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ORIGINAL CONTENTS [21/07/2013] : Joël '' Xinh '' S.

CONTRIBUTIONS : Rockoj, Zephi, Nearz, Umadz, Izily

How-To-Feral Buddy Guide


Patch 3.3.5 – TLK

ARENA TOURNAMENT – Europe

www.arena-tournament.com

June – July 2013

-1-
TABLE OF CONTENTS

I. INTRODUCTION
3-4

II. GETTING STARTED


5-11

III. BESTIARY
12-21

IV. FINAL SETTINGS


22-23

V. IN THE BATTLEGROUND
24-40

VI. ENTERING IN ARENA


41-66

-2-
DISCLAIMER

This guide DOES NOT presents neither any correction nor modification of « Zephi's Feral/Disc
guide for 3.3.5a » published on AT forum in March 2013, which deals mainly about his setup
(2500+ EXP as Feral/disc).
However, I recommend you to read it as it's well-written and contains relevant information about
his comp/gameplay and it deserves some credit.
I neither pretend being more experienced than him as we're usually not playing the same comp
and have a different gameplay, nor say that my guide is better or ''the BEST FERAL GUIDE'', as
well i'm not that kind of guy who does rivalry with others.
The following pages will show you my way to play this class and spec, and should be considered
as an alternative or a « buddy » for your gameplay and a 2nd guide regardless of Zephi's contents,
to improve on certain points.

I. INTRODUCTION
A- ABOUT THE WRITER

My name is Joël S., most commonly known as Xinh or Badgerzz. I play feral since 2009 and on AT
since late 2011 and I've reached around 2,4+ as feral/hunter, 2,3+ as feral/srogue and 2,000+ in
3s. (Max ratings achieved : March 04, 2013)

I never played retail because I don't want to pay a per-month subscription in a game and during
this time my friends were playing on AT so i decided to come and enjoy playing with them which i
find it more interesting.

I'm basically a 2xDPS player, especially MM/Feral, which is more dynamic and fun than
healer/DPS comps. I ran this comp each season, reached at least 2,2 with several experienced
hunters and 2,0+ without 264 pieces and won some top rated players.

Even though I've learned to play feral at beginning by this way, I'm less experienced (2,150+ with
disc and rsham), and also not a fan of healer/feral setups as i find it a bit limited, linear and less
funny to play than a 2x DPS comp.

Before writing this guide, I was sharing as most as possible my knowledge of this class to some
friends who wanted to start playing feral, especially one of them which I follow since January 2012
and I would like to give him a huge respect for his gameplay improvements.

-3-
B- ABOUT THE GUIDE

This guide contains in-depth information and explanations about feral druid spells, specs/glyphs,
gearing system and my way (and not « THE BEST WAY ») to play it, especially in arena as my
main comp – MM/Feral (part VI of this guide)
As I mentionned at the previous page, you're not obliged to follow word by word this guide – feel
free to follow your own gameplay, it must help to improve on certain points.
Furthermore, dont take this guide as an absolute truth : game and players are constantly evolving
over time (including me) and you will probably face some situations which are not mentionned.
Please note that I've written this guide to share my knowledge about this class-spec and my main
comp, but writting that guide does not mean that I'm the best feral - you must know that there are
better ferals and there will always be at least one. In addition, no one has neither taught me how to
play this class in general, nor helped me to play against several counters, etc. since I started to
play feral 4 years ago, never in retail, and my gameplay in the battlefield isn't really inspired from
other ferals, I made it only by myself.
I consider myself being sufficiently experienced to write this guide, otherwise I would not do it. So if
you find something that seems wrong to you, it's normal and I respect it; everyone can have
divergent opinions but remember that this guide shows MY way to play a feral druid.
Finally, this guide might contain incomplete parts due to lack of tactics, and english mistakes (as
it's not my native language, I'm french); in order to make it better, if you have any suggestions, or
constructive criticisms, feel free to contact me with the following ways:

– PM @ Badgerz in AT forum
– /w ingame : Teemomiddle (main), Diagonalx, Widjet, Badgerxx, Heyclonjk, Brojet

This guide is also available on this website: www.theferalnetwork.net funded by Zephi. It regroups
our guides, information and media about feral druids.

To conclude, any feedback about this guide would be really appreciated.


Thanks in advance, and good reading !

Best regards,
Xinh

C- SPECIAL THANKS TO

– Nearz, a decent feral, 2,3+ EXP – who I « coach » since January 2012 and still continues to
improve everyday, also an excellent IRL friend and always motivated me to play better even
though in bad moments.
– Rockoj, 2,4+ hunter which i still play with since December 2012, and have reached my best
ratings with a real positive attitude and humility. Also for his contributions to this guide.
– Popochh, another good hunter I played with, reached 2,300 with him, and 2K in 3s, without
him I could not have played this setup and improve myself. Also for his positive attitude and for
the funniest moments passed in wow.
– Izily, a nice fire mage, like Popochh, who makes my days better and funnier. Also for great
moments while queueing as feral/hunt/fire.
– Acelol, an excellent Srogue which I've enjoyed queueing as feral/srogue. 2,300 reached with
him.
– Zephi, author of his Feral/disc guide, the main contributor to the guide for his English
corrections , including me to his project and publishing my guide in his website.
– All contributors listed at first page.
– And many others who I played with, it would take too much time to write the entire list, but also
you, for reading this guide !

-4-
II. GETTING STARTED
A- QUICK SUM-UP

The first thing to know about feral druid is his versatility. That means your 3 forms (cat, bear and
human) are meant to be used. Even if this spec is based on melee damage as you spend majority
of time in cat form, it is also an effective healer during critical situations, a tank with multiple bruiser
capabilities, and also a set of balance spells to trick your enemies in order to get comfortable
situations while damaging your targets.

B – DRUID SPELLS & ABILITIES

Here are a little description of druid spells. I also add some information about how damage of
feral/healing spells are calculated with AP/HB ratio (like in League of Legends), based on
DrDamage's calculations. All values are at level 80.
( KEY: AP – Attack power / HB – Healing bonus / EP – Energy points / MP – Mana points / CD – Cooldown )
You will also notice that some spells are an equivalent to Rogue or Warrior abilities and can have
exactly the same effect.

1 – Feral Combat Abilities

Common to Bear and Cat forms


Berserk: (3 min CD)
Simply an absolute nightmare for all preys you encounter. Frees your character from Fear effects
and makes you immune to it for 20 seconds (not including Death coil and SP's psychic horror – this
can be confusing)
In bear form, Mangle(bear) has no CD and it hits up to 3 closest targets.
In cat form, reduces all energy costs by 50% but makes you unable to use Tiger's Fury while
berserk is active. Does not break stealth.

Survival Instincts : (3 min CD)


An equivalent of Last Stand (warrior), increases your current and maximum HP by 30% for 20
seconds. When 20 seconds are passed, you will lose all of these HP and if your health is below the
amount gained, you will return at 1 HP. Does not activate GCD. Breaks stealth

Faerie Fire/ Faerie Fire (feral): (30yd range, 6 sec CD)


Rogues,other druids and Night elves will hate you. This ability prevents stealthing for 40 seconds
and should be constantly kept up on these targets. Also ignores a small amount of armor and deal
magic damage when used in bear. Always use it when opening rogues or ferals and keep it active
all times on them. In human form, this spell has no CD.

Leader of the Pack: (Passive ability, 100yd radius, 6 sec internal CD)
Increases melee & ranged crit chance, heals you and your group for 4% of max HP when they crit
every 6sec and also regen a portion of your mana when you get healed by this spell.

-5-
Cat form – STEALTH MODE
Pounce : (50 EP – 18% * AP)
Your main and 4 sec stunning opener, like Rogue's cheap shot, except the only difference is that
adds a long bleed dealing damage.

Ravage : (60 EP - 7,1% * AP)


Second opener equivalent to Rogue's Ambush spell, which does instant damage. Must be behind
your target. You won't often use it as you will mostly use pounce and its damage is quite low
without buffs /procs up, but it can be used as a burst damage when you're playing feral/rogue and
able to restealth & if you've already used Pounce's DR, for example.

Cat form – NON-STEALTH MODE


Damaging abilities
Mangle (cat) : (45 EP base cost , 40 EP with Ferocity talent, 34 in mangle spec – 7,1% * AP, 1 CP)
A damage ability which applies a debuff that increase damage done by bleeds and Shred ability by
30% and slows your target (with talent). It will always be your first damage gcd to use after pounce,
before your other abilities when opening. Also slows targets with the talent Infected Wounds.

Shred : (60 EP base cost , 42 EP with shred spec – 7,1% * AP, 1 CP)
Your main damage ability equivalent to Backstab. Must be behind your target to use it. Deals huge
damage to a target affected by Mangle debuff and bleeds that means, these 2 debuffs must always
be up to your target to keep its effectiveness. Also slows it with the talent Infected Wounds.

Rake : (35 EP base cost , 30 with Ferocity talent – 7,1% * AP, 1 CP)
Bleeding ability which deals decent damage over time. Should be always refreshed on your target.

Swipe: (45 EP)


AoE damage ability in front of you, used mostly to kill image mirrors.

Ferocious bite: (35 EP base cost + up to 30 additional EP – 35% * AP)


Your ''eviscerate'', biggest damage ability and mostly used as a finisher to score frags.
Deals incredible damage with all combo points & energy, and also have an additional 25% crit
chance when used on bleeding targets.

Rip: (35 EP – 30% * AP)


Finishing move that bleeds hard your target for a long duration, improvable with the right glyphs.
Each tick have a chance to crit.

Controlling abilities
Maim: (10 sec. CD - 35 EP base cost – 20 EP with PvP hand set – 7,1% * AP)
A kidney shot equivalent for ferals, deals small damage and stuns your target for up to 5 seconds
depending on combo points. Shares same DR with Bash (bear form).

-6-
Utility abilities
Prowl : (10 sec CD after de-stealthing)
Your stealthing spell, without this you could not be called as a ' feral '.
While stealthed, decreases your movement speed by 30%. Does not activate GCD.

Savage Roar : (25 EP)


Finishing move that increases all physical damage done by 30%. Must be permanently activated.
Can be used when your target out of LoS. Note that this ability does not bring you in combat, but
breaks your stealth

Tiger's Fury: (30 sec CD)


When used, increases damage done by 80 (without multipliers) and instantly restores 60 energy.
Used to land a small burst when Berserk is under CD. Does not break your stealth. Does not
activate GCD. Cannot be used while Berserk is active.

