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PTR
10.2.5
PTR
10.2.6
Popular Compositions for 3v3 Arena
来自 Vellido
[Last Updated]:
2018/05/17
变更日志
补丁:7.3.5
目录
评分:4.8/5
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指南导航
评分:4.8/5
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Welcome to Vellido's Composition List for 3v3 Arena PvP! This guide includes an outline of many popular compositions, along with their strengths and weaknesses.
Balance Druid/Demon Hunter/Restoration Shaman
Overview: This comp is played primarily as a dampening composition that finds its win condition on double or triple stuns with
旋风
,
妖术
, and
禁锢
chain CC. it can be countered by cleaves that are able to kill the Shaman who is the squishiest target, because Boomkins are very tanky and Demon Hunters often play the
魔化
talent, allowing them to put out a lot of healing. This composition can also be countered by a cleave that can CC the Shaman and kill the Boomkin or Demon Hunter, for example, Jungle Cleave. This is because a composition like Jungle Cleave has enough damage output to kill a Boomkin or a Demon Hunter even though they are tanky.
Strengths: It is a very tanky composition, has great burst damage with
恶魔变形
and
化身:艾露恩之眷
, and has a lot of crowd control with
旋风
,
禁锢
, stuns, and
妖术
. This composition is strong against wizard cleaves such as MLP (Mage, Warlock, Paladin) because it is very hard to get away from a Demon Hunter, the Moonkin and Shaman have a lot of stops for CC, and the composition can survive a long time.
Weaknesses: Shaman are very squishy to melee cleaves and can be easily killed despite peels from the Boomkin and Demon Hunter.
Note: If this composition is played with a Mistweaver Monk, they will have more longevity against melee cleaves and can heal spread pressure better with the
talent, but setup comps such as Rogue Mage or CC-based cleaves like Jungle Cleave would be much more difficult to deal with.
Balance Druid/Subtlety Rogue/Holy Paladin
Overview: This comp is very crowd control based and has a lot of instant CC. It is mainly a setup comp that finds its win condition with extremely long CC chains from the Sub Rogue, the Boomkin
旋风
ing and
纠缠根须
+
日光术
ing (often referred to as 'root beaming') and the Paladin utilising
制裁之锤
and
忏悔
. This comp can be countered by Resto Druids because they are unable to be root beamed, which takes away CC opportunities.
Strengths: The composition has a lot of CC, and a lot of it is instant CC (stuns, root beam,
致盲
). It is very good against wizard cleaves such as Boomkin/Ele/Hpal because the Rogue is able to control the wizards while still CCing the healer and being relatively safe from death.
Weaknesses: This composition is weak against Resto Druids because they take away potential CC opportunities as mentioned above, and it is also much harder to land a Repentance against a Resto Druid. A very hard comp to face with this composition would be Demo LSD because they can outlast the Boomkin/Rogue and the Druid is not easy to CC.
Cupid Cleave (Retribution Paladin/Hunter/Healer)
Overview: This composition is instant CC based and is generally played with a Discipline Priest, Retribution Paladin, and Marksmanship Hunter. The
制裁之锤
from the Ret Paladin allows for an easy full stun on the opposing team’s healer, and allows the Hunter to either trap off or
爆裂射击
into a full trap. The Priest can then push in for a full
心灵尖啸
if there was no
爆裂射击
or a half
心灵尖啸
if there was a Bursting Shot. This full chain can be done every 30 seconds, making it a very deadly chain when combined with strong, consistent Ret damage and burst.
Strengths: This composition is very good at dealing with double melee cleaves such as TSG (Warrior/Death Knight/Healer) because of the strong AoE damage that the Ret Paladin and Marksmanship Hunter can do to both melee, as well as the longevity that is provided against double melee with
庇护祝福
,
牺牲咆哮
, and
保护祝福
.
Weaknesses: This composition struggles with double caster cleaves such as Boomkin/Ele/Holy Paladin because the Ret struggles to hit anything, and they can easily line of sight the Marksmanship Hunter's damage.
Demon Hunter/Arms Warrior/Restoration Druid
Overview: This double melee composition is very good at training down healers and doing strong cleave damage with
混乱新星
and
伊利达雷之怒
, as well as the Arms Warrior talent
. Its win condition is based on damage and small CCs like
风暴之锤
or
混乱新星
on a DPS with an
禁锢
onto the healer and a
蛮力猛击
or
旋风
off it.
Strengths: This composition can absolutely destroy a healer in a stun, and can do the same to a DPS with an
禁锢
onto the healer. It has incredible burst damage from the Demon Hunter, as well as strong consistent damage and the
致死打击
that the Arms Warrior offers. It does well into a lot of other melee cleave compositions like Windwalker DK because the Warrior and Demon Hunter can absolutely destroy the Death Knight. This composition also does quite well into Mage comps like FMP (Feral Druid/Mage/Holy Paladin) because of the incredible damage it can put out onto the Mage and Feral at the same time.
