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PvP Arena Tier List (Legion 7.3.2)

Last updated on Nov 10, 2017 at 15:08 by Mysticall 1 comment

Table of Contents

1. Introduction

One of the recurring themes that you will come across as you work your way into Arena games is "the meta". In short, this refers to the current ranking of strategies according to their strength. With regards to PvP in World of Warcraft, this mostly deals with the team compositions.

The meta can change quickly, after a new patch or hotfix or even depending on the time of day. It is important to know the meta so you can play something that can counter what other people are playing.

Below are all of the relevant team compositions, or comps for short, that are both popular and strong in this expansion. Underneath each comp there is a recommended alternative healer (if you cannot find the best healer), followed by the strengths and weaknesses of that particular comp. Note that within each tier, the compositions are not listed in order of power.

2. Tier 1

Tier 1 team compositions have both strong defensive and offensive cooldowns throughout an Arena match. These teams also have very few bad matchups or counters.

Composition Strengths Weaknesses
Walking Dead:
  • Windwalker Monk
  • Death Knight
  • Holy Paladin
Alternative healer:
  • Restoration Shaman
  • Multiple interrupts
  • Strong single target damage
  • Potential to swap and kill any enemy
  • Struggles against teams with two melee on it
  • Windwalker Monks are fragile and can die in a stun
  • Very few ways to help their healer when being focused
  • Destruction Warlock
  • Shadow Priest
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Strong single target and spread pressure
  • Multiple defensive cooldowns
  • The longer the arena match, the more favored this comp becomes
  • Lack of mobility
  • It is easy to avoid Destruction Warlock's damage
  • Very little ways to help your healer when being focused
  • Windwalker Monk
  • Destruction Warlock
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Strong burst damage
  • Short offensive cooldowns
  • Multiple stuns and interrupts
  • Potential to swap and kill any enemy
  • Easy to shutdown and avoid Destruction Warlock damage
  • Hard to get offensive pressure when the Windwalker Monk plays defensively
TSG:
  • Arms Warrior
  • Frost Death Knight
  • Restoration Druid
Alternative healers:
  • Holy Paladin
  • Mistweaver Monk
  • Multiple defensive cooldowns
  • Strong offensive cooldowns
  • High sustained damage when cooldowns are unavailable
  • Limited mobility
  • Spammable crowd control (Polymorph Icon Polymorph, Cyclone Icon Cyclone, etc.) makes it hard to get pressure
  • Very little crowd control
Owlplay:
  • Balance Druid
  • Shadow Priest
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Strong single target damage
  • Multiple sources of crowd control
  • Short defensive cooldowns
  • Shadow Priests will struggle to deal damage when focused
  • Easy to lock down one or both of these casters with interrupts and stuns
  • Very few ways to help their healer when being focused
  • Demon Hunter
  • Arms Warrior
  • Holy Paladin
Alternative healers:
  • Restoration Druid
  • Holy Priest
  • Several interrupts
  • Multiple defensive cooldowns
  • Strong offensive cooldowns
  • Without a trinket available the Demon Hunter can die in a stun
  • Spammable crowd control (Polymorph Icon Polymorph, Cyclone Icon Cyclone, etc.) makes it hard to get pressure
  • Very little crowd control
RMP:
  • Subtlety Rogue
  • Frost Mage
  • Discipline Priest
Alternative healer:
  • none
  • Strong openers
  • Great crowd control for enemy players
  • Can swap to any enemy that does not have a trinket
  • Rogues are fragile and can die in a stun
  • Frost Mages can struggle to cast against teams with multiple interrupts
  • Discipline Priests run out of Mana quickly

3. Tier 2

Tier 2 team compositions have the potential to be successful. However, they will struggle against Tier 1 and other Tier 2 teams.