Feral Charge (cat): (10 EP, 8-25yd range, 30 sec CD, shares same CD with Bear charge)
You jump behind an enemy, dazing him for a small duration. Does not break stealth, and also does
not brings you in combat. No GCD activation.

Dash: (10 EP, 3 min base CD, 2 min 24 with glyph)


A rogue's sprint equivalent for ferals. Lasts 15 seconds. Does not break itself when shapeshifting
(but no effect) and does not break stealth. No GCD activation.

Bear form
Damaging abilities
Mangle (bear) : (20 base rage – 15 with ferocity talent – 6 sec CD - 17,9% * AP)
See above (Mangle – cat)

Maul : (15 base rage – 10 with ferocity talent – 17,9% * AP)


Deals additional damage on your next attack, with same possible bonuses like Shred : 30% under
mangle effect and 20% if a bleed is applied. Slows also your target with Infected Wounds talent

Lacerate : (15 base rage – 13 with Shredding attacks talent – 6% * AP)


A minor but long bleeding stackable up to 5 times. Useable while tanking rogues when you want to
keep a bleed effect on them for example.

Swipe (bear) : (20 base rage – 15 with ferocity talent – 6,3 * AP)
Same effect as Swipe (cat) but lesser damage, and affects all targets on a small area around you.

Controlling abilities
Bash : (10 rage – 1min base CD, 30 sec with talent)
Same effect as Maim (shares same DR). 5 sec stun.

Feral Charge (bear): (5 rage, 8-25yd range, 15 sec CD, shares same CD with Cat charge)
You charge an enemy, physically immobilizing him (undispellable) for a small duration and kicks
him for 4 seconds. Shares same DR with Entangling roots. No GCD activation.

-7-
Utility abilities
Enrage : (1 min CD)
Restores a portion of your rage instantly+ over time and increases your damage within bear form
while buff is active with related talent, and sacrifies a portion of your armor (16%). No GCD
activation. Useful after a bear form switch, to instantly charge, bash or use your frenzied
regeneration.

Frenzied regeneration : (3 min CD)


Another defensive ability which regen a portion of your health over time by converting your rage
every second. Each tick has a chance to crit. Same effect than warrior equivalent.

Demoralizing roar : (15 rage, ~8 yd radius)


Same effect than warrior's demoralizing shout, reduces an amount of AP to close targets. Used
also to de-stealth rogues/druids/NEs close to you.

Savage Defense : (Passive ability, 10 sec internal CD)


A passive ability in Bear form, which allows you to absorb physical damage equal to 25% of your
AP in bear form when you land a crit, applicable to the next hit you take within 10 seconds.

2 – Restoration Spells & Abilities

Healing abilities
Healing touch : (3 sec base cast, 2,5 sec with Naturalist talent, 1153 MP, 40yd range – 161.1% of HB)
Long-casting healing ability with high mana costs that restores you a large amount of health. Most
commonly used as instant cast with Predator's Swiftness' proc.

Regrowth : (2 sec base cast , 1013 MP, 40yd range – 1.85 * HB)
Medium-casting healing ability with additional HoT, but with high mana cost.

Rejuvenation : (629 MP, 40yd range – 1.8 * HB)


HoT spell, instant cast and reasonable mana cost.

Nourish : (629 MP, 40yd range – 67,3% * HB)


Shorter cast than Regrowth, reasonable mana costs, and need a HoT applied to the target to
increase it's effectiveness.

Lifebloom : (978 MP, 40yd range –1,18 * HB)


HoT spell with instant cast, stacks up to 3 times. When this effect ends or gets dispelled, heals you
directly for a certain amount depending on number of stacks applied and gives you back half of
mana cost.

Tranquility : (8 min CD - 2447 MP, max. base 8 sec channeling cast - 25-30yd radius – 2,152 * HB)
HoT & AoE spell with channeling cast, healing you and your group for a great amount of HP every
2 sec, 4 ticks max. Bypasses all pillars and walls.

-8-
Utility abilities
Remove Curse : (454 MP, 40yd range)
Removes curses on your target, such as :
– Curse of Agony, Curse of Elements, Curse of tongues (lock)
– Hex (shaman)

Abolish Poison : (454 MP, 40yd range)


Removes 1 poison to your target plus 1 every 3sec for 12 seconds. Note that over-time effects
does not guarantee a dispell and spamming it makes timer resetting, which mean that secondary
dispells won't trigger.

Cure Poison : (454 MP, 40yd range)


Removes 1 poison to your target. Instead of spamming Abolish poison to remove multiple poisons
on you, you should spam Cure Poison to remove faster your poisons while Abolish poison is
active.

Mark of the Wild : (419 MP with glyph, 30yd range)


Druid main buff, increases armor, stats and resistances. MP cost can be reduced with right glyph.

Gift of the Wild : (1118 MP with glyph , 40yd radius)


Druid main AOE buff, bypasses pillars and walls.

3 – Balance Spells & Abilities

Damaging abilities
Wrath : (2 sec cast, 394 MP, 30 yd range)
Almost no damage and NOT used at all as it does not belong to your main spec, but can be used
with instant cast to make some fun :)

Moonfire : (734 MP, 30 yd range)


No damage and used mainly to counter grounding totems, spell reflections and limit rogues
restealthing. Also leave a magic DoT.

Hurricane : (2831 MP, 30 yd range)


No damage and huge mana costs, used to spot stealthed targets like the mage spell « Blizzard »
would.

Controlling abilities
Cyclone : (279 MP, 1,5 sec base cast, 20yd range)
This is why everyone hates druids. Cyclone totally suppresses your target for 6 secs as the only
way to remove it is trinketting. Ice block and divine shield cannot be used while cycloned. Also
negates the healing of ALL hots on your target (but your dots too, be careful) AND incoming heals
& buffs (incoming penances won't heal him, and innervate or divine plea ticks won't have any
effect). This spell does not share any DR with any other spells except itself and can be instant cast
with Predatory's Swiftness proc.

-9-
Hibernate : (244 MP, 1,5 sec base cast, 30yd range)
Hibernates your target for 10 seconds which is very, very long, useable on other druids (except
human, moonkin and tree forms), hunters' pets, Shaman's ghost wolf form, enhshaman's wolves.

Entangling roots : (244 MP, 1,5 sec base cast, 30 yd range)


Roots your target for 10 seconds which is also very, very long. Deals only a poor 35 damage every
3 seconds. Shares same DR with Feral charge(bear) effect.

Nature's grasp : (1 min CD)


Applies Entangling roots to the next 3 melee attackers on you. Has a 2 sec internal CD on a same
target.

Utility abilities
Barkskin : (No cost – 1 min CD)
One of your defensive cooldowns. Reduces all damage taken by 20% (and physical crit chance
when glyph is active) with a medium CD. Also ignores pushbacks while casting. No GCD
activation. Use it when you're under pressure or if you want to stay longer in cat form, meaning
more damage, or try a hard cast.

Innervate : (3 min CD, 30 yd range)


Restores 225% of your base mana over 10 seconds. Be careful to not get it dispelled or
spellstolen.

Thorns : (544 MP, 30 yd range)


Reflects 73 damage from melee attacks.

- 10 -
C – RACIALS

NIGHT ELF TAUREN

Shadowmeld War Stomp


Allows you to become invisible and 2 second AoE stun, 8yd radius,
get out of combat. No GCD activation max. 5 enemies. 0.5 sec cast
2 min cooldown 2 min cooldown

Quickness Endurance
Passive Passive
-2% chance being hit by +5% base health
melee/ranged attacks

Druids have unfortunately only 2 available races in TLK : Tauren & Night Elf. Taurens have an AoE
stun that can be useful in various situations (covering your mate in arena when he's going to die, or
stunning a rogue under Evasion followed by a cyclone, ...) but it shares same DR with Bash and
Maim. Being a Tauren also offers a negligible health bonus (5% of your base health meaning value
without ANY gear / buffs and specs equals to around 8000 health, which means a 400 bonus
health). Night Elves have an interesting racial which has the same effect as Vanish (rogues) – this
allows you to do some incredible combos with a reopener (Pounce) and even more – as it puts you
out of combat (You must use shmeld, switch to cat then Prowl, using 1 total gcd) and another
passive racial that reduces chance being hit by any physical attacks & abilities. (NOTE: This is
NOT affected by hit rating, even if your target have an overcapped hit rating you WILL
ALWAYS have this 2% chance to get missed).

What race to choose as a feral druid?


Follow your preferences! You should play YOUR favourite race where you can play comfortably.
But you will net better results as a Night Elf with their racial, which allows you to make incredible
CC combinations – meaning more damage and an higher chance to score a kill. However, it can
also be used defensively, such as covering your partner and even more. You can also use it to
avoid incoming spells & abilities. Taurens have also an interesting racial but it's worthless
compared to Shadowmeld as you already have 2 stuns in the same DR. This racial has a better
usage with the 2 other specs. But remember – Follow your choices !

- 11 -
III. BESTIARY
Talents & specs inspired from top ferals on AT.
A – TALENTS & GLYPHS
1- Main spec (0/57/14)
Balanced spec, covering all feral aspects (shapeshifting, bleeds, direct damage). Most commonly
used spec. Can be used in duels and 3v3.

Glyph of Berserk Glyph of Dash


Glyph of Shred Glyph of the Wild
Glyph of Rip Glyph of -

Third minor glyph does not matter (only 2 useful glyphs in arena).

Alt glyphs:Barkskin, Mangle

- 12 -
2- Shred, Ferocious bite + full shapeshift (0/57/14) – Personal choice (2v2)
Focuses on bursts and high pressure with improved Ferocious bite, low shapeshit costs but higher
energy costs for Mangle & Rake.

Glyph of Berserk Glyph of Dash


Glyph of Shred Glyph of the Wild
Glyph of Savage Roar1 Glyph of -

Alt glyphs: Rip (replace from SR), Barkskin (replace from shred or SR if you play 2x DPS and/or if
you have troubles to survive against physical damage)
Third minor glyph does not matter (only 2 useful glyphs in arena).
1
See page 16 for more information

- 13 -
3- Shred, Full damaging talents + 1/3 Shapeshift (0/59/12)
Mix to the 2 previous specs with improved Ferocious bite or Ferocity (choose one but preferably
imp Ferocious bite to maximize bursts), full +%damage related talents, but higher mana costs on
Shapeshifting. Used for shorter games, or when mana isn't a problem.

