Overview
LSD is a sustain-control comp built to win long games. The warlock and shaman bring Fear, purge, and totem utility while the druid keeps everyone alive with HoTs and Cyclone. You control the enemy relentlessly and let DoT + Shock damage grind them down.
Burst is your weakness — you rarely delete a target quickly — so you play for tempo and attrition, forcing the enemy healer OOM through Fear pressure and purge while your own healing is nearly impossible to fully break.
Win condition
Grind the enemy down with layered Fear/Cyclone control and purge pressure until their healer is out of mana or a target is caught without cover.
Strengths
- +Two Fear sources + Cyclone = brutal, endless control
- +Purge + Fear + DoT attrition wears down any comp
- +Very hard to kill — druid + shaman off-heals + totems
Weaknesses
- −Low burst — relies on grinding, loses fast games rarely but slow ones can favor patient teams
- −Complex CC coordination; punishing to misplay
Cooldown timeline
Spread DoTs + UA, purge key buffs. Fear the healer (rotate warlock/druid Cyclone/shaman Hex-equivalent utility) → Shock + DoT burst on the kill target. Grounding/Tremor totems eat the enemy's CC; Nature's Swiftness for clutch heals.
Positioning
All three play pillars and totem ranges; kite melee with Earthbind/Frost Shock. Layer LoS so no two members are exposed at once.
Vs. the meta
RMP can burst a target through your sustain in one setup. Tremor/Grounding their CC, trinket the kill-target CC, and pressure the mage/priest so they can't freely set up.
Gear requirements
- ▸Shaman + druid need resilience + mp5 for long games
- ▸Warlock: stamina + DoT power for the attrition plan
Tips
- •Purge is constant value — strip every Freedom, shield, and HoT.
- •Rotate Fear/Cyclone so control never has a gap.
- •You win long — don't force a fast kill you don't have.
Gear & talents for this comp
Plan your arena points
Gearing this comp? Use the arena points calculator to see your weekly points from your team rating and how long each piece takes to earn.