Weaknesses: This composition is weak against hunter cleaves such as Jungle Cleave because the double melee get rotted down by the AoE damage from the Marksmanship Hunter with bleeds by the Feral. This comp is also weak against Cupid Cleave because of the AoE pressure from the Ret Paladin and the Marksmanship Hunter. Resto Druids cannot deal with this spread pressure well when the Priest on the other team is spam-dispelling the healing over time effects that make the Restoration Druid’s healing so strong.
Note: This comp can also be played with a Restoration Shaman, which can deal with Hunter cleaves a little better because they have
净化术
for the Priest shields. This gives the Demon Hunter and Warrior more pressure. They also have
大地之盾
for their DPS when they get CCed. This variation is vulnerable to double melee cleaves that can kill the Restoration Shaman, however.
Double Demon Hunter/Mistweaver or Restoration Druid
Overview: This composition is exceptional at dealing cleave damage as well as burst damage with two
恶魔变形
spells available. This comp can also be very good at surviving because of Demon Hunter mobility,
疾影
,
虚空行走
, and
黑暗
. The Restoration Druid makes it easier for the double Demon Hunter to beat Mages because they can
变形形态
the
变形术
s. The Mistweaver makes it easier to beat spread pressure cleaves as well as melee cleaves because the
talent heals spread pressure well and it serves as a stun immunity, which is very good against melee cleaves.
Strengths: This comp has great longevity with the
魔化
talent and has a lot of cooldowns to aid in survival. It has very strong burst damage and good consistent damage as well. This composition does well into double melee compositions because the Demon Hunters can kite the melee while killing their healer, or can simply kill the melee. This comp especially does well into Restoration Shamans playing with melee such as Windwalker/DK.
Weaknesses: This comp struggles against AoE cleaves that deal physical damage like Cupid Cleave (Retribution Paladin/Hunter/Healer) and Jungle Cleave (Feral Druid/Hunter/Healer). These comps have a lot of instant CC, and can CC the healer easily while killing both Demon Hunters.
Elemental Shaman/Balance Druid/Holy Paladin or Restoration Shaman
Overview: This comp deals a lot of damage and has strong CC with
,
制裁之锤
, root beam, and
妖术
. It is very good into double melee comps such as Demon Hunter/Warrior/Restoration Druid as well as other double caster comps such as MLP.
Strengths: This composition is very good at kiting and killing double melee cleaves because of the CC, damage from the Ele Shaman and Moonkin when either is free casting, and the cooldowns that Holy Paladin offers like
自由祝福
,
保护祝福
, and
牺牲祝福
. The Shaman version of this comp is better into Mages because of
根基图腾
and
风剪
for extra interrupts on
变形术
.
Weaknesses: This comp is weak against Rogue/Mage (RMP) and other setup comps that include Mage with melee such as Fire Mage/Feral (FMP) and Warrior/Mage (WMP). The reason for this is that Holy Paladins are prone to CC and the Boomkin or Elemental Shaman can simply die to a Rogue/Warrior or Feral solo while the Mage has crowd control on the healer. A Restoration Shaman makes this matchup more favorable for the Boomkin/Elemental Shaman, however it makes the comp weaker against double melee cleaves such as TSG or Windwalker/DK that can train down and kill the Restoration Shaman.
FLP/FLS (Feral Druid/Warlock/Holy Paladin or Restoration Shaman)
Overview: This composition is primarily played with a Holy Paladin and a Destruction Warlock at the moment. It usually secures kills with stun combos into
混乱之箭
, with some crowd control onto the healer such as
制裁之锤
into
忏悔
or
恐惧
. The Restoration Shaman variant of the composition can also be played to better counter Mages or other casters because of the
根基图腾
and
风剪
, but on the NA ladder, it is encountered far less often.
Strengths: This composition is very strong against non-Warrior melee cleaves such as WW/DK or WW/DH, as well as Fire Mage/melee comps such as FMP. The reason for this is the Feral has an exceptionally easy time getting damage out being immune to
变形术
against Mage/melee teams, and both the Feral Druid and Destruction Warlock can easily stop the Polymorphs (additionally, the Warlock can utilise their Imp's
烧灼驱魔
to dispel the first Polymorph). Shamans amplify this even more by adding an extra interrupt,
风剪
. They also add another means of avoiding Polymorphs:
根基图腾
.