Glyph of Berserk Glyph of Dash


Glyph of Shred Glyph of the Wild
Glyph of Savage Roar1 Glyph of -

Alt glyphs: Rip (replace from SR), Barkskin (replace from shred or SR if you play 2x DPS and/or
have troubles to survive physical damage)
Third minor glyph does not matter (only 2 useful glyphs in arena).
1
See page 16 for more information

- 14 -
4- Mangle spec 59/12 (extract from Zephi's guide)
Mangle spec is commonly used when you have troubles shredding. This spec is based on
improving Mangle spell by removing 2 points on shredding attacks and replacing Shred glyph by
Mangle glyph. Allows you to spam it a bit more often than Shred due to lower energy cost (34) of
Mangle (42 for shred) leading to a constant direct damage and faster combo points generation
(and faster procs). Note that spec is considerably less bursty than Shred specs, and can be totally
uneffective against certain defensive spells while Shred would be better (Shield block, Evasion,
Deterrence (shred ignores this), and also passive % dodge/parry/block chance).

Glyph of Berserk Glyph of Dash


Glyph of Mangle Glyph of the Wild
Glyph of Rip Glyph of -

Third minor glyph does not matter (only 2 useful glyphs in arena).

- 15 -
Extra note (1) about Savage Roar glyph

Glyph of Savage Roar


(Major Glyph)

Increases bonus damage given from


Savage Roar by 3%

Savage Roar

Increases all physical damage done by


30% -> 33%

This glyph grants 3% bonus damage to your Savage roar ability. This means another 3% bonus
overall damage (+ eventually multipliers) on your physical attacks when Savage roar is activated.
This glyph is mainly used in PvE but if you choose the specs (2) and (3), then you are playing with
armor penetration and you want to set up an huge burst at start with high crit shreds, this is the
glyph for you.
Note that this glyph is the only one which increases your overall damage as you will almost always
have this buff activated, that mean ALL bleeds, shreds and white damage will have their damage
increased.

3% can seem a very small increase, this is definitely the case when you take 1 hit. However, when
you burst under berserk with full energy you will spam a lot your shreds and put eventually some
bleeds and a ferocious bite on your opponent, in addition of your autohits. The total damage bonus
in this case can make the difference ! It's almost you have another tiger's fury effect.

I recommend you to take this glyph when you play a comp which relies on early bursts (Sub/feral,
MM/feral). I'd rather playing with this glyph over Rip glyph when playing these comps because you
can score a kill very fast without using Rip or before its full duration against several comps.

Glyph of Rip is used for sustained damage and so are therefore better used as playing agility
(increasing bleed damage, ArP doesn't).

See Chapter V for more information about dealing damage and spell orders.

- 16 -
B – GEARING AND OPTIMIZATION

Here are some gearing possibilities which I use, commonly used with talents listed above. You can
tweak your stuff as well as you want depending on your gameplay.

[ Enchant ] ( Meta gem / Red gem / Green Gem / Orange Gem / Yellow Gem / Blue Gem /
Prismatic gem )
(If a gem does not match a socket, values will not be in bold)

NOTE ABOUT GEARING:


As a feral, your worst enemies are hit rating & spell pen caps. These 2 stats must be respectively
at 164 and 75 (to prevent misses from your autohits and physical abilities and prevent resists on
your spells) and at the same time, you obviously want the best equipment to maximize your
damage.

If you're playing with agility build, hit cap won't be a problem for you. However, if you're playing ArP
it's completely different as there are no 264 pieces which offers hit + ArP (If you play with an agi
spec you have multiple pieces which offers agi + hit at same time).

Agility or ArP ?
These 2 specs have their own characteristics. Feel free to make your choice but you must take a
build that fits well in your gameplay.

Agility build offers you more sustained damage with improved bleeds, better healings with
Nurturing instincts' talent, more crit chance, more procs and more resilience as every piece of
gear have both resilience and agility (except back and rings). I highly recommend you to play with
an agility build if you're beginner.

ArP build is recommended if you're getting accustomed to the feral gameplay as it's harder to play.
It offers you more bursty and higher damage against armored teams, but as you need PvE
offparts you will become a lot squishier. If you want to play with armor penetration, you must know
that you need to reach a sufficient cap to be effective with (>40%), involving in lower resilience
ratings ( <1200 ). Above this cap, consider better playing agility. This build is made for you if you're
fan of short games and double DPS combos.

Here I'll show you my ArP builds which I play as a double DPS comp in 2v2 especially MM/feral.
You can adjust them to get better ArP rates or resilience. However, in 3v3 or duels, agility builds &
high resilience are recommended.

For Agi builds, refer to the Zephi's Feral guide.

- 17 -
1 – Low resi, high ARP rate
Build focussing on maximizing ARP rate but low amount of resilience.

[ 912 ] Total resilience


[ 56,80% ] Total ARP
[ 55,19% ] Total Crit Chance
[ 10,164 ] Total AP (with Mark of the Wild)

Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp)
Neck : WF Pendant of Sundering
Shoulders : S7/WF Shoulders [ 40AP + 15 resi ] ( 10 agi + 10 hit )
Back : WF Cape of Victory [ 22 Agility ]
Chest : Sanctified Lasherwave Raiment (T10) [ 10 All stats ] ( 20 Arp / 10 agi + 10 hit)
Wrist : Toskk Maximized Wristguards [ 50 AP ] ( 10 agi + 10 hit )
Hand : WF hand [ 44 AP ] ( 25 Spell Pen )
Waist: Astrylian Sutured Cinch ( 25 Spell Pen / 20 Arp / 20 Arp )
Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 25 Spell Pen)
Feet : Taldaram Soft's Slippers [ 12 Hit + 12 Crit ] ( 20 Arp / 20 Arp )
Ring 1 : Planestalker's Band/Signet HC (245 ring) ( 20 Hit )
Ring 2 : Frostbrood Sapphire Ring ( 20 Arp )
Trinket 1 : Deathbringer's Will
Trinket 2 : Medaillon of Alliance
Weapon : Wrathful 2H Mace [ Executionner or Berserking ] ( 20 Arp / 10 all Stats )
Idol : Idol of Mutilation

(WF : Wrathful)

- 18 -
2 – Mid Resilience, Mid ARP rate
Build with balanced stats, average resilience & armor penetration.

[ 1,112 ] Total resilience


[ 47.09% ] Total ARP
[ 52.58% ] Total Crit Chance
[ 10,010 ] Total AP (with Mark of the Wild)

Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp)
Neck : WF Pendant of Sundering
Shoulders : Titan's Forged Spaulders [ 40AP + 15 resi ] ( 10 agi + 10 hit )
Back : WF Cape of Victory [ 35 Spell penetration ]
Chest : WF Chest [ 20 resilience ] ( 20 Arp / 10 agi + 10 resi )
Wrist : Toskk Maximized Wristguards [ 50 AP ] ( 10 agi + 10 resi )
Hand : WF hand [ 44 AP ] ( 10 Hit + 13 Spell Pen )
Waist: Astrylian Sutured Cinch ( 10 Hit + 13 Spell Pen / 20 Arp / 20 Arp )
Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 10 Hit + 13 Spell pen )
Feet : Taldaram Soft's Slippers [ 32 AP] ( 20 Arp / 20 Arp )
Ring 1 : WF Band of Triumph
Ring 2 : Frostbrood Sapphire Ring ( 20 Arp )
Trinket 1 : Deathbringer's Will
Trinket 2 : Medaillon of Alliance
Weapon : Wrathful 2H Halberd [ Executionner or Berserking ] ( 20 Arp / 10 Hit + 13 Spell pen )
Idol : Idol of Mutilation

- 19 -
3 – High resilience with minimal ARP caps
Build with the lowest ARP score that fits with this high resilience rating. Note that Executionner is a
must to stay at minimal ARP cap (40%) with that proc.

[ 1,278 ] Total resilience


[ 33.94% ] Total ARP
[ 52.54% ] Total Crit Chance
[ 9,950 ] Total AP (with Mark of the Wild)

Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp)
Neck : WF Pendant of Sundering
Shoulders : Titan's Forged Spaulders [ 40AP + 15 resi ] ( 10 agi + 10 hit )
Back : WF Cape of Victory [ 35 Spell penetration ]
Chest : WF Chest [ 20 resilience ] ( 20 Arp / 10 agi + 10 resi )
Wrist : WF Armwraps of Triumph [ 50 AP ]
Hand : WF hand [ 44 AP ] ( 10 Hit + 13 Spell Pen )
Waist: WF Belt of Triumph ( 10 Hit + 13 Spell pen / 20 Arp)
Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 10 Hit + 13 Spell pen )
Feet : WF Boots of Triumph [ 32 AP ] ( 20 Arp )
Ring 1 : Saurfang Cold-forged band ( 10 agi + 10 resi )
Ring 2 : Frostbrood Sapphire Ring ( 20 Arp )
Trinket 1 : Deathbringer's Will
Trinket 2 : Medaillon of Alliance
Weapon : Wrathful 2H Halberd [ Executionner ] ( 20 Arp / 10 Hit + 13 Spell pen )
Idol : Idol of Mutilation

- 20 -
Extra : Alternative build options

Builds listed above are considered as a « core » for each category. You can adjust them
depending in your needs. There are also some alternatives, not classified as a « must have » but
can help you make your choices, fitting with your gameplay.

1 – Equipment
Idol of Ravenous Beast* : Increases damage dealt by Shred by 203.
This idol, uncommonly used in AT due to the lowest ILVL (200), can be very interesting as you will
shred (your main dmg) if you plan to play a bursty comp. Compared to the Idol of Mutilation, it will
be less interesting for your other spells but the displayed value on the help box is a gross value,
that mean without multipliers, talents, buffs, procs, savage roar and also mangle / bleed debuff, it
will be a lot more than 203. Give it a try, you'll see the difference and especially if you're playing
with ArP and/or against clothes.

