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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
Strong single target damage Short offensive cooldowns Multiple sources of crowd control
Low mobility Very few defensive cooldowns Predictable crowd control
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
Strong single target damage Multiple interrupts Short offensive cooldowns
Predictable burst damage Few defensive abilities Low mobility
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
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
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
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
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
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
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
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
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
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