Weaknesses: This comp struggles against Warrior cleaves like TSG and Demon Hunter/Warrior/Druid. The Warriors in these comps can easily train down the Destro Lock, and can make swaps to the healer. A Warrior is the hardest thing for a Destro Lock to deal with because of their many stops for
混乱之箭
(
,
拳击
,
风暴之锤
, and
破胆怒吼
if needed). The Restoration Shaman variant of this comp makes it easier to die to melee cleave compositions like WW/DK or TSG.
FMP (Feral Druid/Mage/Holy Paladin)
Overview: This composition is mainly played with a Fire Mage and a Holy Paladin. This comp focuses on CCing the enemy healer and focusing a single DPS in a stun. This comp does very well into caster cleaves such as Boomkin/Elemental Shaman/Holy Paladin. The Feral damage, combined with the instant CC of Holy Paladin and Fire Mage, are simply too much for a caster to deal with. This comp also has a lot of survival potential because all three classes have a lot of cooldowns.
Strengths: This composition is very strong at CCing an enemy healer with very long crowd control chains. It does very well into double caster cleaves such as Boomkin/Elemental Shaman/Holy Paladin. The control of the Fire Mage/Holy Paladin, when combined with the damage and mobility of Feral, makes it a nightmare for double casters to deal with.
Weaknesses: This comp struggles against double melee cleaves that can train down the Fire Mage while stopping CC, such as DH/Warrior/Restoration Druid. This is because the Druid can
变形形态
most of the
变形术
s on them, and the DH and Warrior do so much single target damage to the Mage that it forces a lot of cooldowns early in the game. They are also both fairly tanky and can live easily against the FMP.
FPP (Feral Druid/Shadow Priest/Holy Paladin)
Overview: This comp primarily focuses on rotting down DPS with DoTs and crowd control on the healer. It is also easy for this comp to swap to healers after a full
心灵尖啸
with a full stun into a
沉默
. Their DPS should be at about 50% after this because of the initial fear, as well as the rot from the bleeds and Shadow Priest DoTs.
Strengths: This composition is very good into melee cleave composition, especially ones without purge such as Holy Paladin TSG. This comp also does well into Fire Mage/Holy Paladin comps such as FMP. This is because the Fire Mage dies quite easily to a Feral and a Shadow Priest, and the Priest can potentially
群体驱散
变形术
s or
制裁之锤
effects on their healer.
Weaknesses: This comp can very easily die to a Warrior cleave that has purge and high burst damage, such as Turbo Cleave. The Feral, Shadow Priest or even the Holy Paladin can die in one stun to this composition because of their high burst and consistent pressure, as well as the Shaman's
净化术
to deal with
保护祝福
. Turbo Cleave can also easily line of sight the Shadow Priest whenever they do not have a stun or damage to go with it. Turbo is primarily played with a Mistweaver Monk right now, which is also very good into Shadow Priest because of the
talent.
Jungle Cleave (Feral Druid/Hunter/Healer)
Overview: This composition focuses on CCing the enemy healer while doing incredible single and two target damage to the DPS. The Feral Druid provides stuns for the enemy healer so that the Hunter can then
爆裂射击
trap off, or just trap if they are able to. It is primarily played with a Discipline Priest for the extra damage and the fear CC. The composition is generally known to be very aggressive and is almost playing like a melee cleave, with the Feral in the other team’s face getting stuns and dealing damage while the Hunter is doing damage from slightly farther away and playing very aggressively to get their traps on cooldown.
Strengths: This aggressive CC-based composition is very strong against a lot of comps that are in the meta right now, but it is especially strong against Demon Hunter/Warrior and other melee cleaves. It is also very good into Mage teams because a Mage will find a Feral to be very hard to kite. It is also strong into Elemental Shamans because a Feral can almost solo an Elemental Shaman in stuns due to the fact that the Ele cannot kite the Feral.
Weaknesses: This comp struggles against Shadow Priest/Shaman/Healer comps because of the rot pressure that Shadow Priests put out (along with another DPS such as a Destruction Warlock) and the tankiness that
大地之盾
provides.
Kitty Cleave (Feral Druid/Arms Warrior/Holy Paladin)
Overview: This comp primarily focuses on rushing down a healer with the
致死打击
that the Arms Warrior provides and the stuns/damage that the Feral provides. This comp is generally played with a Holy Paladin because of the incredible amount of cooldowns they have, which keeps the double melee as aggressive as possible. The Warrior in this comp primarily plays
再度冲锋
for more mobility and more uptime on the enemy healer.
Strengths: This composition is very good into most Restoration Shaman and Restoration Druid teams, as well as any Discipline or Holy Priest teams. This is because this comp excels at killing those types of healers the fastest. Kitty Cleave can also be decent against other types of healers, but generally it isn’t as strong against Holy Paladins.
