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
- Drain enemy healer OOM
- Dot pressure eventually overwhelms healing
- Fear chains create kill opportunities
- 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
- Slow kill potential
- Vulnerable to Mana Burn
- Can struggle vs heavy interrupt teams
- Games take forever
Tips & Tricks
Keep DoTs on both targets at all times
Use Fear to peel, not just offensively
Drain Mana is often better than Drain Life
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 FearTarget 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
Consequence: Lose pressure, enemy stabilizes
Correction: Use DoT timers. Refresh before expiration. BOTH targets always.
Consequence: Die to random damage or swap
Correction: Never Life Tap below 50% unless completely safe.
Consequence: Game never ends, eventually lose
Correction: Drain Mana every safe opportunity. Its your win condition.
Consequence: Go OOM, lose mana war
Correction: Drink during every Fear/Cyclone. Even 2 seconds helps.
Consequence: Waste position/CDs, target survives
Correction: You are a rot comp. Kills come from attrition, not burst.
Consequence: Take silence + damage
Correction: Only dispel UA if target will die otherwise.
Consequence: Get CCd, cant heal
Correction: Travel Form behind pillar. Cast, shift, move.
Consequence: No answers for next pressure wave
Correction: Stagger cooldowns. You have time - use it wisely.