Tier Guide:
S Tournament Viable
A Gladiator Capable
B Competitive

2v2 Arena

8 compositions

3v3 Arena

11 compositions

Understanding Comp Theory

Arena compositions aren't randomโ€”the 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/Ret

Control Comps

Heavy CC + coordinated burst. Wins through perfect CC chains into kill windows.

Examples: RMP, RLS, Mage/Lock/Healer

Attrition Comps

DoT pressure + mana drain. Wins by outlasting opponents in the mana war.

Examples: Warlock/Druid, Shadow Priest/Warlock, Double Healer

Burst Comps

All-in damage with one or two kill windows. Wins or loses in the first minute.

Examples: Ret/Hunter, Ele/Rogue, Triple DPS

Building Your Own Comp

Can't find teammates for meta comps? Build your own with these principles:

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Mortal Strike Effect (Recommended)

MS Warrior, Aimed Shot Hunter, Wound Poison Rogue. Healing reduction is huge vs healer teams.

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Multiple CC DR Categories

Having only one CC type means short chains. Need at least 2 different DR types (Stun + Fear, or Poly + Cyclone, etc.)

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Interrupt / Spell Lock

Must be able to stop enemy heals. Kick, Pummel, Counterspell, Spell Lock, Earth Shock.

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Dispel Access

Either offensive dispel (Purge, Devour Magic) or defensive dispel (Cleanse, Abolish Poison) or both.

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Burst Window

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 Warriorsโ€”they 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 healerโ€”Warriors 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 Druidโ€”their mana pool is finite