Weaknesses: This comp struggles against comps that can peel the melee effectively and punish them for attacking their healer such as double caster comps like Boomkin/Ele/Holy Paladin or MLP. Against either of these comps, the Kitty Cleave would be punished for not attacking either of the casters because they would be spam CCed and die to the Destro Warlock or the Elemental Shaman.
LSD (Warlock/Shaman/Druid)
Overview: This composition is primarily a rot comp that tries to prolong the game for as long as possible because it is one of the best dampening comps in existence, if not the best. In the current meta, LSD is primarily played with a Demonology Warlock, an Elemental Shaman, and a Restoration Druid; however, other variations of LSD do work in the meta as well and almost every variation of LSD has worked historically such as Destro/Ele/Resto Druid, Enhancement/Affliction, Demo/Resto Druid, or LSD 2 (Boomkin/Aff/Rsham). There are also variations, such as LSP which is played with Elemental Shaman/Destruction Warlock/Holy Paladin. This variation does better into melee cleaves than LSD does traditionally. LSP has the potential to beat Turbo Cleave and Mistweaver Monk melee cleaves in general, such as the TSG and WW/DK that LSD struggles against. This is because of the extra cooldowns that the Holy Paladin offers (
牺牲祝福
,
保护祝福
,
自由祝福
) as well as the
制裁之锤
, which is great for double casters to land a kill in.
Strengths: This comp historically has been very good at outlasting Mage teams and setup comps in general, such as Rogue/Mage. With Assassination Rogues and Arcane Mages being as strong as they are at the moment, it makes the matchup much closer, and could be considered to be in favor of the Rogue/Mage currently. This comp also excels at outlasting and beating Fire Mage teams such as WMP (Warrior/Mage/Priest).
Weaknesses: This composition struggles against heavy burst damage cleaves that can end the game quickly, such as Turbo Cleave (Warrior/Enhancement Shaman/Healer) or Jungle Cleave. Turbo Cleave with a Mistweaver Monk can burst down the Warlock very easily and can end the game quickly in general, since a Mistweaver provides a lot of extra damage/CC/AoE healing which is strong against the rot pressure of LSD. Another comp that is strong into LSD is Monk Thunder Cleave. Thunder Cleave (Arms Warrior/Elemental Shaman/Healer) can outdampen the LSD while the Mistweaver provides CC/spread healing that counters the LSD. WW/DK is also difficult for LSD to face because the Resto Shaman is able to spam
净化术
and ride the pressure that the Windwalker and DK create on the Warlock or Resto Druid.
MLS/MLP (Mage/Warlock/Restoration Shaman or Holy Paladin)
Overview: This double caster comp has just about the most crowd control you can achieve in a 3v3 composition. They have both spammable
变形术
and
恐惧
which is a very strong combination when combined with either the
电能图腾
from the Shaman or the
制裁之锤
from the Paladin. This comp is generally played with a Destruction Warlock, Frost Mage, and a Holy Paladin. This setup is much better all around in the meta because it is better into melee cleaves and caster/melee comps. The Restoration Shaman variant has an advantage against double caster comps because of the
风剪
and
根基图腾
, but it also usually takes the Resto Shaman variant longer to find kills because they do not have the
制裁之锤
.
Strengths: This composition is generally very strong against any double melee cleave because the melee will always leave one of the casters able to free cast, and when either a Frost Mage or a Destruction Warlock is able to free cast, they do a ton of damage. This generally forces the melee to retreat, and even if they try to reset and run in between their 'goes', the healer of the double melee cannot find a drink easily because of the Warlock pet and the AoE that the Frost Mage has. The healer of the MLS/MLP can drink quite easily in that matchup however, because the double melee team would have to run through both of the casters to stop the drink and the casters can easily spam CC both melee while their healer drinks, so the MLS/MLP can also win purely on mana. MLS/MLP is one of the best dampening comps in the game because of the CC that they have, as well as the burst damage.
Weaknesses: MLS/MLP struggles against other dampening melee/caster comps that can easily line of sight the DPS such as Thunder Cleave. The Thunder Cleave can effectively train down the Destruction Warlock because Warriors are very tanky against double caster comps and can stop a lot of
混乱之箭
s on themselves. When combined with an Elemental Shaman’s
风剪
and
大地之怒
, the Warrior can basically live against an MLS/MLP indefinitely and can always retreat with their
英勇飞跃
if necessary.