Idol of The Crying Moon* : 44 agility per Rake tick, stackable 5 times. Lasts 15 secs.
The best feral idol of the game (264 ilvl), however not at all situations. I'd rather using Idol of
Mutilation when I'm gonna burst when the game starts, as it grant me directly the 200 agility bonus
upon Mangle, while with this idol you must wait 3x5 ticks = 15sec to get the entire effect. However
it can be better than Mutilation in longer matches as it brings you more total agility (220).

* Note that you can switch idol during arenas. You can choose your idol after the doors
open, depending on your strategy and the opponent's setup. Be aware that switching idol
while in combat costs you 1 GCD. I recommend you to buy these 3 idols so you can choose
it for every game.

Mark of Supremacy : 128 hit rating. Use : Gives you 1024 AP for 20 seconds.
If you do not plan to burst at start and wants to do it whenever you want, or simply if you're just
tired and pissed off about hit rating calculations, take it. It will allow you to replace some hit rating
gems by other ones. Note that every proc mechanism starts at your first hits at each arena and
have an internal CD.

2 – Gems / Enchants
Meta gem : +42 AP / Stun duration -10% : Requires 2 Take it if you're getting pissed of being
KS'd (and sap after) everytime.

Cloak enchant : 10 Agility / Improved stealth : Take it if you're getting pissed of being caught
while stealthed. This won't guarantee you to not get sap at every arena, however rogues must be
closer to you to do it.

Feet enchant : 15 stamina / Minor speed increase : Take it if you do not feel running fast
enough.

- 21 -
IV. FINAL SETTINGS
A- USER INTERFACE

There is not any specific UI which you need to play a feral (and the other classes). Feel free to set
it yourself. You can use some useful addons that shows your current procs, enemy cooldowns etc.,
but don't overload your screen with multiple addons, it's pointless and you might suffocate and get
some headhaches when watching these irrelevant informations displayed on your screen during an
arena match, and it's also bad for your eyes! You need to clear enough your screen to allow you to
read the game correctly and see what's happening in arena.

Here's my user interface now:

Unit frames : Rupture Tourney


Arena Frames : Gladius
Action Bars : Bartender4
Miscellanous : Fontifier

As you can see I'm using 3 (4 with fontifier) addons. I might not get as much information as the
other addons offer (procs, trinket uses, opponent's cooldowns) but it's enough for me to read and
analyze the game, as I have much game space.
The only problem is you don't see your mana bar while in cat or bear form (RT does not have this
function before Cata) but i'm used to play without this.

Bartender4 allows you to make bar pages. As a druid, you don't have a specific bar for stealthing
mode like rogues have. If you're tired of « stance macros », you can use it there, when you stealth
it will automatically switch your bar.

You can also use Xperl (my old unit frame) or MoveAnything!. By the way, feel free to set your own
user interface.

- 22 -
B – GAME OPTIONS

Once again, there is no specific game options that you must set while playing feral but you should
enable or disable these options to make it easier:

Combat settings:

Enable nameplates (V) and Class colors in


nameplates to have a better visibility on your
enemies while LoSing them for example and also
distinct them from totems or pets.
Check also if Cast bars are both enabled, and
also target of target.

Camera settings:

Put Max Camera distance at maximum to have


a larger view of your game.
Disable adjust camera style. (Never adjust
camera). This will allow you when turning your
camera to keep angle when moving (useful to
see what's happening behind you while kiting)

- 23 -
V. IN THE BATTLEGROUND
TABLE OF CONTENTS

A – GENERAL GAMEPLAY
In-depth explanations about spell usage and overall feral gameplay.

B – TIPS AND TRICKS


Some feral tricks and advices to « create » and improve your gameplay.

C - MACROS
A set of macros which you should have to make your life easier.

- 24 -
A – GENERAL GAMEPLAY

The following information will deal about feral gameplay, in other words :
– How to open
– How to deal damage
– How to use your CCs correctly
– How to heal yourself

Before reading this part, if you need to see again how our spells work, take a look at the section
« Druid Spells and Abilities », pages 4 to 9.

These following sections will concern mainly Feral/MM setup.

Opener sequences

There are different ways to open a target for a feral. But your opener sequence can however vary.
Some examples would be:

– Your target : Opening a rogue isn't the same as opening a warrior


– Your comp : If you play with a rogue, the opener might differ than if you play with a MM. But
we'll deal about MM/feral composition now.
– Opponent's comp : If you face cloth team, you can set an opener with immediate bursts to
score a fast kill. If you face a hpal/warrior team, as your hunter need to scatter, you'll need a
fast stun but you don't want to set a burst yet.
– The momentum : Against rogue/priest, if your mate is sapped, it's obvious that you will get a
fast stun to prevent the priest dispelling your mate.
– Positions in arena

A – NORMAL OPENING SEQUENCES


This list isn't exhaustive, theres a lot of different situations which you need to consider.
Let's take a look about some good ways to open a target in a beginning of a game.
Pooling phases (wait energy stacking) are marked by a green arrow pointing upwards.

Sequence A1 : Fast stun opening

Pounce -> Mangle -> Rake -> Tiger Fury (no gcd) -> Shred -> Maim

This sequence consists in fast stunning your target. Good to use when:
– You need to disable your target very quickly (rushing warrior)while your partner is controlling
the second
– You're facing double dps comps in a map with good pillars and need to stop your target's
incoming damage
– You're facing a comb which need to get stunned fast, then damaged by your mate to force first
cds and maybe a trinket (i.e. hunters)
– You're facing a rogue + a dispeller and you need to prevent him dispelling your partener while
sapped

- 25 -
Sequence A2 : Fast stun openings with faerie fire
If you open a rogue:

Pounce -> Faerie fire (feral) ->Mangle -> Rake -> Tiger Fury ->Maim -> Shred

This sequence consists in a fast and secure stun against stealthing targets.
Can be used when:
– You open a rogue and wants to stun him quickly and safely to prevent him vanishing or doing
eventual damage

If you open a druid : Apply the sequence (A1), then Faerie fire.
Can be used when:
– You open a feral and want to stun him quickly and safely to prevent him stealthing, doing
damage (or vanishing a cyclone if he's Night Elf)
– You're facing and focusing the resto druid and want to stun him quickly and safely to prevent
him stealthing while your mate is controlling another guy and getting closer to the druid before
bursting

Sequence A3 : Normal opener with full savage roar


Credit to Zephi

Pounce ->Mangle -> Rake -> Shred to 5CP -> Pool 80-100 EP -> Savage roar

This sequence consists in getting off a full savage roar and follow by a DPS sequence.
Rarely used as it's better for feral/healers combs.
Can be used when:
– You're facing a warrior/healer, and your mate is getting in a comfortable position to control the
second one, allowing you to do some DPS and a miniburst without using cooldowns at the
following sequence. If you're opening a healer/caster, your hunter must definitely silence
during this sequence.

Sequence A4 : Normal opener with fast savage roar

A4-1: Pounce ->Mangle (2CP) : Rake -> Savage Roar -> Tiger Fury -> Pool
A4- 2: Pounce ->Mangle (3CP) : Savage roar -> Tiger Fury -> Rake -> Pool

This sequence consists in getting off a fast savage roar and follow by a DPS sequence. Apply
sequence A4-1 if you get 2 cp after mangle, apply A4-2 if you get 3 cp after mangle. This can be
used in the same circumstances as A3. If you're opening a healer/caster, your hunter must
definitely silence during this sequence.

- 26 -
B- BERSERK OPENING SEQUENCES
Berserk opening sequences are different from normal sequences as all energy costs are reduced
and it grants you faster combo points generation (but unable to use tiger's fury). With this option
you can set a burst at start to score a kill if timed correctly, but it's a bit risky.
If you start with zerk, here's a list of ways that your opponent team can counter you in order to
make your starter berserk useless.
They can:
– Use their defensive cds
– Chain control you to temp your zerk (eventually force your trinket)
– Chain control your mate to force you to cover him and eventually dps you
– Outburst you to force you to play defensively
– Burst your partener and force you to cover him

As you understand, if you berserk at the beginning of the game, be sure that you will burst your
target in a comfortable situation.

Sequence B1 : Berserk fast stun opening

Berserk -> Pounce ->Mangle -> Rake -> Shred to 5CP if necessary -> Maim -> Pool for following
sequence

This sequence consists in fast stunning and prebursting your target. Can be used when:
– You need to disable your target very quickly except warriors while your mate is controlling the
second opponent before a burst
– You're facing hard double dps comps ( especially a shadowpriest / lock ) with limited or no
pillars available (ruins of lordaeron, upper level at blade's edge) and need to stop quickly their
damage and at the same time get them under pressure

Sequence B2 : Berserk fast stun opening with faerie fire

Berserk -> Pounce ->Faerie fire(feral) -> Mangle -> Rake -> Maim

This sequence consists of a fast and secured stun against stealthing targets followed by a burst.
Can be used when:
– You open a rogue and wants to stun him quickly and safely to prevent him vanishing or doing
eventual damage, and plan to kill him.

- 27 -
Sequence B3 : Berserk, burst opening (6 first GCDs)

1st part: Berserk -> Pounce ->Mangle

If , after 1st part, you have 2 combo points:

Rake -> Savage roar -> Pool 80-100 EP -> Shreds ....

If , after 1st part, you have 3 combo points (mangle critted):

Savage Roar -> Rake -> Pool 80-100 EP -> Shreds .....

This sequence consists of an early attempt to kill your target. Can be used when:
– You face squishy teams (priests) and easy ccable comps and you and your mate are both in
comfortable situation to knock your target down (involving controlling the second opponent)
and ensure that you can kill him during your berserk.
– You just want a fast kill!
If opening a healer/caster, your hunter must definitely silence him during this sequence.

Sequence B4 : Burst, delayed berserk opening (6 first GCDs)

Berserk -> Pounce ->Mangle -> Rake -> Savage Roar -> Pool 35EP -> Tiger Fury -> Berserk !

This very consists in a early attempt to kill your target. Can be used when:
– You face squishy teams (priests) and you and your mate are both in comfortable situation to
knock your target down (involving controlling the second opponent) and ensure that you can kill
him during your Berserk. Delaying Berserk just after TF allows you to wait your mate getting in
a favorable position to DPS and also, with a 80 bonus damage.
– You face a resto shaman or druid and plan to kill him, to increase your chances you need to
have a bleed and a savage roar to maximize damage into berserk
– You just want a fast kill!
If opening a healer/caster, your hunter must definitely silence him during this sequence.

