogue / Mage (RM)
The purest glass cannon in 2v2. Rogue and mage layer more crowd control than any other pair and cash it in for a single, lethal Shatter-plus-stunlock burst window. When the opener lands the enemy is dead before they trinket; when it whiffs, you have no healer to bail you out.
Rogue / Resto Druid
The definitive control team of Season 2. A Subtlety Rogue and a Resto Druid don't out-damage anyone — they out-CC, out-reset, and out-last them, chaining stuns and Cyclones until the enemy healer is drier than a Silithus riverbed. Nearly unkillable, endlessly patient, and miserable to play against.
Warlock / Disc Priest
'Lockarena.' Double-Fear control makes the enemy team play in slow motion while UA and DoTs tick them down and Mana Burn/dispel keep you ahead. The highest control ceiling in 2s.
Feral Druid / Rogue
A double-stealth burst comp that wins by never letting the enemy out of a stun. Both players open from the shadows and overlap stuns to delete a target inside one window, before a healer can react. It is one of the highest-skill, most gear-hungry double-DPS comps in the bracket — all ceiling, little forgiveness.
Hunter / Holy Paladin
A patient control comp that wins by attrition and one hard-scripted burst window. The hunter locks the enemy healer out with Freezing Trap, stacks the Aimed Shot healing debuff on the kill target, then dumps Bestial Wrath while the Holy Paladin — the tankiest healer in the bracket — refuses to die. You don't out-damage the meta; you out-position it.
Hunter / Resto Druid
Hunter/Druid is the purest kite-and-drain comp in the bracket: a Beast Mastery hunter who never stops moving and a Restoration druid who Cyclones the healer into oblivion. You don't blow teams up — you starve them, chip them, and reset until the mana bar hits zero. It's a control clinic that punishes anyone who can't catch you.
Mage / Resto Druid
A pure control comp: the Frost Mage builds crowd-control chains while the Resto Druid HoTs through everything and drops Cyclones to fill the gaps. You don't out-damage anyone — you out-CC them, opening a window where the Water Elemental and a Nova'd target simply cannot be saved. Every game is a puzzle of Polymorph, Cyclone, and roots.
Resto Druid / Warrior
A mobile, high-skill comp. The druid kites and HoTs while Cyclone locks the enemy healer out of a kill; the warrior applies Mortal Strike pressure. Rewards elite kiting, punishes everything else.
Rogue / Warlock
Rogue/Warlock is a double-DPS tunnel comp that wins by chaining control across every diminishing-returns bracket while the Warlock's dots bleed a pinned target out. There is no true burst here — outside a lucky Nightfall Shadow Bolt, you kill with relentless pressure, not a single global — so every kill is a CC chain you built by hand. Land the opener and the game is often decided in the first twenty seconds; whiff it and you reset and try again.
Ret Paladin / Disc Priest
A one-shot-window burst comp built around a single perfect setup. The priest Power Infuses the Ret while Repentance locks the healer, then Avenging Wrath, Crusader Strike and a twisted Seal of Command try to delete a target before anyone can react. Feast-or-famine, and it lives and dies by the opening.
