← All Compositions
2v2 S Tier Medium Difficulty

Affliction Warlock + Restoration Druid

Also known as: Lock/Druid

Overview

Warlock/Druid is the definitive attrition composition in TBC 2v2. Where other comps seek quick kills, Lock/Druid embraces the long game - and in long games, Lock/Druid is nearly unbeatable. The strategy is deceptively simple: DoT both enemies, drain enemy healer mana, and wait. The Warlock has infinite mana through Life Tap (the Druid heals the HP cost), while enemy healers slowly run dry trying to heal through constant DoT pressure. When the enemy healer goes OOM, you execute. What makes Lock/Druid special is its consistency. Unlike burst comps that can lose to bad RNG or mistimed cooldowns, Lock/Druid's win condition is mathematical: if you maintain DoTs and the game goes long enough, you will win. This makes it the premier comp for steady rating climbs.

Playstyle

Lock/Druid operates on a fundamentally different timescale than most comps:

**Phase 1 - Establish Pressure (0-60s)**: Apply Corruption, Unstable Affliction, and Curse of Agony to BOTH enemies. This is non-negotiable. The Druid keeps the Warlock alive through initial pressure while DoTs start ticking.

**Phase 2 - Drain Resources (1-5min)**: Maintain DoT uptime while draining enemy healer mana. Use Drain Mana when safe, Drain Life when pressured. The Druid drinks during safe windows and uses Cyclone to interrupt enemy pressure.

**Phase 3 - Execute (when enemy OOM)**: Once enemy healer is below 20% mana, look for kill. Fear > Cyclone chain into burst. Without mana to heal, targets die quickly.

The key insight: patience is everything. Fighting the urge to force kills is the hardest part of playing this comp. Trust the rot.

Why It Works

Lock/Druid synergy creates a resource advantage that compounds over time:

Infinite Mana: Warlock Life Taps for mana, Druid heals the HP. The Warlock never goes OOM. Meanwhile, enemy healers are constantly casting to heal through DoTs.

Survivability: Soul Link splits damage with pet (20% reduction effectively). Combined with Druid HoTs, the Warlock is extremely difficult to kill. The Druid in Travel Form is nearly unkillable.

CC Layering: Fear (8s, Fear DR) and Cyclone (6s, Cyclone DR) are different categories. You can chain Fear > Cyclone for 14+ seconds of CC on the enemy healer.

Pressure Without Risk: DoTs do damage without the Warlock exposing themselves. Unlike melee, the Warlock can pressure from 30+ yards while using LoS for safety.

Win Conditions

  • βœ“ Drain enemy healer OOM
  • βœ“ Dot pressure eventually overwhelms healing
  • βœ“ Fear chains create kill opportunities
  • βœ“ Win long dampening games

Strengths

  • + Infinite mana with Life Tap + Druid healing
  • + Incredible spread pressure with multi-DoTs
  • + Strong CC with Fear, Cyclone, Howl of Terror
  • + Very hard to kill with Soul Link + HoTs

Weaknesses

  • βˆ’ Slow kill potential
  • βˆ’ Vulnerable to Mana Burn
  • βˆ’ Can struggle vs heavy interrupt teams
  • βˆ’ Games take forever

Tips & Tricks

1

Keep DoTs on both targets at all times

2

Use Fear to peel, not just offensively

3

Drain Mana is often better than Drain Life

4

Position to avoid interrupts on Fear

Countered By

  • ⚠ Priest teams with Mana Burn
  • ⚠ Heavy burst comps that kill before rot matters

Role Breakdown

Openers

Kill Setups

Matchup Guide

Communication

Essential Calls

"DoTs up" Full DoTs rolling
"Draining" Drain Mana active
"Fear" Fear being used
"Cyclone" CC timing
"Drinking" Druid mana break
"Enemy OOM" Time to kill
"Peeling" Defensive Fear

Target Calling

Warlock tracks enemy healer mana and calls kill windows. Most games, target doesnt change. Call "Execute on [target]" when enemy healer is OOM.

Cooldown Tracking

  • Track enemy healer mana (primary)
  • Track trinkets for CC chains
  • Track Mana Burn cooldown (Priest)
  • Your Druid mana vs their healer mana

Rating Progression

Focus Areas

  • DoT uptime on BOTH targets 90%+
  • Never Life Tap to dangerous HP
  • Druid stay in Travel Form
  • Play for long games

Common Issues

  • DoTs falling off
  • Life Tapping too low
  • Druid caught in caster form
  • Trying to burst instead of rot

Practice Drills

  • Track DoT uptime every game
  • Practice Life Tap management
  • Travel Form muscle memory

Common Mistakes

βœ— DoTs falling off targets Common at 1500-1800

Consequence: Lose pressure, enemy stabilizes

Correction: Use DoT timers. Refresh before expiration. BOTH targets always.

βœ— Life Tapping to dangerous HP Common at all ratings

Consequence: Die to random damage or swap

Correction: Never Life Tap below 50% unless completely safe.

βœ— Not draining healer mana Common at 1500

Consequence: Game never ends, eventually lose

Correction: Drain Mana every safe opportunity. Its your win condition.

βœ— Druid never drinks Common at 1500-1800

Consequence: Go OOM, lose mana war

Correction: Drink during every Fear/Cyclone. Even 2 seconds helps.

βœ— Trying to burst kill Common at 1500

Consequence: Waste position/CDs, target survives

Correction: You are a rot comp. Kills come from attrition, not burst.

βœ— Dispelling UA without need Even 2000+ do this

Consequence: Take silence + damage

Correction: Only dispel UA if target will die otherwise.

βœ— Standing in open as Druid Common at 1500-1800

Consequence: Get CCd, cant heal

Correction: Travel Form behind pillar. Cast, shift, move.

βœ— Panic using all cooldowns Common at 1500

Consequence: No answers for next pressure wave

Correction: Stagger cooldowns. You have time - use it wisely.

Advanced Tips & Tricks

General Tips

  • DoT uptime is literally everything
  • Life Tap is free mana - use it, but safely
  • Patience wins games - dont force kills
  • Track enemy healer mana obsessively
  • Druid drinks during every safe window
  • Long games favor you - embrace them
  • Fear is for peel as much as offense
  • Soul Link + HoTs = you dont die easily

Advanced Techniques

  • Curse of Tongues on healer = huge pressure
  • Death Coil is finishing blow, not peel (usually)
  • Coordinate drink with CC on enemies
  • Track Mana Burn CD vs Priest teams
  • Felhunter Devour Magic for crucial debuffs
  • UA on kill target, Corruption/CoA on both
  • Fear into Cyclone, not Cyclone into Fear (longer chain)
  • Spell Lock interrupt at crucial moments

Positioning

  • Max range (30-36 yards) from enemies
  • Pillar for LoS when pressured
  • Never clump - avoid cleave damage
  • Druid at max healing range, behind pillar
  • Position for Fear on both enemies
  • Kite toward Druid, not away
  • Control middle of arena