Arena Compositions
Find your perfect team comp for TBC Classic arena
2v2 Arena
8 compositions
Warr/Druid
Warrior + Restoration Druid
Rogue/Mage
Subtlety Rogue + Frost Mage
Lock/Druid
Affliction Warlock + Restoration Druid
Rogue/Priest
Subtlety Rogue + Discipline Priest
Hunter/Druid
Beast Mastery Hunter + Restoration Druid
Mage/Priest
Frost Mage + Discipline Priest
Warr/Pala
Arms Warrior + Holy Paladin
Lock/Sham
Affliction Warlock + Restoration Shaman
3v3 Arena
11 compositions
RMP
Rogue + Mage + Priest
WLD
Warrior + Warlock + Druid
RLS
Rogue + Warlock + Shaman
MLD
Mage + Warlock + Druid
RRP
Rogue + Rogue + Priest
WHD
Warrior + Hunter + Druid
Double War
Double Arms Warrior + Holy Paladin
MLP
Mage + Warlock + Priest
PHD
Shadow Priest + Hunter + Resto Druid
WMP
Warrior + Mage + Paladin
TSG
Warrior + Paladin + Death Knight (or Hunter)
Understanding Comp Theory
Arena compositions aren't randomโthe best comps have synergy between classes that creates something greater than the sum of parts. Understanding why comps work helps you play them better and counter them.
The Three Pillars of Comp Building
- CC Synergy: Different DR categories for extended chains
- Damage Synergy: Burst + setup OR sustained pressure
- Survival Synergy: Peels, off-heals, defensive CDs that complement each other
Cleave Comps
Double melee + healer. Wins through raw damage and training targets into the ground.
Examples: Warrior/Rogue, Double Warrior, Warrior/RetControl Comps
Heavy CC + coordinated burst. Wins through perfect CC chains into kill windows.
Examples: RMP, RLS, Mage/Lock/HealerAttrition Comps
DoT pressure + mana drain. Wins by outlasting opponents in the mana war.
Examples: Warlock/Druid, Shadow Priest/Warlock, Double HealerBurst Comps
All-in damage with one or two kill windows. Wins or loses in the first minute.
Examples: Ret/Hunter, Ele/Rogue, Triple DPSBuilding Your Own Comp
Can't find teammates for meta comps? Build your own with these principles:
MS Warrior, Aimed Shot Hunter, Wound Poison Rogue. Healing reduction is huge vs healer teams.
Having only one CC type means short chains. Need at least 2 different DR types (Stun + Fear, or Poly + Cyclone, etc.)
Must be able to stop enemy heals. Kick, Pummel, Counterspell, Spell Lock, Earth Shock.
Either offensive dispel (Purge, Devour Magic) or defensive dispel (Cleanse, Abolish Poison) or both.
Some way to threaten kills. Can be cooldown-based burst or sustained pressure that overwhelms healing.
Common Comp-Building Mistakes
- All melee, no peel: Gets kited forever by good teams
- No MS effect vs healers: Can't pressure through healing
- Single DR type: CC chains are too short for kills
- No interrupt: Healer free-casts and you lose
Counter-Comp Basics
Every comp has weaknesses. Knowing how to exploit them wins games:
Beating RMP
Their weakness: Squishy if opener fails, weak to sustained DoT pressure
- Warlock DoTs break Rogue Sap attempts (dot the Rogue at start)
- Tremor Totem breaks Fear chains
- Stay spread so Poly doesn't chain to multiple targets
- Force the Rogue's Cloak/Evasion early, then kill in stuns
- If you survive opener without major CDs, you're ahead
Beating Warrior Cleaves
Their weakness: Can be kited, no self-healing, weak to CC
- Kite the Warriorsโthey can't damage what they can't hit
- Root/Slow effects are devastating (Frost Nova, Hamstring)
- CC the healer when Warriors overextend
- Pillar hump to reduce their uptime
- Kill the healerโWarriors have no peels once healer dies
Beating Lock/Druid
Their weakness: Low burst, can be outpressured early
- Kill the pet to remove Soul Link protection
- Hard swap to Druid in caster form
- Purge/Dispel HoTs aggressively
- Burst hard early before they stabilize
- Mana Burn the Druidโtheir mana pool is finite