RLS/RLP (Rogue/Warlock/Restoration Shaman or Holy Paladin)
Overview: This composition is a crowd control and rot based composition that primarily CCs the enemy healer and rots down both DPS. It is primarily played with an Affliction Warlock and an Assassination Rogue. The Affliction Warlock puts out a ton of pressure without needing to cast and if left to free cast, they do even more damage. The Assassination Rogue puts out a lot of consistent and burst damage in every
肾击
and can also make easy swaps to healers when they are on fear DR (diminishing returns). The Warlock usually tries to
恐惧
the healer and keep DoTs on both DPS as much as possible, and when the healer is on fear DR, they try to DoT the healer and make swaps to them. If the Rogue/Warlock play with a Restoration Shaman, they have more longevity against casters and have extra CC for the healer against teams without a DPS with a
妖术
decurse. When the Rogue/Warlock plays with a Holy Paladin, they have more longevity against cleaves and can play more aggressively because of the amount of cooldowns the Paladin adds. The Paladin also adds
which is another CC, and can play
忏悔
which is basically a better version of
妖术
since it cannot be dispelled by a DPS (except by a Shadow Priest's
群体驱散
or a Warlock's
烧灼驱魔
from their Imp).
Strengths: This composition is very good into cleaves and casters alike because the Rogue is good at training and shutting down casters, as well as making swaps to healers. The Affliction Warlock is also hard for melee cleaves to kill because of
恶魔法阵:传送
. Playing with a Pally adds to that effect even more because the Warlock can kite with
. This comp beats other setup comps as well, even having an advantage against Rogue/Mage compositions.
Weaknesses: When played with a Restoration Shaman, this comp struggles against melee cleaves that can train down the Shaman, such as TSG or WW/DK. When the Rogue/Warlock plays with a Paladin however, this is negated and the Rogue/Warlock struggles more with dampening comps that can live long enough to abuse the Paladin’s mana or run them out of cooldowns, such as Thunder Cleave.
RMP/RMD (Rogue/Mage/Priest Restoration Druid)
Overview: This composition is very strong in the meta right now as almost any variation of specs including; Fire/Assa, Arcane/Assa, Frost/Sub. These variations are the most popular in the NA meta currently, but historically every single spec variation has been played successfully. This comp is one of the most historic WoW comps and is generally regarded as one of the more fun comps to watch because the Rogue and the Mage synergize so well together and can land impressive crowd control chains while bursting down a DPS or a healer. Generally, the goal of this comp is to land as much crowd control onto the healer as possible and burst down one DPS in stuns. Usually this comp is played very aggressively because they know that if they land the crowd control they will win the game.
Strengths: This comp is strong against a lot of meta comps right now, but the spec variations are stronger against different things. The Frost/Sub setup is strong against double caster comps because their setups and burst damage are much scarier for casters to deal with, whereas Arcane/Assassination is stronger against melee cleaves because of the kiting ability of the Arcane Mage and the AoE damage that the Arcane Mage can put out.
Weaknesses: This comp struggles against RPS (Rogue/Priest/Shaman) and RLS (Rogue/Warlock/Shaman) setups because the Restoration Shaman is difficult to crowd control, and the Rogue can stop a lot of the Mage setups and kill the Mage easily. Both variations of Rogue/Mage are weak against these types of comps, however Frost/Sub is also weak against some cleaves such as WW/DK because the WW/DK can kill the Frost Mage very easily.
RPS (Rogue/Priest/Restoration Shaman)
Overview: This composition is generally played with a Sub Rogue, Shadow Priest, and Restoration Shaman. It excels at CCing the enemy healer and doing damage to two DPS in stuns, much like RLS (Rogue/Warlock/Shaman). This comp also excels at swapping to healers with a
暗影步
+
肾击
and bursting them down in the remaining stuns that the Sub Rogue offers.
Strengths: This comp is extremely strong into Mages because of the Sub Rogue's control and ability to kill Mages with ease, along with the fact that a Shadow Priest is able to
群体驱散
变形术
s and other CC, and the Restoration Shaman is good at avoiding CC in general with
根基图腾
and
风剪
. This comp is especially strong against Rogue/Mage because the Sub Rogue can stop the Mage from getting the CC that they need, while bursting them down almost by themselves.
Weaknesses: This comp struggles against Mistweaver Monk melee cleaves, especially Turbo Cleave. Turbo Cleave can easily kill a Shadow Priest very early in the game, and the Mistweaver Monk heals through Shadow Priest damage very easily with
. The Monk is also immune to stuns while this ability is active. The Restoration Shaman would usually try to
妖术
this to prevent the healing and damage, but the Enhancement Shaman can decurse it with
净化灵魂
. There are ways to play around it, such as stunning the Enhance as the
妖术
lands onto the healer, but even if they do this the Turbo Cleave has such a strong advantage that they should not lose the matchup.