- 28 -
What about Ravage?
Ravage can be an alternative option but I personally don't use it at my principal openers as the
damage is quite low without procs and buffs and a 4 sec opening stun is way better.
However, if you can restealth you can use it while you're buffed to do some surprising damage (at
high energy cost) but I'd recommend to use pounce over ravage at every possible opener. It's a
CC spell, take advantage of it!

As you can see, ferals have a lot of possible ways to open a target. This list isn't
exhaustive, you can try different openers, feel free to use/modify them depending on your
needs but I referenced the ideal openers against multiple and recurrent situations.

Sequences listed above are used in a normal run. At higher ratings, you'll probably face
some teams (mostly double dps comps) who will do everything to waste your sequence
(trinket pounce for example). Feel free to imagine what you will do against them. Try to be
creative, reflect about these situations outside these options above and you'll get also
some good and surprising results.

- 29 -
Dealing damage

Now we have examined the ways to open at all sides, let's take a look about dealing damage after
an opening sequence.
There are several ways to do damage as a feral but there's no unique rotation that you « must do »
. Your rotation will also vary depending on what situation you are in.

If you've read Zephi's guide (feral/disc), he explained how to open and deal damage as a feral, with
agi specs and a disc. With a MM, it's different on certain points, varying in certain situations.

By playing feral/hunter setup, your aim is to do as much damage as possible in as little time as
possible(bursting) to force opponents' cds and also set a kill. The Berserk spell is THE reference
for real bursts, but a good feral does it at every moment. You can also get some insane bursts
without it.

Dealing damage and bursting is a bit hard seeing as your abilities have quite high energy costs.
This means, you will have to pool your energy sometimes before bursting.

As a feral, you must keep in mind these 4 keys :


– Savage roar must be up (+30% damage)
– Rake must be up on your target
– Rip must be up on your target (not in all cases, see below)
– And eventually, refresh your mangle.

However, dealing damage isn't only shred spamming throughout the entire game. It's uneffective to
shred every 42EP to keep a constant DPS as 1) your dots are already doing it, 2) if you land a full
CC on the second opponent you won't have enough energy to burst on your main target!

/!\ Don't confuse « to burst » and « to damage ». Both terms are tied but have different senses.
To burst means dealing a lot of damage in a short period of time.
To do damage means dealing continuous damage but with no « intention » to land a kill yet. You
deal continuous damage just to weaken your target and create a situation where you can burst.

An ideal way is to apply this algorithm:


Starting from zero:
(0- If you start by an A1/A2 opener, start from 1- for the next CPs)
1- First, you prepare a fast savage roar with the 3-5 first combo points (A4)
2- Pool your energy to 40 at least then use tiger fury.
3- Then, next combo points : shreds, reapply rake if necessary, then apply Rip to your target or
Maim if needed (pool before doing it)
4- After now you have 70-100 energy, you can redo 2-3 shreds (rerake him if necessary and dont
spam shred too fast, see next step)
5- Pool your energy, maim if it's not on DR , spam shreds!
6- If he is very low, ferocious bite!
7- Otherwise, go for a rip, and restart from 1-

This is the base « algorithm » which can be applied to maximize your damage.
If you get clearcasting, spend it to a shred.
As you're playing with ARP and it does not increase your bleeds, you can use rip at 4CP minimum
but if possible, put it at 5 cps to maximize your constant damage.
During pool phases you can use some CCs, use pillars to los incoming spellcasts and eventually
heal yourself and your partner.
Consider this algorithm as a « core » to your damage. Your miniburst « starts » after step 4.

- 30 -
However, applying this algorithm does not mean you should use it and play strategically like you do
in PvE! This sequence might change depending on situation. Be dynamic, you must be ready for
every situation. Your opponent might not act the way you think he will! If during this sequence one
opponent is cced and you're going to set a kill, if rip is not up, instead of refreshing it, go for a
maim (check savage roar & rake at least), then shreds and eventually ferocious bite!
Again, if you're going to score a kill on your target, and savage roar is at end of effect, you can also
refresh it with 2 combo points (after sufficient pooling) and do some shreds / ferocious bite.

Now, let's deal about Berserk spell:

BERSERK MODE
Quick reminder about this spell (page 4)

Berserk: (3 min CD)

Simply an absolute nightmare for all preys you encounter. Frees your character
from Fear effects and makes you immune to it for 20 seconds (not including
Death coil and SP's psychic horror – this can be confusing)

In bear form, Mangle(bear) has no CD and it hits up to 3 closest targets.

In cat form, reduces all energy costs by 50% but makes you unable to use Tiger's
Fury while berserk is active. Does not break stealth.

As mentioned before, berserking is THE reference for real bursts as you will spam a lot your
abilities.
In the above sequence, you can use it in a opener (see opening section) or during your sequence
between steps 3 to 5 if used later. Berserk can be used at start or during the game depending on
your opponent's comp and your strategy.

Before using berserk, check these 4 points:


– Savage roar must be up (+30% damage)
– Rake must be up on your target
– Rip should be up on your target for maximum burst effect
– And eventually, refresh your mangle if this debuff is removed.

And also:

IMPORTANT RULE 1:
Do NOT use Berserk when you're low energy. It's a standard beginner mistake.
Make sure that you're full energy before using it, otherwise a poolphase is required.

IMPORTANT RULE 2:
Do NOT use Berserk when you don't have your trinket up (few exceptions for this). It's another
standard beginner mistake.
If you do so, you will be most likely cced for a big part of your Berserk, and it will be totally wasted.

IMPORTANT RULE 3:
Make sure you are in a comfortable situation before using berserk, ex: using it while a rogue is
stealthed isn't really a good idea; rogue will open you if you do so.

IMPORTANT RULE 4:
Do not use Ferocious Bite when you've just landed Berserk. Use it ONLY when you're sure to kill
your target with this or when your mate is sure to kill him afterwards and of course with 5CP.

- 31 -
How do you know when to burst:
– When your /focus target is fully cc'd. You might force them defensive cds and also
trinkets.
– When you get a full stun and you have all your buffs/debuffs active
– When you're going to land a kill (low health and no defensive cds left)
– When the healer is too far away from your target, then bursting him can be ingenious
– When you have all buffs and procs up and are able to do a switch.

- 32 -
Crowd control

To maximize your potential in PvP, damage isn't quite enough. You also need to master the
Crowd Control (CC). Crowd control is used in many different situations.
A druid have quite a few spells to CC your opponents, below here are listed all druid CC by DR
type. Physical/Undispellable - Magic - Disease

Opener stun:

4
Controlled stuns:

1-5 5

Roots:

10 10 4

Kick:

4
Disorient/Sleep:

10
Slow/Daze:

4 12*

Uncategorized (shares DR only with itself)

6 40*1
1
Faerie fire disables stealth and can be therefore considered as a CC.
(*) No diminishing return

- 33 -
General analysis of crowd control spells:
Cyclone, Entangling roots, and Hibernate have a 1.5 sec cast but they also can be instant with
Predator's Swiftness talent.

Cyclone is the most powerful spell as the only way to remove it is trinketting. You can't bubulle
out, nor BoP into this nor Ice block! That mean, if your target (or your /focus) has no trinket you're
guaranteeing a 6sec CC on him without risks being dispelled. Recycloning him 3sec just after first
clone can be useful.

Entangling roots is a long root, very effective against melee classes since it allows you to kite
them out if they're getting into frenzy against you and/or your partner!
Moreover, if you play feral/hunter, the hunter can do some damage while the opponent is rooted
before breaking it.
The only drawback is that it's a magic cc, so it can be dispelled, resisted, reflected and countered
by grounding totems. However if timed correctly and used well you can root for the full duration and
force them into a bad positioning, possibly allowing you to set a kill!
It's also effective against casters if you want to los their casts, and for healer too, as you can make
them los or outdistance between them and maybe force their cds!

You have another root, shorter but undispellable (yet removable with freedom and shapeshifts for
druids) Feral Charge(bear) can pass over some defensive cds (Anti Magic Shield, Cloak of
Shadows....). Can be used as a 4 sec kick.

Hibernate is a little tricky to land. First, it can be used only against a small amount of targets:
– Druids in cat/bear/travel from
– Shaman in Spirit wolf form, Enhancement Shaman's wolves.
– Hunter's pets.

Against hunter's pets, it can be very useful to hibernate them as their pets can save them getting
bursted. You can prevent them use their master's call (3 secs freedom), their crit immunity and
their eventual ministuns, roots and if they use a crab, intervene!

Against druids, it's a bit difficult. You won't hibernate him by hardcasting it unless if he is idiot
and/or you have 5000 haste rating. But with your talent Predator's Swiftness it won't be a problem!
Hibernating a feral is easy as they spend a lot of time in cat or bear form. However, against resto
and balance druids, it can be a lot more tricky as they will stay in human/tree form or moonkin
form, which cannot be hibernated. However their only way to kite in their specs is using travel form.
Analyze and reflect about the opportunities to make them doing so and once you manage to get
them into Travel form it is easy to hibernate them.

The same goes against Shamans. The only way to hibernate them is by making them go into
Ghost wolf Form and then, hibernate them. However, you need to watch out, since Shaman's
grounding and tremor totem can counter your hibernate. If you face an enhsham, you can
hibernate 1 of their 2 wolves (and root the 2nd). But again, totems will be your worst nightmare!

With infected wounds talent, you have a perma slow when you hit with shreds, mangle and maul
like Crippling poison (rogues). It can be dispelled as it's a disease.

Faerie fire is a nightmare for rogues, other druids and night elves. It's not really a CC spell in itself
as it disables nothing, except stealthing for these classes. Don't forget to use and refresh it, if you
let them restealth, you or your mate can be hard opened and it might throw a game!

To summarize, you have a lot of CC options. Don't rely only on your cyclone, try to do
different combinations with your spells and with your mate's spells, try to be creative and
perhaps you can do some sick, surprising and endless CC combinations!

- 34 -
Healing and mana management

As a feral and double dps comp, you have globally less survivability :
– Your mana pool is low
– Your healing spells are less effective than other specs which can make games very short.

However, playing feral (and 2Xdps comps) does not always mean only DPS and cc the /focus.
You will probably face some comps which can make your life suck.
To limit these damage you must take some time to heal yourself and your mate to get in a better
situation.
Here some examples on how to do it effectively:

How to heal effectively


H1 Standard combo : Using healing touch after instant proc. You can use it when you want a big
instant heal but at a high mana cost. (if you play agility, healing touch can crit up to +10K!)

