Warrior + Warlock + Druid
Also known as: WLD
Overview
WLD (Warrior/Warlock/Druid) is the most consistent 3v3 composition for climbing rating. Unlike burst comps that win or lose in 30 seconds, WLD plays for the long game - and in long games, WLD almost always wins. The core strategy is simple: spread damage across all enemies while healing efficiently. The Warrior applies Mortal Strike to one target, the Warlock keeps DoTs on everyone, and the Druid keeps the team alive while adding Cyclone pressure. Over time, this creates an insurmountable healing deficit. What makes WLD special is its inevitability. Even if you fall behind early, the longer the game goes, the more WLD favors you. Enemy healers go OOM while your Druid drinks. Enemy DPS cooldowns expire while your damage is sustained. Eventually, targets start falling over.
Playstyle
WLD operates on a fundamentally different axis than burst comps. Instead of looking for "the go," you're building pressure over time.
**Early Game (0-60 seconds)**: Establish DoTs on all targets. Warrior trains one target with MS. Druid keeps everyone alive while looking for Cyclone opportunities. This phase is about surviving any enemy opener and getting your pressure rolling.
**Mid Game (1-3 minutes)**: DoT pressure compounds. Enemy healer is using mana faster than your Druid. Look for CC chains (Fear > Cyclone) to create kill windows. Warrior can swap to help peel if your Druid is pressured.
**Late Game (3+ minutes)**: You're favored. Enemy resources are depleted. Land clean CC on healer, execute kill on DPS. If kill fails, reset and try again - you have infinite attempts, they're running out of answers.
The key insight: don't force kills. Pressure naturally creates kill opportunities. A panicked enemy healer who's OOM and being trained will make mistakes.
Why It Works
WLD's synergy creates a death spiral for enemies:
Mortal Strike + DoTs: MS reduces healing by 50%. When DoTs are ticking on multiple targets, the enemy healer is trying to heal through 50% reduction on one target while DoTs damage all targets. The math simply doesn't work for them.
Fear + Cyclone: Two separate DR categories means extended CC chains. Fear healer > Cyclone healer > Fear DPS if needed. You can keep enemies locked down for 15+ seconds.
Mana Efficiency: Warlock has infinite mana with Life Tap (Druid heals the HP cost). Druid is the most mana-efficient healer. Warrior needs no mana. Meanwhile, enemy healers are casting constantly against your pressure.
Survivability: Soul Link makes Warlock tanky. Warrior is plate with Defensive Stance available. Druid is nearly unkillable in Travel Form. All three are hard to kill, buying time for your pressure to compound.
Win Conditions
- DoT pressure overwhelms healing
- Mortal Strike + Dots = unkillable healing deficit
- Cyclone chains create kill windows
- Win mana war
Strengths
- Incredible spread pressure
- Very tanky overall
- Strong CC with Fear + Cyclone
- Excellent mana efficiency
Weaknesses
- Slow setup
- Weak to purges
- Can be out-pressured early
- Requires patience
Tips & Tricks
Keep DoTs on all targets always
Coordinate Fear and Cyclone DR
Warrior should swap to peel when needed
Play for long game - you always win late
Countered By
- Heavy purge teams
- Burst comps that kill before rot
Role Breakdown
Openers
Kill Setups
Matchup Guide
Communication
Essential Calls
"DoTs up" Warlock has full DoTs rolling"Fear out" Fear being used"Cyclone" Druid CCing"Swapping [target]" Kill target change"Peeling" Coming to help teammate"Drinking" Druid getting mana"Low mana" Healer mana status"Kill" Target is executableTarget Calling
Warrior calls kill target (whoever has MS). Swaps should be infrequent - consistency matters more than perfect target. Call 3 seconds before swap.
Cooldown Tracking
- Track enemy trinkets for CC chains
- Track enemy healer mana (huge for WLD)
- Call defensive cooldowns used
- Track your own Druid mana
Rating Progression
Focus Areas
- Keep DoTs on ALL targets always
- Maintain MS 100% uptime
- Druid: Stay alive no matter what
- Play patient - you win long games
Common Issues
- Letting DoTs fall off
- MS falling off kill target
- Druid dying to pressure
- Trying to burst instead of rot
Practice Drills
- DoT uptime tracking (aim 90%+)
- MS uptime tracking (aim 95%+)
- Practice Druid survival vs training
Common Mistakes
Consequence: Lose rot pressure, enemy stabilizes
Correction: Set up DoT timers. Refresh before expiration. DoTs on ALL targets.
Consequence: Go OOM, cant sustain long game
Correction: Drink every single safe window. Even 2-3 seconds helps.
Consequence: Waste CC due to DR
Correction: Fear is Fear DR, Cyclone is Cyclone DR. Use on separate targets or chain properly.
Consequence: Druid dies while Warrior is across map
Correction: Stay within Intercept range of Druid. Peel > personal damage.
Consequence: Blow cooldowns, dont get kill, fall behind
Correction: WLD wins through rot. Cooldowns are for execute, not burst.
Consequence: Die to incidental damage or easy swap
Correction: Never Life Tap below 50% HP unless absolutely safe.
Consequence: Silence + damage on dispel
Correction: Only dispel UA if target will die. Usually heal through it.
Consequence: Waste cooldowns when you dont need to
Correction: Trust the rot. Early pressure is normal. It gets easier.