6 comps
5s Double-Healer Control
The attrition archetype: a healer-heavy core with a warrior + mage for pressure and CC. You almost never lose a teammate first and grind the enemy out — but you need a real kill condition to close, not just survive.
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 / 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.
Ret Paladin / Resto Druid
'Ret/Druid.' A sustain-and-control comp that wins by outlasting: the druid rolls HoTs and chains Cyclone/Roots/Bash while the Ret adds Repentance and a Hammer of Justice stun. Blessing of Sacrifice and Freedom keep the druid free, and layered CC on the enemy healer eventually forces the kill.
