4 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.
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.
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.
MLP (Mage / Lock / Priest)
MLP is caster control with a disc priest instead of a druid. Polymorph, Fear, and Psychic Scream chain the enemy into permanent lockdown while the mage's Shatter combo and the priest's Mana Burn give it two independent ways to win. Trades MLD's kiting for harder healer control and a real drain game.