Shadow Cleave (Death Knight/Warlock/Healer)
Overview: A composition that is extremely popular in the NA meta is Shadow Cleave with a Holy Paladin. This comp is almost always played with a Frost DK, Destruction Warlock, and a Holy Paladin. The Paladin in this comp almost always plays
忏悔
. The goal for the Warlock and Holy Paladin is to crowd control the enemy healer while the Frost DK solos a DPS with some extra damage added by the Warlock. If the Warlock can get even one
混乱之箭
off, that can spell defeat for the enemy team depending on the situation. This comp has some of the highest damage in the game with both DPS able to do above 300-350k DPS on a single target. This incredible damage can cause the opposing team to use more cooldowns than they need to because they have to react very fast to it, which can cause them to overlap cooldowns. This comp can also grip the healer into a
制裁之锤
from their Paladin and burst them down with a Frost DK stun or a
死亡缠绕
off the HoJ. There are many ways to win as this composition, and it doesn’t struggle against that many comps in the current meta.
Strengths: This comp is incredibly good at killing Mages, especially in Rogue/Mage. The DK can play a talent called
神智不清
that causes the Mage’s
闪现术
to have a longer cooldown, which means they will have trouble kiting the DK. The DK can easily solo a Mage while the Warlock deals with the Rogue and can hit the Mage whenever they come in to land crowd control on the healer. The DK/Warlock have a lot of cooldowns to deal with Rogue/Mage damage and can easily live long enough to land a kill onto either the Mage or the Rogue.
Weaknesses: This composition mostly struggles against comps that include a Mistweaver and double melee cleaves such as Windwalker Monk/Enhancement Shaman/Mistweaver Monk. The Enhancement and Windwalker combination can do 'hit and runs' onto the Warlock without being pressured much. They just attack every time they have a stun and then retreat to the pillar after a 'go'. They force cooldowns this way and continue to live until dampening, without the DK/Destro being able to put out much pressure because the Warlock cannot cast on anything.
Shadowplay (Shadow Priest/Warlock/Healer)
Overview: This composition is generally played with a Shadow Priest, Destruction Warlock, and a Restoration Shaman. It excels at rotting down the entire enemy team slowly and doing high burst damage with double
死亡缠绕
into
心灵炸弹
or
电能图腾
setups.
Strengths: This comp is very good against Mages because it has a lot of stops for
变形术
s with the double counterspell,
群体驱散
,
根基图腾
, and
风剪
. This comp can generally rot Mage comps very easily; the exception being RMP.
Weaknesses: Shadowplay is weak against double melee cleaves that can train down the Destruction Warlock and stop them from being able to get
混乱之箭
casts off. Something that is very hard for Shadowplay to win against is TSG because the DK and Warrior are very hard to kill, and if played with a Holy Paladin or Mistweaver Monk, the healer can heal the AoE damage very well.
Thunder Cleave (Arms Warrior/Elemental Shaman/Healer)
Overview: This composition excels at surviving and putting out a lot of consistent pressure, combined with the
致死打击
effect that the Warrior offers. This comp is generally played with an Arms Warrior, Elemental Shaman and Restoration Druid. It generally revolves around the Elemental Shaman and Restoration Druid synergy, while rotating defensive cooldowns to survive every situation.
Strengths: This comp is generally very good at surviving setup comps that use crowd control, such as FMP. The Warrior and Ele are very good at stopping CC, and the Ele and Druid can rotate their defensives very well to counter any of the cooldowns of the Feral Druid, Mage and Holy Paladin.
Weaknesses: This composition struggles against Jungle Cleave in the current meta because of the sheer pressure that the Jungle Cleave can get against Thunder Cleave. This is because the Feral cannot be kited by the Ele, and while the Ele lines the Hunter most of the game, the Thunder cannot get as much pressure if the Jungle Cleave continues to run on top of them the entire game. Eventually, the Restoration Druid falls behind because of the
驱散魔法
from the Priest and sheer damage the Feral and Hunter can do, and ultimately has a very hard time catching up. The Thunder Cleave can win this matchup but it is very much an uphill battle.
TSG (Warrior/Death Knight/Healer)
Overview: This composition is generally played with a Frost DK, Arms Warrior, and Restoration Druid, Mistweaver Monk, or Holy Paladin. This is a historic comp, having been played for a very long time - even winning BlizzCon in Wrath of the Lich King (with Veev, Zilea, and Valrath). This comp excels at training down a DPS or healer, and doing a lot of single target and cleave damage consistently. In this meta, this comp is primarily played with a Holy Paladin because of the
自由祝福
that the Holy Paladin offers for the double melee, allowing them to have more uptime. The Paladin also offers defensive cooldowns, along with the
制裁之锤
stun and the melee wings talent (
复仇十字军
) that adds extra damage.