Composition Strengths Weaknesses
  • Demon Hunter x2
  • Restoration Shaman
Alternative healers:
  • Restoration Druid
  • Holy Priest
  • Very mobile
  • Several interrupts
  • Multiple defensive cooldowns
  • Strong offensive cooldowns
  • Similar diminishing returns for crowd control
  • Spammable crowd control (Polymorph Icon Polymorph, Cyclone Icon Cyclone, etc.) makes it hard to get pressure
  • Demon Hunters are fragile and can die in a stun
Cupid:
  • Retribution Paladin
  • Marksmanship Hunter
  • Discipline Priest
Alternative healer:
  • Holy Paladin
  • Several ways to crowd control enemy healer
  • Strong single target damage
  • Great utility for teammates
  • Predictable crowd control
  • Very few defensive cooldowns
  • Discipline Priests run out of Mana quickly
  • Arms Warrior
  • Fire Mage
  • Holy Paladin
Alternative healer:
  • Restoration Druid
  • Multiple sources of crowd control
  • Strong sustained damage
  • Short offensive cooldowns
  • Fire Mages can struggle to cast against teams with multiple interrupts
  • Few ways to help teammates that are being focused
  • The Warrior will struggle against teams with multiple roots or slows
  • Subtlety Rogue
  • Balance Druid
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Multiple ways to crowd control
  • Short burst cooldowns
  • Strong sustained damage
  • Rogues are fragile and can die in a single stun
  • Balance Druids can struggle to cast against teams with multiple interrupts
Jungle:
  • Feral Druid
  • Marksmanship Hunter
  • Restoration Shaman
Alternative healers:
  • Holy Paladin
  • Discipline Priest
  • Strong single target damage
  • Very mobile
  • Multiple sources of crowd control
  • Predictable crowd control
  • Hunters and Feral Druids lack defensive abilities
  • Struggles against teams with strong sustained damage
WLS:
  • Arms Warrior
  • Affliction Warlock
  • Restoration Shaman
Alternative healer:
  • none
  • Strong spread pressure
  • Multiple interrupts
  • Excels in games the longer they last
  • Multiple crowd controls on the same diminishing return
  • The Affliction Warlock will struggle to cast against teams with multiple interrupts
FLS:
  • Feral Druid
  • Affliction Warlock
  • Restoration Shaman
Alternative healer:
  • none
  • Strong single target and spread pressure
  • Multiple interrupts
  • Several defensive cooldowns
  • Feral Druids are fragile and can die in a single stun
  • The Affliction Warlock will struggle to cast against teams with multiple interrupts
Turbo:
  • Arms Warrior
  • Enhancement Shaman
  • Discipline Priest
Alternative healers:
  • Restoration Druid
  • Mistweaver Monk
  • Strong single target damage
  • Short burst cooldowns
  • Multiple interrupts
  • Enhancement Shamans are fragile and can die in a single stun
  • Predictable damage
  • Very little crowd control
RLS:
  • Assassination Rogue
  • Affliction Warlock
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Strong single target and spread pressure
  • Multiple sources of crowd control
  • Several defensive cooldowns
  • The Affliction Warlock will struggle to cast against teams with multiple interrupts
  • Rogues are fragile and can easily die in a single stun.
  • Low mobility
Shadowcleave:
  • Affliction Warlock
  • Frost Death Knight
  • Holy Paladin
Alternative healer:
  • Holy Paladin
  • Strong single target and spread pressure
  • Short offensive cooldowns
  • Multiple defensive cooldowns
  • Low mobility
  • The Death Knight will struggle against teams with multiple slows or roots
  • The Affliction Warlock can have hard time casting against teams with several interrupts
  • Little to no tools to help teammates that are being focused
Shadowplay:
  • Affliction Warlock
  • Shadow Priest
  • Restoration Shaman
Alternative healer:
  • Holy Paladin
  • Strong single target and spread damage
  • Multiple sources of crowd control
  • Several interrupt and silence affects
  • Low mobility
  • Very few defensive cooldowns
  • Easy to lock down one or both of these casters with interrupts and stuns
Herocleave:
  • Demon Hunter
  • Death Knight
  • Holy Paladin
Alternative healers:
  • Restoration Druid
  • Mistweaver Monk
  • Strong single target and cleave damage
  • Multiple defensive cooldowns
  • Several interrupts and stuns
  • Very little crowd control abilities
  • Outperformed by other teams with two melee on it, such as TSG
  • Few ways to help teammates that are being focused
Beastcleave:
  • Frost Death Knight
  • Marksmanship Hunter
  • Holy Paladin
Alternative healer:
  • Discipline Priest
  • Strong single target damage
  • Short offensive cooldowns
  • Multiple sources of crowd control
  • Low mobility
  • Very few defensive cooldowns
  • Predictable crowd control
RMD:
  • Subtlety Rogue
  • Frost Mage
  • Restoration Druid
Alternative healer:
  • Discipline Priest
  • Holy Paladin
  • High burst damage
  • Long chains of crowd control
  • Strong openers
  • Rogues are fragile and can die in a single stun
  • Easy to stop Mage casts with interrupts
  • Restoration Druid can be swapped to
Thundercleave:
  • Elemental Shaman
  • Arms Warrior
  • Holy Paladin
Alternative healer:
  • Discipline Priest
  • Restoration Druid
  • Strong single target damage
  • Multiple interrupts
  • Short offensive cooldowns
  • Predictable burst damage
  • Few defensive abilities
  • Low mobility
  • Demon Hunter
  • Destruction Warlock
  • Restoration Druid
Alternative healer:
  • Holy Paladin
  • Restoration Shaman
  • Strong single target damage
  • Several defensive cooldowns
  • Multiple sources of crowd control and interrupts
  • Very little crowd control
  • Few utility spells to help teammates that are being focused
  • The Destruction Warlock will struggle to cast against teams with multiple interrupts
Vanguards:
  • Retribution Paladin
  • Frost Death Knight
  • Mistweaver Monk
Alternative healer:
  • Restoration Druid
  • Strong single target and cleave damage
  • Several utility spells for teammates being focused
  • Multiple interrupts and stuns
  • Retribution Paladins lack personal defensives
  • Very little crowd control for enemy healers
  • Mistweaver Monks run out of Mana quickly