H2 Fast nourish combo : Apply a hot then spam Nourish before hot finishes. Fast healings with
reasonable mana costs (preferably use lifebloom as hot due to the lesser mana costs : 479 with
the 50% refund)

H3 Full hot combos: Use only hots when you have to reposition, kite and don't have time to cast.
If you have an instant proc and enough mana, add an instant regrowth. Third LB stack is optional
(refreshing LB delays the timer for final healing blow). Note that remaining HoTs on yourself while
in cat form are 20% more effective with Nurturing Instincts talent.

Other situations:
You have a passive heal, Improved leader of the pack, 4% every 6sec (assuming that you crit
every 6sec)
When you and your partener have a MS effect (-50% healing taken), if possible, try to wait the end
of this effect before starting your heals. (cyclone/los your target to temp his MS)
Use Tranquility if you need to heal both immediately you and your partener when he's los without
risks of being Cc'd (high mana costs)
Don't forget to dispell Wound poison if you face rogues.

- 35 -
Mana management:
As feral/hunter, your worst enemy to your heals is your mana. You have a very limited pool
(~6000) and your spells have high mana costs, one healing spell costs you between 10 and 20%
of your mana, which is a lot!
This means that in a healing sequence you can't spam your heals, you must use it occasionally
and absolutely avoid any overhealing. You must save your mana as most as possible.
Fortunately you have your innervate, and in most cases you will use it for yourself. You also have
Improved Leader of the Pack talent which restores you 8% of your base mana when you're healed
by this effect. So, every 6sec, assuming you're critting a lot, you will regain 8% of your mana, that
means exactly 476 mana.
Moreover, if you have a « timeout » and nothing is happening in arena, take advantage from this
and drink!

When to heal?
Here are a list of key moments where you should heal:
– When you and/or your mate are going low health and your target is still full (below 50% is
considered as a critical situation and you should start to cc/ heal before they're bursting you)
– When nothing is happening (both los/retreat). Take this moment to heal, and maybe reset =
drink!
– When you have cycloned your main target (stopping his incoming damage or heals) Take this
moment to heal if you're not full.
– When your opponents are using their defensive cds making you and your partner
harder/impossible to burst. Take this moment to clone your target, and heal if necessary.

If you're low and want to heal yourself, don't go too far away from your mate as he will get
switched on. Try to do some CCs to make the situation more comfortable.

- 36 -
B – TIPS AND TRICKS

Here's a nonexhaustive list of some (un)common tips and tricks, some are inspired from videos
and other high rated ferals.
You can also imagine your gameplay from these tips like I did over the time and « create » your
own one!

1 – Protecting Innervate (The fat cow) : Protect your innervate by spamming your hots and
refreshing your buffs to avoid it getting dispelled.

2 – Protecting Predator's Swiftness : When your instant cast procs and if you're near a pillar, try
to los the dispeller when you get this proc, then after 1-2sec break while the priest/shaman is
casting, go ahead and launch your cyclone!

3 – Selfdispelling Innervate (The fat cow) : When facing a mage, after 1 or 2 innervate ticks,
remove it yourself (cancelaura or rightclick on buff) to prevent the mage spellstealing it

4 – Selfdispelling Barkskin : When facing a mage, if you get deeped, you will probably take some
burst damage with his shatter combo. Don't use your barkskin now! While deeped, he will cast his
frostbolt, then when the bolt goes to you, use barskin now! You will take -20% on the shatter, and
just after selfdispell it! During the last second of deep he will try to steal it. At the same time
you're free and you will restart to dps him without his barskin, which is better!

5 – Protecting traps : (Zoh/Kho, with hunter) If you face a lock with felhunter (dispell every 8sec),
and get a full trap on your /focus, just after the trap effect use your faerie fire (not in bear form!)
and your Hunter's mark on him. Felhunter will probably dispell one of these debuffs instead of your
trap. If you want ensure it, cyclone the pet!

6 – Protecting Hibernate : Again with traps, if you face a druid lock, shaman lock and for
somewhat reason druid go into bear/cat/travel form, try a hibernate on him and protect it with your
debuffs!

7 – Cancelling Soul Link : If you plan to focus the lock, you can cyclone his pet (especially if it's a
succubus) to cancel the SL effect, that mean 20% damage more for you and your mate, and also
disabling it! (it will cost you 2 gcd : 1 cyclone, 1 remorph, you will have 4 seconds to benefit from
it). Use it very occasionnally because you may not have time to do this!

8 – Cancelling Sacrifices : Standard against hpal/x, if a paladin uses his sacrifice, his mate will
take less damage as it shares between them, like SL and will negate some CC effects. Save your
cyclone for that! The 20% damage reduction on your target will be cancelled while his paladin is
cycloned and you might make the paladin trinket just for this!

- 37 -
9 – Cancelling lifeblooms : A bit risky, but if did correctly, you will take the game into your
advantage! If you plan to focus a druid, he will probably spam his hots and try to kite you. But the
most important is his lifebloom, which heals him for up to 9-10K without MS if the effect ends with 3
stacks, which is enormous!
To do it, time your cyclone on him as the lifeblooms end during this cyclone. The druid won't get
healed by the HoT ticks but also by the final blow of his lifebloom, that means -10K healing! You
might make him trinket for that! But this trick is effective if you weaken him enough (40-50%) and if
you have CCs available on his mate. Also, at the end of cyclone, make sure to follow by an
opener/stun/silence available and eventually aimed shot (feral/hunt) and his mate is being cced at
the same time.

10 – Fake hibernates : If you face other ferals, try to fake your hibernate to force him to switch in
human form. It will stop his dps for 1 gcd duration. Repeat this if possible, you might get a full
hibernate if he times incorrectly his morphs!

11 – Fake hibernates II : Again, but in case of a switch and hard to do. Prepare 5 combo points
without rake on feral, cast a very short hibernate, and cast your clone or another disabling CC just
after! He will be cced in human form, then with your 5cps, maim and burst! As you know, ferals
have a talent which reduces his damage taken by 30% while stunned. If you do this correctly, you
will probably kill him! Note that it can work with bash instead of maim but it will cost you 2
additional gcds (bash , switch cat form).

12 – Fake cyclones/roots : Fake your cyclones or roots before using your instant cast against
rogues to maybe make them use their cos or some other cds, against warriors for their spell
reflects and more.

13 – Cyclone pooling : It can be a good idea to cyclone your main target in some situations if
you're running low energy as your target will recieve no healing during cyclone. Like 9-, make sure
to have a CC available on your /focus.

14 – Cat Maul : When switching bear to cat, don't forget to activate your maul ability before
switching to cat. Maul will be launched at your first white attack in cat just after shapeshift. That
mean another free 1800ish damage and a slow with no GCD!

15 – Switch healing weapon : When going in healing phase, you can switch your weapons
before casting to get some additional healing bonus. Be aware that it will cost you 1 GCD if you're
in combat so use it carefully! Don't forget to change feral weapon again before engaging combat!

Tip: To use tip 15 effectively:


When you're low hp, start healing with some hots or cast some heals if you're ok. Then if you get
out of combat, change weapon and spam your nourishes.
When healing your mate during combat, put some hots, switch to heal weapon, then cast!
You must switch your weapon just AFTER using a spell (and not before, that's 1 gcd loss), almost
at the same time, GCD timer resets when switching weapons. You will gain 1 gcd if timed correctly.
Don't switch weapon everytime you have an instant proc, it's pointless and counterproductive, it will
cost you 2 GCDs for just 1000 additionnal healing on your healing touch!

16 – Gift of the wild : If you're going to be sapped, use this spell to prevent incoming sap. This
spellhas a 40yd radius, bypasses pillars and it will automatically get you in combat as you're
buffing your partener who is also in combat.

- 38 -
C – MACROS
Credit to Zephi
Focus macros
#showtooltip Cyclone
/cast [target=focus] Cyclone

#showtooltip Entangling Roots


/cast [target=focus] Entangling Roots

#showtooltip Hibernate
/cast [target=focus] Hibernate

#showtooltip Faerie Fire (Feral)


/cast [target=focus] Faerie Fire (Feral)

#showtooltip Faerie Fire


/cast [target=focus] Faerie Fire

#showtooltip Feral Charge (Bear)


/cast [target=focus] Feral Charge (Bear)

#showtooltip Bash
/cast [target=focus] Bash

Party text warning :


If you cyclone your main target, add the line /p >> CYCLONE %t << after your base macro.
If you cyclone the /focus target, add the line /p >> CYCLONE %f << after your base macro.
You can use it for the other spells.

Arena macros
(Replace the X by the opponent's number on arena frames). As you will use this macro for every
team member, you will need some modifiers to set it on a unique bind (ctrl+A for arena1, alt+A for
arena2, shift+A for arena3) for example (will add it soon).

#showtooltip Cyclone
/cast [target=arenaX] Cyclone

#showtooltip Entangling Roots


/cast [target=arenaX] Entangling Roots

#showtooltip Hibernate
/cast [target=arenaX] Hibernate

#showtooltip Faerie Fire (Feral)


/cast [target=arenaX] Faerie Fire (Feral)

#showtooltip Feral Charge (Bear)


/cast [target=arenaX] Feral Charge (Bear)

#showtooltip Bash
/cast [target=arenaX] Bash

- 39 -
Stealth / NoStealth Macros (Not necessary if you use Bartender4)

This macro will cast Pounce when stealthed, and Rake while not stealthed. This saves a
keybind.
#showtooltip
/cast [stealth] Pounce; [Nostealth] Rake

This macro will cast Ravage when stealthed, and Shred while not stealthed. This saves a
keybind.
#showtooltip
/cast [stealth] Ravage; [Nostealth] Shred

And many other combinations with other stances.

