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3v3 S Tier Very High Difficulty

Rogue + Mage + Priest

Also known as: RMP

Overview

RMP (Rogue/Mage/Priest) is widely considered the pinnacle of arena skill expression in TBC Classic. This composition has the highest skill ceiling in the game and rewards players who invest time mastering its intricacies with dominant ladder performance at all rating brackets. The core philosophy of RMP is simple: lock down two enemies with crowd control while killing the third. In practice, this requires frame-perfect timing, constant communication, and an encyclopedic knowledge of every class's abilities and cooldowns. The margin for error is razor-thin - a single overlapped CC can cost you the game. What makes RMP special is its versatility. Unlike tunnel compositions that live or die by one strategy, RMP can adapt to any situation. Kill target switches mid-fight, double CC into reset, Mana Burn games when burst fails - the toolkit is endless. This flexibility is both its greatest strength and the reason it's so difficult to master.

Playstyle

RMP plays in distinct phases that repeat throughout a match:

**The Setup Phase**: Before every kill attempt, you need three things: Sap on one target, Rogue in position behind kill target, and Mage ready to sheep. This usually happens from stealth or after a reset.

**The Go Phase**: On the call, Rogue opens with Cheap Shot on kill target. Mage immediately Polymorphs the healer (or second DPS). Rogue chains into Kidney Shot while Mage uses shatter combo (Frost Nova > Frostbolt > Ice Lance). The priest either extends CC on the healer or shields/heals the Rogue if needed.

**The Decision Phase**: After your initial CC chain, one of three things happens: (1) Target dies - victory. (2) Target survives, trinket used - evaluate for follow-up or reset. (3) Target survives, trinket held - consider Blind for extended CC or reset.

**The Reset Phase**: If the kill fails, Rogue Vanishes, Mage goes Invis, and both teams reposition. Priest drinks if possible. Then you repeat from Setup Phase.

The key insight is that RMP doesn't need to kill on the first try. Each attempt forces defensive cooldowns. After 2-3 cycles, the enemy is out of answers and dies to a clean go.

Why It Works

RMP's synergy is built on CC chains that span multiple diminishing return categories:

Stun Chain (Rogue): Cheap Shot (4s) > Kidney Shot (6s) = 10 seconds of stuns. This is enough time for a full shatter combo plus auto attacks.

Polymorph (Mage): Separate DR from stuns. Can CC healer for 10s (with potential re-sheep) while Rogue stuns the kill target.

Psychic Scream (Priest): Fear DR, separate from both stuns and Polymorph. Used to extend CC chains or peel.

Blind (Rogue): Incapacitate DR, yet another category. Used for emergency peel or to extend CC after Kidney Shot.

The result: You can chain Cheap Shot > Kidney Shot > Blind > Psychic Scream > Polymorph for nearly 30 seconds of CC on a single target if needed. No other comp comes close to this level of control.

Additionally, the Priest provides something neither Rogue nor Mage have: sustainability. Mana Burn gives a win condition in long games, and healing allows multiple reset attempts.

Win Conditions

  • βœ“ Kill in opener with perfect CC chain
  • βœ“ Force trinkets then kill in follow-up
  • βœ“ Reset and try again with fresh cooldowns
  • βœ“ Mana Burn for longer games

Strengths

  • + Unmatched CC potential
  • + High skill ceiling
  • + Can kill any class quickly
  • + Multiple reset options

Weaknesses

  • βˆ’ Very difficult to master
  • βˆ’ Priest is squishy
  • βˆ’ Weak to DoT pressure
  • βˆ’ Requires perfect coordination

Tips & Tricks

1

Call CC targets clearly

2

Dont overlap DR - stagger CC

3

Priest should drink during resets

4

Kill target switches require communication

Countered By

  • ⚠ Warlock teams with DoT pressure
  • ⚠ Melee cleaves that train Priest

Role Breakdown

Openers

Kill Setups

Matchup Guide

Communication

Essential Calls

"Sapping [target]" Before opening
"Going [target]" Kill target call
"Sheeping [target]" Mage CC call
"Kidney" Rogue CC timing
"Blind" Extended CC or peel
"Trinket" Enemy used trinket
"Resetting" Calling for Vanish/Invis reset
"Peeling" Coming to help teammate
"Drinking" Priest is getting mana

Target Calling

Rogue calls kill targets since they initiate. Keep calls short: "Going Mage", "Swapping Priest". Mage echoes to confirm. Never change targets mid-CC chain without explicit call. "Go" means commit fully.

