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2v2 S Tier Very High Difficulty

Subtlety Rogue + Frost Mage

Also known as: Rogue/Mage

Overview

Rogue/Mage is the most punishing and skill-intensive 2v2 composition in TBC Classic. With no healing and no room for error, this comp rewards perfect execution with devastating results while brutally punishing any mistakes. The philosophy is simple: control two targets, kill one. In practice, this means Sapping one enemy, stunning and bursting another, and resetting with Vanish/Invisibility if the kill fails. You have limited attempts before mana runs out or cooldowns aren't available, so every "go" must be precise. What makes Rogue/Mage special is that it has no bad matchups when played perfectly - but "perfectly" is the operative word. Against healer teams, you control the healer while killing the DPS. Against double DPS, you control one and burst the other. The comp has an answer to everything, but executing those answers requires exceptional coordination.

Playstyle

Rogue/Mage operates in a binary state: either you're setting up a kill, or you're resetting to set up another kill.

**Setup Phase**: From stealth, Rogue Saps one target while Mage positions. The Sap target is usually the one you DON'T want to kill - you want them out of the fight while you burst the other.

**Burst Phase**: Rogue opens with Cheap Shot on kill target. Mage immediately Polymorphs the Sapped target (as Sap breaks). During the stun, Mage lands Shatter combo (Frost Nova > Frostbolt > Ice Lance) for massive crit damage. Rogue chains Kidney Shot and continues damage. If target doesn't die, Blind into Polymorph for extended CC, or reset.

**Reset Phase**: Rogue Vanishes, Mage goes Invisibility. You're now both stealthed and can set up another clean opener. During reset, Mage can eat/drink briefly if safe.

The key insight: you don't need to kill on attempt #1. Each attempt forces defensive cooldowns (trinket, Ice Block, Pain Supp, etc.). After 2-3 resets, the enemy is out of answers and dies to a clean go.

Why It Works

Rogue/Mage synergy is built on complementary CC and burst:

CC Categories: Rogue brings Sap (unique DR), stuns (Cheap Shot, Kidney Shot), and incapacitates (Blind, Gouge). Mage brings Polymorph. Crucially, these are ALL different DR categories, enabling massive CC chains.

Burst Synergy: Rogue stuns enable Mage to freecast. A stunned target can't dodge Frost Nova, can't interrupt Frostbolt, and takes full Shatter crits. The combined damage during a Cheap Shot > Kidney Shot window (10 seconds) is enough to kill any class.

Reset Synergy: Both classes have stealth (Vanish, Invisibility). This means failed attempts don't result in a slow death - you simply reset and try again.

Control Synergy: Mage Polymorph keeps the off-target locked down for 10+ seconds (with re-sheeps). This is enough time for Rogue to execute a full stun chain on the kill target.

Win Conditions

  • βœ“ Kill in opener with Cheap Shot > Kidney Shot while mage Sheeps healer
  • βœ“ Reset and re-stealth for multiple attempts
  • βœ“ Win through attrition if opponent uses all defensives

Strengths

  • + Incredible CC potential (Sap, Blind, Poly, CS, KS)
  • + High burst damage during stun lock
  • + Can reset fights with Vanish and Invis
  • + Punishes mistakes extremely hard

Weaknesses

  • βˆ’ No healing - must win fast
  • βˆ’ Weak to DoT classes that prevent resets
  • βˆ’ Requires high coordination
  • βˆ’ Struggles if opener fails

Tips & Tricks

1

Always Sap before opener for maximum CC time

2

Coordinate DR timers - dont overlap stuns

3

Save Blind for emergency peel or extended CC

4

Mage should preposition Frost Nova for follow-up

Countered By

  • ⚠ Warlock teams
  • ⚠ DoT pressure that prevents resets

Role Breakdown

Openers

Kill Setups

Matchup Guide

Communication

Essential Calls

"Sapping" Before opening
"Go [target]" Kill target
"Kidney" Stun timing
"Blind" CC extension
"Resetting" Vanish/Invis
"Block" Mage using Ice Block
"Poly" CC status

Target Calling

Rogue calls targets. Simple and fast: "Go Warrior", "Swapping Priest". Mage echoes. Never change mid-stun without explicit call.

Cooldown Tracking

  • Track enemy trinkets (most important)
  • Track defensive CDs (Pain Supp, Ice Block)
  • Call your own Vanish/Invis status
  • Track enemy Vanish if fighting Rogue

Rating Progression

Focus Areas

  • Learn Sap > Cheap Shot > Kidney chain
  • Practice Mage shatter combo
  • Dont overlap CC (DR)
  • Reset after failed kills

Common Issues

  • Breaking Sap with AoE
  • DR overlap on stuns
  • Not resetting when kill fails
  • Mage standing in open

Practice Drills

  • Practice opener on dummies
  • Time CS > KS gap (wait for CS to end)
  • Shatter combo: Nova > FB > IL

Common Mistakes

βœ— Breaking Sap with Blizzard or AoE Common at 1500-1800

Consequence: Healer breaks free, heals kill target

Correction: Never AoE when Sap is active. Communicate Sap target.

βœ— Cheap Shot + Kidney Shot overlap (DR) Common at 1500

Consequence: Kidney only lasts 3s instead of 6s

Correction: Wait for Cheap Shot to FULLY END before Kidney.

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

Consequence: Die slowly as you have no sustain

Correction: Failed go = immediate Vanish + Invis. No exceptions.

βœ— Mage standing in open Common at all ratings

Consequence: Gets trained and dies

Correction: Always pillar. Step out for damage, step back immediately.

βœ— Trying to reset with DoTs active Common at 1500-2000

Consequence: DoTs break Vanish/Invis immediately

Correction: Ice Block to clear DoTs, THEN Invis. Cloak then Vanish.

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

Consequence: They trinket Kidney, you wasted cooldowns

Correction: First go baits trinket. Second go kills.

βœ— Using Cold Snap defensively Common at 1800-2000

Consequence: No double burst for kills

Correction: Cold Snap is for double Shatter combo, not survival.

βœ— Tunneling Warlock with pet alive Even 2000+ players do this

Consequence: Soul Link makes him too tanky

Correction: Kill pet first - 2-3 hits. Then Warlock melts.

Advanced Tips & Tricks

General Tips

  • No healing means no margin for error - execute cleanly
  • First go baits trinket, second go kills
  • Reset is ALWAYS an option - dont force bad goes
  • Track trinkets like your life depends on it
  • Communication must be instant and clear
  • You control the pace - never let enemy dictate
  • Every matchup is winnable with perfect play
  • Mana matters - Mage drinks during resets if possible

Advanced Techniques

  • Vary opener timing to avoid being predicted
  • Pre-position Frost Nova where enemy will stand
  • Use Counterspell proactively, not reactively
  • Gouge fakecast to catch real heals
  • Shadow Step behind target for unpredictable Cheap Shot angle
  • Ice Block to bait enemy cooldowns, cancel early
  • Blind immediately after Kidney for chain, not delayed
  • Track enemy GCDs - Poly when they just used instant

Positioning

  • Rogue: Behind pillar in stealth, behind target for opener
  • Mage: Max range, LoS to off-target for Poly
  • Never both on same side of pillar
  • Reset zone: both to pillar, opposite sides
  • Against melee: pillar dance, Nova > Blink
  • Against caster: more aggressive positioning
  • Opener angle matters - avoid enemy sightlines