Buff mates' macros


Replace the « XXXXX » by your partner name or party1/party2

Abolish poison on partner


#showtooltip Abolish Poison
/cast [target=XXXXXX] Abolish Poison

Remove curse on partner


#showtooltip Remove Curse
/cast [target=XXXXXX] Remove Curse

Innervate on partner
#showtooltip Innervate
/cast [target=XXXXXX] Innervate

Other macros

All-in-one shadowmeld/prowl macro (spam it) – Night elf required


Costs you 1 total GCD. Must be used when GCD isn't active

#showtooltip Shadowmeld
/cancelattack
/cast Shadowmeld
/cast [nostance:3] !Cat Form(Shapeshift)
/cast [form:3] !Prowl

Start attack/mangle
If you were not attacking a specific target, auto attack starts only when you mangle a target (or
another ability), having insufficient energy or this spell in gcd means losing some white damage
when switching unless you right click on him or use a special bind for autoattack. This macro starts
to attack even if you've not enough energy to mangle or still in GCD.

#showtooltip Mangle(cat)
/startattack
/cast Mangle(cat) (Rank 5)

- 40 -
VI. ENTERING IN ARENA - FERAL/MM
TABLE OF CONTENTS

A – SETUP GENERAL GAMEPLAY


Brief explanations about Feral/MM general gameplay.

B – SPECIFIC COMP TACTICS


Different tactics against each common setups in AT.

- 41 -
A – SETUP GENERAL GAMEPLAY

This is by far, my favourite 2v2 comp. You can get high ratings if it's played right and you
understand the goal of a double dps comp.

With this comp as you can burst an opponent very hard, with a MS effect and multiple CC chains
with hunter's traps and other abilities to kite and trick your opponents.

This comp might be easy to understand, however it can be a bit hard to play. This comp is very
reliant on its cooldowns, not only in order to burst, but also to survive as it has a limited survivability
against certain comps compared to other classes. You can therefore be easily countered if your
opponents are playing well.

If you think that this comp is just about facerolling and uncontrolled tunnelling, then you're totally
wrong. Of course, this comp does burst hard cloth teams if you see the output damage, however
you must think about everything to do it in a comfortable situation. If you fail your berserk or your
CCs you will have much harder time to score kills.

General description

This comp is mostly based on physical damage, therefore against plate teams it will be harder
to land a kill. That's why ARP is commonly used in this setup to improve your damage against
plate teams, and also land some huge bursts.
This comp has a MS effect, which allows you to make the opponent's team under pressure very
early and constantly, and it can make long CC combinations when timed correctly.
You also have some heals when you are in a critical situation.

However, there are some drawbacks that you must manage:


You have a limited survivability. Hunter and feral have few defensive cooldowns to survive, and
their cooldowns are long. As you're playing with armor penetration, you will be a lot squishier than
full agi/resil ferals as you have lower resilience. This means that if you're targeted, you will take a
huge amount of damage if your opponents are playing right. The same goes for your hunter if he's
targeted. This means that you will be fucked up and will do almost no damage.

Your survivability is based on : making pressure first, kiting, fast crowd controlling and reaction
speed.

To summarize, you have to:


– Put the opponent team under pressure as fast as possible to get in a comfortable
situation by damaging them AND using your CC
– Use everything to limit their incoming damage and CC to keep dpsing them

- 42 -
B – SETUP SPECIFIC TACTICS

First, before reading this page, please note that these tactics are just only basics. The game and
the tactics are constantly evolving and obviously you can never predict for sure what your
opponents are going to do. MM/Feral setup becomes more and more played nowadays, resulting
in a better knowledge of this comp and players are now better used to play against this.

Also, please note that you might see incomplete tactics and not really « solid » for few of the
comps: some of these comps are classified as « Very hard » or « almost impossible » . Regarding
these comps, even if you play very well and you're following these tactics right you might not win. I
will however explain some ideal situations thtat you must keep in mind to increase your chances to
win against these comps.
Finally, as these guides are constantly improving, you can also contribute to this guide if you have
a better strategy against a specific comp.Feel free to contact anyone involved and we'll update it.

Here's a list of common comps which you can find in AT:


Healer / DPS comps:
– Disc / Sub - Assa Rogue
– Disc / MM Hunter
– Disc / Frost mage
– Disc / Arms Warrior
– Disc / Feral druid
– Disc / Elemental Shaman
– Disc / Unholy DK
– Disc / Retribution
– Disc / Lock
– Hpala / Arms Warrior
– Hpala / Affliction – Destruction Lock
– Hpala / Unholy DK
– Rdruid / AWarrior
– Rdruid / Affliction - Destruction Lock
– Rdruid / DK
– Rdruid / MM hunter
– Resto shaman / Lock (Affliction or Destruction)
– Resto shaman / Feral druid
– Resto shaman / Retribution – Protection Paladin
– Resto shaman / Warrior
– Resto shaman / DK

Double DPS comps:


– Shadow Priest / Sub - Mutilate Rogue
– Shadow Priest / Frost Mage
– Shadow Priest / Unholy DK
– Feral druid / MM Hunter
– Feral druid / Rogue ( both specs )
– Retribution Paladin / MM Hunter
– Retribution paladin / Rogue (both specs, most commonly Sub)
– Enhancement shaman / BM Hunter (beastcleave)
– Elemental Shaman / Destru Lock
– Elemental Shaman / Mage
– Elemental Shaman / Rogue
– Lock / Frost Mage
– Lock / Rogue

- 43 -
When explained, the comps above will be classified by frequency:

Very High
High
Common
Average
Uncommon
Rare

This will however vary depending on your MMR, comps in the top ladder and the FoTMs. Over the
seasons you might notice that some comps are more played than others, and vice versa.

Each comp is also classified by difficulty level (may vary depending on map, gear and MMR)
Percentage values are the potential winrate against a specific comp.

Easy : > 70%.


Medium : 50-70%.
Hard : 25-49%.
Very Hard : 10-24%.
Nearly Impossible : <10%

First thing to do against EVERY SETUP

Remove the debuff « Leader of the Pack » before the doors open. If your opponents see your
buff on the hunter, people playing against you for the first time will know that the hunter is playing
with a feral. Removing this buff before game starts is recommended to create an effect of surprise.
This might change their game plan as they are expecting to face a resto druid. You and your mate
will crit 5% less at the first opener, but people won't expect you to play feral, so they might play
incorrectly after your opener. This buff is refreshed at your next bear or cat shapeshift.

- 44 -
Part 1 : Healer / DPS Comps
Disc Priest / Mutilate Rogue

Difficulty : Medium
Frequency : High
Disc / Rogue is a common matchup. You will face it at least once for each arena series.
First, position yourself behind a pillar or the grave, the hunter will set the flare, snake+freezing or
frost trap, and move into it. Your hunter should spam volleys in an attempt to find the rogue. In this
setup, most priests will rush you and your hunter to land a fear. If he does, dash, pounce and DPS
him immediately! However, don't use Berserk while the rogue isn't visible, he will most likely
open on you. If you popped Berserk at start it will be wasted.

After this, there are 3 possibilities:


1 – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible,
land a trap before the rogue KS. Hunter must be far enough away from the priest to avoid being
feared. If you get KS'd, pop barkskin and crit immunity, trinket if needed (you can do it here
because of Deadly poison). Then use your berserk and DPS the priest. Put every possible CC on
the rogue (roots, trap, scatter, disarm) and cyclone him if you get a proc. The rogue will
probably trinket this because of the pressure, at this moment your hunter should try to scatter and
trap the rogue and silence the priest. While DPS'ing , your hunter should keep aimed shot on the
priest everytime and if you managed to control everything you will kill the priest before your berserk
ends.

2 – If the rogue opens on hunter: Open the priest. When you have your instant proc, cyclone the
rogue. He will most likely trinket that and use his defensive cds. After this, either you burst down
the priest with berserk while you CC the rogue as most as possible, either you use your
shadowmeld then reopen/burst down the rogue after getting your buffs up. Dispell poisons and
heal if you have the opportunity.

3 – If the rogue opens on nothing or get spotted by volleys: This can happen quite often when
the rogue tries to open the hunter within flare. Berserk on the priest, while controlling the rogue
with cyclones and traps. If he trinkets, you can either continue bursting priest or shadowmeld
switch on rogue.

In all cases, keep Faerie Fire on the rogue and Flare down at all times! If you forget to do
these, rogue will re-open you or your partner and it might lead to a loss. It's better to spend some
GCDs to refresh Faerie Fire on rogue even it's constantly dispelled and limit the rogue's damage
rather than using your damage spells constantly and you / your partner to get bursted down at the
same time.
Also, only trinket a KS when you have dots on you! If you randomly trinket a KS without dots
and/or being LoS, he will instantly blind you, then resap.

If the rogue pops, and priest is still far away: Can happen often when the rogue tries to sap
your hunter within flare. Simply open the rogue (without berserk), control the priest before he fears
you. Most of the time rogue will trinket your maim even your pounce, at this time charge him
immediately to prevent him from reopen you. Most ofthen when this scenario happens you can kill
the rogue at the opener.
If not, when you focus a rogue, he will often use his Evasion and Cloak of shadows to prevent
getting hit by the hunter. In this case, try to charge/root the rogue under Evasion to prevent
him from damaging you and your hunter. If you get a full clone on rogue, los the priest and
repounce him. While doing this tactic, avoid at all costs double fears and if you land a full CC on
priest and Evasion has passed, stun + burst him and it's a win.

- 45 -
Disc Priest / Sub Rogue

Difficulty : Medium
Frequency : Very high

In all cases, keep Faerie Fire on the rogue and Flare down at all times.
Sub variant is a bit harder than Mutilate. They have low sustained damage but can burst and CC
very hard with their Shadowstep/Shadowdances. Again, start off by positionning yourself behind a
pillar or the grave, while the hunter sets the flare, snake+freezing/frost traps, and go into it. Hunter
should spam his volleys. In this setup, most priests will rush you and your hunter to land a fear. If
he does, pounce and DPS him immediately! However, don't use Berserk while the rogue isn't
visible, he will most likely open on you. If you popped Berserk at start it will be wasted.

Once again, there are 3 or 4 possible scenarios after this:


1A – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if
possible, land a trap before the rogue KS. If you get KS'd, pop barkskin, but don't trinket! You
will get blinded then sapped if you do so. Don't trinket it even the priest is low! After the KS
is over, take some time to gain control and make the rogue trinket. Then cyclone him after he
trinkets, pop Berserk and immediately burst down the priest!

