24 comps
Rogue / Disc Priest
The premier 2v2 comp of TBC. The rogue controls the game with stuns and Blind while the priest out-sustains and Mana Burns any healer to zero. If you want the highest 2s ceiling, this is it.
Rogue / Mage (RM)
The purest glass cannon in 2v2. Rogue and mage layer more crowd control than any other pair and cash it in for a single, lethal Shatter-plus-stunlock burst window. When the opener lands the enemy is dead before they trinket; when it whiffs, you have no healer to bail you out.
Rogue / Resto Druid
The definitive control team of Season 2. A Subtlety Rogue and a Resto Druid don't out-damage anyone — they out-CC, out-reset, and out-last them, chaining stuns and Cyclones until the enemy healer is drier than a Silithus riverbed. Nearly unkillable, endlessly patient, and miserable to play against.
Warlock / Disc Priest
'Lockarena.' Double-Fear control makes the enemy team play in slow motion while UA and DoTs tick them down and Mana Burn/dispel keep you ahead. The highest control ceiling in 2s.
Warrior / Holy Paladin
The beginner-friendly powerhouse. Blessing of Freedom turns the warrior into an un-kiteable Mortal Strike machine, and the paladin is nearly unkillable. If you want a high floor, start here.
Frost Mage / Disc Priest
The anti-melee comp. A Frost Mage kites warriors and rogues into oblivion while Polymorph and Mana Burn dismantle healer teams. Shatter burst finishes anyone who gets caught in a Nova.
Rogue / Holy Paladin
Ride the tankiest healer in the bracket. The paladin's Freedom and Blessing of Protection keep the rogue glued to a target while the paladin simply refuses to die. Strong into cleaves, weaker into Mana Burn.
Shadow Priest / Rogue
'Shadow cleave lite.' Two burst dealers with no real healer — you kill fast or you lose. When the rogue's stun lines up with the priest's Shadow burst, almost nothing survives the window.
Warlock / Holy Paladin
Fear control plus the tankiest healer alive. You almost never lose your healer, and DoT pressure eventually wins — but without Mana Burn your kills are slow, so patience is the whole game.
Warlock / Resto Druid
The definitive sustain team of Season 2: an SL/SL Affliction Warlock and a Resto Druid who simply refuse to die. You don't burst anyone down — you blanket the enemy in rot, chain-Fear their healer into oblivion, and win the mana game every single time.
Warrior / Disc Priest
More proactive than Warrior/Paladin — the priest brings Fear, dispels, and Mana Burn so you can both kill through peels and win the long game. Higher ceiling, lower floor.
Feral Druid / Rogue
A double-stealth burst comp that wins by never letting the enemy out of a stun. Both players open from the shadows and overlap stuns to delete a target inside one window, before a healer can react. It is one of the highest-skill, most gear-hungry double-DPS comps in the bracket — all ceiling, little forgiveness.
Hunter / Disc Priest
Hunter/Disc Priest is a patient attrition comp that wins by strangling the enemy healer's mana rather than out-bursting the lobby. The hunter kites at range chipping away with Viper Sting while the priest layers Mana Burn, and when the enemy pool runs dry a single Bestial Wrath window ends the game. It is a control comp that rewards discipline, map awareness, and knowing exactly when to commit your cooldowns.
Hunter / Holy Paladin
A patient control comp that wins by attrition and one hard-scripted burst window. The hunter locks the enemy healer out with Freezing Trap, stacks the Aimed Shot healing debuff on the kill target, then dumps Bestial Wrath while the Holy Paladin — the tankiest healer in the bracket — refuses to die. You don't out-damage the meta; you out-position it.
Hunter / Resto Druid
Hunter/Druid is the purest kite-and-drain comp in the bracket: a Beast Mastery hunter who never stops moving and a Restoration druid who Cyclones the healer into oblivion. You don't blow teams up — you starve them, chip them, and reset until the mana bar hits zero. It's a control clinic that punishes anyone who can't catch you.
Mage / Holy Paladin
Mage/Holy Paladin is the patient control comp of the 2s bracket: two of the best CC toolkits in the game stapled to the strongest single-target healer. You rarely burst anyone down — instead you kite, Polymorph, and Mana Burn until the enemy healer is out of gas, then delete their partner in one frozen window. It is a grind, not a race.
Mage / Resto Druid
A pure control comp: the Frost Mage builds crowd-control chains while the Resto Druid HoTs through everything and drops Cyclones to fill the gaps. You don't out-damage anyone — you out-CC them, opening a window where the Water Elemental and a Nova'd target simply cannot be saved. Every game is a puzzle of Polymorph, Cyclone, and roots.
Resto Druid / Warrior
A mobile, high-skill comp. The druid kites and HoTs while Cyclone locks the enemy healer out of a kill; the warrior applies Mortal Strike pressure. Rewards elite kiting, punishes everything else.
Ret Paladin / Holy Paladin
'Ret/Holy.' All-in burst with unmatched melee uptime — Freedom and Blessing of Protection mean the Ret never gets kited or trained off. Ceiling is capped by no CC, but the floor is very high.
Ret Paladin / Resto Druid
'Ret/Druid.' A sustain-and-control comp that wins by outlasting: the druid rolls HoTs and chains Cyclone/Roots/Bash while the Ret adds Repentance and a Hammer of Justice stun. Blessing of Sacrifice and Freedom keep the druid free, and layered CC on the enemy healer eventually forces the kill.
Ret Paladin / Resto Shaman
A pure burst comp built to delete a target inside one Windfury-and-Bloodlust window before the enemy healer can react. The Ret hits like a truck under Judgement and Crusader Strike, the Shaman pockets him with Earth Shield and Grounding Totem, and the whole game is about landing that one explosive swing. No Mortal Strike means you win in seconds or not at all.
Rogue / Warlock
Rogue/Warlock is a double-DPS tunnel comp that wins by chaining control across every diminishing-returns bracket while the Warlock's dots bleed a pinned target out. There is no true burst here — outside a lucky Nightfall Shadow Bolt, you kill with relentless pressure, not a single global — so every kill is a CC chain you built by hand. Land the opener and the game is often decided in the first twenty seconds; whiff it and you reset and try again.
Warrior / Resto Shaman
Horde cleave at its most direct: Windfury Totem and Bloodlust turn the arms warrior's Mortal Strike into an instant-kill window while a Resto Shaman refuses to die behind Earth Shield and totems. Purge strips the enemy healer bare between swaps. It trains and swaps rather than kites, so control comps that lock the shaman down are the entire problem to solve.
Ret Paladin / Disc Priest
A one-shot-window burst comp built around a single perfect setup. The priest Power Infuses the Ret while Repentance locks the healer, then Avenging Wrath, Crusader Strike and a twisted Seal of Command try to delete a target before anyone can react. Feast-or-famine, and it lives and dies by the opening.