Strengths: This comp is very good at killing Destruction Warlocks as well as most casters (aside from Arcane Mage and Elemental Shaman, because the double melee can be kited very easily by those two specs). TSG is very strong into RLP (Rogue/Warlock/Holy Paladin) as well as FLP (Feral Druid/Warlock/Holy Paladin) or WWLP (Windwalker/Warlock/Holy Paladin) because the Destruction Warlock cannot put out much pressure against the TSG and simply dies to the consistent damage.
Weaknesses: This comp struggles to kill casters that can kite the melee easily, such as Arcane Mages and Elemental Shamans. This comp is very weak into Thunder Cleave because the double melee can often only hit the Warrior, and the Warrior is quite tanky against TSG. The Thunder Cleave also puts out a ton of pressure onto the DK and Holy Paladin in this matchup, and can kill the TSG quite quickly.
Turbo Cleave (Warrior/Enhancement Shaman/Healer)
Overview: Turbo Cleave is a double melee comp played with an Arms Warrior and Enhancement Shaman, as well as a Mistweaver Monk in the current meta. This comp excels at burst damage and doing strong consistent single target damage to a DPS or healer in a
风暴之锤
or a
扫堂腿
. This comp uses its Storm Bolts on the kill target and
分筋错骨
into Leg Sweep, or fear setups on the healer.
Strengths: This composition is exceptionally good at killing Shadow Priest and Warlock teams, especially with a Mistweaver Monk as the Turbo Cleave’s healer because they can heal through the spread pressure from the Shadow Priest or any Warlock spec very easily. This comp would do very well into a composition like Shadowplay that cannot peel the double melee away from the Destruction Warlock.
Weaknesses: Although Turbo Cleave does a lot of damage both consistently and burst-wise, this composition is very fragile because the Enhancement Shaman can die to a lot of comps if they do not kite effectively. A team like Thunder Cleave can beat Turbo Cleave very easily because the Ele and Druid can both kite the double melee very easily while the Warrior and Ele put out consistent pressure onto the DPS and OOM the healer, or simply kill with one good CC chain.
Vanguards Cleave (Retribution Paladin/Death Knight/Healer)
Overview: The name Vanguards Cleave was coined by Vanguards, Mes, and Sodah back in the Cataclysm expansion when the three played it in a variety of tournaments. Vanguards Cleave is played with a Retribution Paladin, Death Knight (generally Frost right now), and a Restoration Shaman, Restoration Druid, or Discipline Priest. This comp kills healers very easily while cleaving down DPS by
死亡之握
ping the healer into a stun from the Ret.
Strengths: This composition is extremely good into other double melee cleave comps because of the strong AoE damage that the Retribution Paladin and DK are able to put out. It is very strong against TSG and WW/DK because of the very strong damage and support that the Ret provides.
Weaknesses: This comp is weak against casters and some caster/melee setups that can kill the Ret Paladin easily such as Rogue/Mage and double casters like MLP (Mage/Warlock/Priest) because it is very difficult for the melee to hit the Mage in either comp, and even though they can train down a healer quite well, Mages then tend to land a lot more crowd control onto healers and in turn create more pressure.
WLS/WLP (Warrior/Warlock/Restoration Shaman or Holy Paladin)
Overview: WLS/WLP is generally played with an Arms Warrior, an Affliction Warlock, and a Restoration Shaman; but another common variation in this meta is Arms Warrior, Destruction Warlock, and Holy Paladin. WLS/WLP excels at doing maximum DPS to two or three targets and creating a ton of pressure with the
致死打击
effect that the Warrior brings and the rot pressure the Affliction Warlock provides.
Strengths: This comp is very good at rotting down Mage teams and the WLS has a lot of stops for
变形术
;
风暴之锤
,
拳击
,
法术封锁
, fears,
风剪
, and
根基图腾
. This comp is very strong into RMP with the Shaman variant, and when played with a Holy Paladin and a Destruction Warlock, it adds more longevity and pressure against double melee cleaves. The Destruction Warlock/Holy Paladin variant is strong into compositions such as WW/DK.
Weaknesses: The Restoration Shaman/Affliction variant struggles against some cleaves like WW/DK or Jungle Cleave that can train down the Affliction Warlock very quickly. The Holy Paladin/Destruction Warlock variant struggles more against things like Thunder Cleave or LSD that can LoS and survive through the Destruction Warlock's and Warrior’s damage.
WMP (Warrior/Mage/Paladin)
Overview: WMP is almost always played with an Arms Warrior, Fire Mage, and Holy Paladin in the current meta. WMP is a hyper-aggressive comp that focuses on the Fire Mage/Holy Paladin synergy and ability to land crowd control, as well as their ability to live a long time with the cooldowns available to them. The Holy Paladin will go for a
制裁之锤
stun onto the enemy healer in the opener and the Mage will try to
变形术
off of it. if the HoJ cannot be landed, then the Warrior will use
破胆怒吼
to fear the healer and the Mage will land the Polymorph off that. The Warrior will always
风暴之锤
the kill target and get as much uptime as they can to put out as much single target pressure as possible throughout the game.