Cooldown Tracking

  • Track enemy trinkets - kills depend on this
  • Track enemy Vanish/Ice Block for resets
  • Call Pain Suppression / big defensive cooldowns
  • Track enemy Blind for counter-play
  • Monitor enemy healer mana for Mana Burn timing

Rating Progression

Focus Areas

  • Learn basic opener: Sap > Cheap Shot > Kidney
  • Practice Mage shatter combo timing
  • Dont overlap CC - wait for previous to end
  • Reset after failed kill attempts

Common Issues

  • Breaking Sap early with damage
  • Using Cheap Shot and Kidney at same time (DR)
  • Priest standing in open and dying
  • Not resetting after failed go

Practice Drills

  • Practice opener on training dummies
  • Time Cheap Shot > Kidney chain (4s gap)
  • Practice shatter combo: Nova > Frostbolt > Lance

Common Mistakes

βœ— Breaking Sap early with DoT or AoE damage Common at 1500-1800

Consequence: Healer breaks free, heals kill target, kill fails

Correction: Never DoT Sap target. Warn Mage about Blizzard/AoE. Only damage kill target.

βœ— Using Cheap Shot and Kidney Shot back-to-back (DR) Common at 1500

Consequence: Kidney only lasts 3 seconds instead of 6

Correction: Wait for Cheap Shot to END before using Kidney Shot

βœ— Polymorphing a target on Blind DR Common at 1500-1800

Consequence: Polymorph breaks instantly

Correction: Track DR categories. Blind is Incap, Poly is Poly - different DRs.

βœ— Priest standing in open during pressure Common at all ratings

Consequence: Gets swapped to and dies

Correction: Always pillar. Always. Position for Psychic Scream angle but behind pillar.

βœ— Not resetting after failed kill attempt Common at 1500-1800

Consequence: Get counter-engaged with cooldowns down

Correction: Vanish + Invis immediately after failed go. Drink. Reset. Try again.

βœ— Going for kill when enemy trinket is up Common at 1500-1800

Consequence: Enemy trinkets Kidney, survives, you wasted cooldowns

Correction: Track trinkets. First go is often to bait trinket. Second go is kill.

βœ— Mage not using Counterspell on healer Common at 1500-2000

Consequence: Healer casts through your CC gaps

Correction: Counterspell key heals. 10s lockout is huge. Watch for fakecast.

βœ— Priest not drinking during reset Common at all ratings

Consequence: Go OOM in long games, cant sustain

Correction: Every reset = priest drinks. Even 1-2 ticks helps. Make it automatic.

βœ— Tunneling one target against cleaves Common at 1800-2000

Consequence: Get cleaved down while trying to burst

Correction: Against melee cleaves, survive first, then CC and control. Dont tunnel.

βœ— Poor Vanish timing (Vanish into damage) Even 2000+ players do this

Consequence: Vanish breaks immediately, no reset

Correction: Wait for DoTs to drop. Create distance first. Then Vanish safely.

Advanced Tips & Tricks

General Tips

  • Communication is EVERYTHING - call every CC, every kill, every reset
  • Track enemy trinkets like your life depends on it (it does)
  • Every failed kill is fine if you forced cooldowns
  • Priest drinks during EVERY reset, no exceptions
  • First go baits trinket, second go kills
  • Never break Sap - its your most valuable CC
  • Call target swaps early - "Swapping priest in 3 seconds"
  • If Mage has DoTs, Ice Block before Vanish + Invis reset

Advanced Techniques

  • Bait trinket with partial CC chain (Cheap Shot only)
  • Use Psychic Scream on DR with Blind for extended chains
  • Vanish > Cheap Shot from behind for unpredictable re-opens
  • Track enemy DR categories mentally - never waste CC
  • Counterspell fakecast with stopcasting macro
  • Pre-Frost Nova position for enemy intercept paths
  • Mana Burn during CC windows, not just when safe
  • Cold Snap to reset Ice Block against heavy DoT comps

Positioning

  • Rogue: Start behind pillar, open from behind enemy
  • Mage: Max range with LoS to healer for Poly
  • Priest: Always behind pillar, angle for Psychic Scream
  • During reset: All three to pillar, then stealth/invis
  • Against melee: Stack tight, Frost Nova escape together
  • In mirrors: Stealth positioning wins the game
  • On Blade Edge: Control the bridge, limit enemy movement
  • On Nagrand: Middle pillar is your reset zone