4. Tier 3

Tier 3 comps will struggle against most other teams. It is not impossible to win, but it is better to play a Tier 1 or 2 team composition.

Composition Strengths Weaknesses
  • Feral Druid
  • Enhancement Shaman
  • Holy Paladin
Alternative healers:
  • Discipline/Holy Priest
  • Strong single target damage
  • Very mobile
  • Multiples sources of crowd control
  • Very little damage without offensive cooldowns
  • Both Enhancement Shaman and Feral Druids are fragile and can die in a stun
  • Limited ways to help teammates being focused
  • Assassination Rogue
  • Arms Warrior
  • Holy Paladin
Alternative healers:
  • Restoration Shaman
  • Mistweaver Monk
  • Strong single target damage
  • Great utility
  • Multiple defensives
  • Very little crowd control
  • Low damage without offensive cooldowns
  • Limited ways to help teammates being focused
Deletion:
  • Enhancement Shaman
  • Windwalker Monk
  • Holy Paladin
Alternative healers:
  • Mistweaver Monk
  • Discipline/Holy Priest
  • Short single target burst cooldowns
  • Very mobile
  • Very little crowd control
  • Both Enhancement Shaman and Windwalker Monks are fragile and can die in a stun
  • Predictable damage

5. Conclusion

No matter what class or specialization you play, there is always a team composition you can play. Every team has a weakness and it is important to know them. Teams and their weaknesses can change frequently throughout a season. If there is a team comp that is missing, please let us know in the comments so we can add it to the list.

6. ChangeLog

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  • 10 Nov. 2017: Guide added.
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