Strengths: This composition is very good at training down Death Knights, as well as immobile casters like Shadow Priests and Destruction Warlocks. Shadowplay and TSG are two comps that WMP is very strong against because the Arms Warrior can do a lot of damage to the Death Knight or the Shadow Priest/Destruction Warlock.
Weaknesses: WMP struggles against comps with high consistent damage that have a lot of potential to survive and make the game longer, such as Thunder Cleave.
WW/DH (Windwalker Monk/Demon Hunter/Restoration Druid or Restoration Shaman)
Overview: This comp is played with a Windwalker Monk, Demon Hunter, and Restoration Shaman or Restoration Druid. WW/DH does a lot of burst damage with the
恶魔变形
from the Demon Hunter and the
轮回之触
from the Windwalker Monk.
Strengths: WW/DH is very good against other melee cleaves because the Windwalker Monk and Demon Hunter can kite the other melee very easily while still putting out a ton of offensive pressure.
Weaknesses: WW/DH struggles against RMP because the Demon Hunter is very vulnerable against a Rogue and the Mage can land the crowd control very easily against double melee, especially if the Rogue can stun one of the DPS (or both) on their kill attempts.
WW/DK (Windwalker Monk/Death Knight/Healer)
Overview: WW/DK is a composition that is played with a Death Knight of either DPS spec, a Windwalker Monk, and either a Restoration Shaman, Holy Paladin, or Mistweaver Monk. This comp generally revolves around the grip stun setups from the DK and the Windwalker. They generally
死亡之握
the healer into a
怒雷破
or a
扫堂腿
and burst AoE the healer and the DPS at the same time.
Strengths: WW/DK is quite strong against RMP because they can shut down their attempts very well, and are quite tanky against a Rogue/Mage.
Weaknesses: WW/DK is weak against Thunder Cleave because the double melee are unable to hit the Elemental Shaman or the Restoration Druid. The Warrior is also quite tanky and can put out a lot of pressure onto the Death Knight.
WW/Enh (Windwalker Monk/Enhancement Shaman/Healer)
Overview: WW/Enh is generally played with a Windwalker Monk, Enhancement Shaman, and a Mistweaver Monk or Restoration Druid. This comp generally aims to burst down a DPS in a stun while their healer is CCed with a
分筋错骨
. This comp generally does 'hit and run goes' where they attack when they have stuns or offensive cooldowns up and then run as soon as they fade.
Strengths: This composition does very well into a lot of melee cleaves such as TSG because the Enhance/Windwalker can kite the double melee quite well and do a lot of burst damage in every stun.
Weaknesses: WW/Enh does not do well against RMP or comps like Jungle Cleave because the control is just too much for their healer, and the Enhancement Shaman cannot kite a Rogue or a Feral very easily.
WWLS/WWLP (Windwalker Monk/Warlock/Restoration Shaman or Holy Paladin)
Overview: WWLS/WWLP is generally played with a Windwalker Monk, Destruction Warlock, and either a Restoration Shaman or a Holy Paladin. WWLS/WWLP is a comp that revolves around the Windwalker incapping the healer with
分筋错骨
and double stunning or single stunning a DPS off the Destruction Warlock’s
死亡缠绕
. This comp has a lot of instant CC with Paralysis and stuns for DPS, and when played with a Holy Paladin, they can also full stun off the Paralysis (which of course helps the Warlock to land
恐惧
s on the healer).
Strengths: This comp is strong against Mage teams and non-Warrior cleaves such as RMP or WW/DK. WWLS/WWLP can easily shut down kill attempts from Mages by stopping the
变形术
s with their numerous interrupts. This composition is also very strong into WW/DK because it can double stun both of the melee, allowing the Destro Warlock to free cast onto them.
Weaknesses: This composition struggles against Warrior double melee cleaves or caster/melee with a Warrior, because Warriors do too much single target pressure and have too many interrupts for a Destro Warlock to deal with.
About the Author
Vellido is a seven time rank one
Death Knight
, one time rank one
Elemental Shaman
, two time North American Regionals competitor (2016 & 2017), and one time BlizzCon competitor (2017). Find him on
Twitch
and
Twitter
.
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评论
评论来自
gfz1306
Great guide! I've seen some emergence of a few SV combos on the ladder lately fx. sv-affli-hpala/sham combos, or SV variants of jungle or php. However, is SV still just too off meta to be considered good overall or?
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