7 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.
Rogue / Holy Paladin
Ride the tankiest healer in the bracket. The paladin's Freedom and Blessing of Protection keep the rogue glued to a target while the paladin simply refuses to die. Strong into cleaves, weaker into Mana Burn.
Shadow Priest / Rogue
'Shadow cleave lite.' Two burst dealers with no real healer — you kill fast or you lose. When the rogue's stun lines up with the priest's Shadow burst, almost nothing survives the window.
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.
Warrior / Disc Priest
More proactive than Warrior/Paladin — the priest brings Fear, dispels, and Mana Burn so you can both kill through peels and win the long game. Higher ceiling, lower floor.
WLD (Warrior / Lock / Druid)
Warrior/Lock pressure married to Druid mobility and Cyclone. Constant Mortal Strike + DoT damage while the druid kites and locks the enemy healer out with Cyclone. Strong cleave with real staying power.
WMP (Warrior / Mage / Priest)
Trade RMP's rogue for a warrior: less CC on the kill target, more raw burst and healing pressure. Shatter + Mortal Strike stacks huge damage while Poly and Mana Burn lock the enemy healer.