1B - Other variant if the rogue opens on you


Good priest/rogues open and put 5 combo-KS on you. After this the rogue dances on your hunter
and goes back to you in order to sap. If you trinket it, you will get blinded and resapped. While
getting KS'd, hunter must try to snare as much as possible the rogue to prevent him going back
resap you. At the same time try to hard spam Faerie fire on anyone to get in combat, and if the
opponents los you, spam your Gift of the wild (see tip 16) and pray to not get sapped. If you often
encounter this situation, take the -10% stun duration metagem.

2 – If the rogue open on hunter: This is the worst case, as the rogue can burst down your hunter
in 1 dance, and even he deterrences, he's still vulnerable to cheap shots, backstabs and Ambush.
Moreover, deterrence has no effect while stunned, and your hunter will take all incoming damage.
Again, open on the priest, and when you have your instant proc, use it to cyclone the rogue (during
his KS). He will probably trinket or use his defensive cds to save his dance. Burst down the priest
with zerk, control as most as possible the rogue to save your hunter. While this, your hunter must
keep Aimed shot and silence the priest's incoming casts. If you land a full cyclone on rogue and
you burst the priest enough it's a win

3 – If the rogue open nothing / get spotted by volleys: Does not happen as often as when
facing mutilate rogues. However most rogues start with dance up even if they get spotted by the
flare or volleys. If the rogue is visible, either berserk on priest, while your hunter immediately
scatter/trap the rogue, and/or cyclone the rogue, then switch on him after he trinkets!

Against this comp, for each spec, be sure to avoid all double fears. If you get double feared
you/your hunter will get reopened and take a ton of damage. If you see the priest suddenly
trying to approach the hunter, this means that he is about to get feared!

- 46 -
Do not rush them or to their pillars !
If you do so, there is a high chance that you'll get sapped. They will then also use their pillars to los
your hunter, making it harder to DPS them. Your hunter will then also get opened on in middle of
the map, and rogue will stick on him to prevent him from getting closer to the priest. Staying around
your pillar at start allows you to use it and los / temporize your opponents if necessary.

If the rogue pops, and priest is still far away: Can happen often when the rogue tries to sap
your hunter within flare. Simply open the rogue (without berserk), control the priest before he fears
you. Most of the time rogue will trinket your maim even your pounce, at this time charge him
immediately to prevent him from reopen you. Most ofthen when this scenario happens you can kill
the rogue at the opener.
If not, when you focus a rogue, he will often use his Evasion and Cloak of shadows to prevent
getting hit by the hunter. In this case, try to charge/root the rogue under Evasion to prevent
him from damaging you and your hunter. If you get a full clone on rogue, los the priest and
repounce him. While doing this tactic, avoid at all costs double fears and if you land a full CC on
priest and Evasion has passed, stun + burst him and it's a win.

TIP : How to trick (some) rogues with flare


When facing this comp, my hunter puts his flare down at start. Priest rushes us: I dash, then open
on the priest. After a mangle, I go back to the flare then come back dpsing the priest again. You
might make the rogue pop in front of you opening nothing as he wanted to open you!

T = 0 : Priest rushes you


T = 1 : You pounce then mangle him
T = 2 : You go back to the flare
T = 3 : You go back to the priest
Between T = 2 and T = 3, as the rogue wanted to cover his priest by opening you, getting back to
the flare will make him step it and then get destealthed.

This tactic does not work at 100% but you might unstealth some rogues with this tactic and you will
at the same time pool some energy. If they did not appear, you will at least delay their opener for
2-3 seconds.
See the illustration below:

- 47 -
Disc Priest / MM Hunter

Difficulty : Medium
Frequency : Common

Start berserking on priest. You will probably get scattered then trapped. To prevent this, at the
same time as you open on priest, your hunter must immediately trap the hunter. If the trap
successfully landed on hunter and the disc is silenced then stunned, the hunter will trinket it and
you should immediately cyclone him! You will then be able to kill the priest.

If you get scattered, trinket incoming trap or if possible, get the trap eaten by the hunter. However
you must kill the priest very fast and land a full cyclone on the hunter. If you get (double)
feared after berserk or another trap, it's a loss!

Be aware of hunter's deterrences. Hunters will probably use their deterrence after getting
trapped to counter your incoming cyclone. Wait the hunter gets closer to you, then clone him
during his global!

If the hunter goes on you : While dpsing the priest, first pop barkskin and Survival Instincts (and
crit immunity) to tank some arrows, then if you're getting low use the pillar (priest often goes to the
pillars) to LoS the hunter for a few seconds. To limit your DPS loss, start to los him after a Maim, a
Rip or when your GCDs are active. Eat the traps when your hunter get scattered. Your hunter,
during this time will have to CC the opponent hunter and DPS the priest. While LoSing, use some
heals and if possible, hibernate the pet.

Disc Priest / Frost Mage

Difficulty : Easy
Frequency : High

Easy matchup. Wait for the mage to get out of Invisible mode, after this open on the priest with
Berserk and burst him while the hunter tries to trap the mage. If the mage trinkets, cyclone him,
then finish the priest.

However, even if it's easy to win this comp, you'll get really annoyed by the mage. Your
hunter must avoid EVERY incoming sheep and fear with pillars, his deterrence and all other
defensive cds available. If you have the opportunity to kick the mage's poly, do it. If your hunter
takes a full sheep or a full fear, and has no trinket, cyclone the mage and kick the incoming poly
casts.

Also, as a feral, even if you can shapeshift novas and snares, your goal is to spend as little
shapeshifts GCDs as possible to use it on damage and not get globaled in a root (or you will
take a deep just after). Try to expect when the mage is going to nova you, play with pillars during
dash effect when you have the opportunity (you might make him miss his AoEs) and cyclone him
as early as possible. Once you've understood these points, it's fairly easy to win.

- 48 -
Disc Priest / Arms Warrior

Difficulty : Easy
Frequency : High

Very easy matchup and can be found at high MMRs. Again, like Priest/Mages, Berserk the priest
(or B4 sequence) trap at the same time the warrior, silence, stun then finish the priest.

Most warriors will rush your hunter. « Ignore » the warrior, but try to not take his Demoralizing
shout while going on priest. In this case, the warrior will rush your hunter with mount, leaving his
priest behind. At this time, hunter must trap the warrior then get closer to the priest.

Once more, be aware of not taking too much damage from the warrior. Like Hunter/Disc, if you
land successfully a full trap and silence/stun the priest at the same time, you will make the warrior
trinket and he will try to avoid your following cyclone. Watch out for incoming spell reflects.
Securing your clone by a bear charge + Bash can be a good option if he's getting close to
you. If the warrior is too far away, continue your DPS to the priest. Warriors can also use their
Bladestorm to avoid incoming CCs and put your hunter under pressure, either way, the priest will
be very low despite his efforts. Once you've understood all these points, it's very easy to beat.

Disc Priest / Feral Druid

Difficulty : Easy to Medium


Frequency : Common

Keep Faerie Fire on the Feral and Flare down at all times and avoid double fears.
Feral druids / disc priest are easier to beat than rogue/discs. However, if you don't CC the feral
quickly, you or your hunter will take a lot of damage and get controlled, forcing you to go into
healing mode and play defensively.

As you do not have a risk to get sapped and ferals have a lower stealth detection than rogues, you
can move wherever you want. Though I would recommend you to stay behind the pillar for the
same reasons as I mentionned above, against rogues. If it's taking too long, hunter can take the
eyes.

Again, Flare/Frost trap, open berserk the priest when he's coming towards you. You can apply the
trick with flares, you have higher chances to spot ferals. CC the feral as soon as possible,
before he gets an instant proc (otherwise you'll get hibernated then cycloned, etc). When
hibernating or trapping the feral, don't forget to silence the priest at this time. If the feral is
successfully CC'd, you're able to burst comfortably the priest down. However, game can be
easily lost if you or your hunter take too much damage from the feral (bleeds hit very hard) and/or
you get fully hibernated. You have to prevent these as soon as possible.

- 49 -
Disc Priest / Elemental Shaman

Difficulty : Medium
Frequency : Common

This comp does a lot of damage during bloodlust, and also with very strong healing. It also has a
lot of offensive dispells and anti-magic options with Grounding totem and Wind shear, making it
hard to land a cyclone.

Open with berserk on the priest. Don't use your Feral Charge (cat) to get on him faster! Dash
should be enough. Avoid getting double bumped and double feared. Kill the grounding if it's
down then your hunter can trap the shaman. Silence then stun the priest at the same time as
you're trapping. The shaman should trinket. At this time, the priest should be really low health and
therefore the Shaman will pop his Bloodlust/Heroism and spam his healing waves on the
priest. An Ele Shaman heals as well as a Resto Shaman. After this you must absolutely prevent
him from healing by landing a CC to the shaman despite your Berserk (kill grounding totems to
cyclone). During the game, don't forget to dispel Hex if necessary.

To maximize your chances to land an instant cyclone without getting it dispelled, kill grounding
totems, use your instant cyclone after your second stun on priest (to avoid priest's dispells). During
the small GCD after Maim, los the shaman to avoid incoming purges and after, clone him! If it fails,
land a bash on him, hard cast cyclone and normally, scatter/trap should be almost up again.

Your main goal is to prevent the shaman from healing. If the priest gets too much healing
from the Shaman, it's almost definitely a loss.

Disc Priest / Unholy DK

Difficulty : Easy to Medium


Frequency : Common

This setup is not hard to beat. However the DK has various spells to annoy you while bursting the
priest.
Open on the priest with the B4 sequence. During this time, DK will rush the hunter and snare him,
preventing your hunter from getting close to the priest. He will also pop his cds afterwards. Trap
the DK, he'll most likely trinket, then cyclone him after and finish the priest (of course, silence stuns
etc). Be aware of the DK's Anti-Magic Shield to counter your clone and his Strangulate.

While bursting the priest, you and/or your hunter will take a lot of damage from diseases and
gargoyle. CC the gargoyle and use some heals if necessary. The priest should be dead by now,
but...

It's still not finished! As the DK popped/will pop every defensive/offensive CD at the same time
(gargoyles, anti-stun, ... ) and your Cds are in CD/DR, he will be uncontrollable and do a lot of
damage despite he's alone. CC the gargoyle to limit damage, silence the DK, fake his kick and
cyclone/root, then los him and get you and your hunter to full HP! After that, it should be a win

- 50 -
Disc Priest / Retribution

Difficulty : Hard
Frequency : Uncommon

Now, let's deal about a more serious comp. Beating this comp seems easy on the paper, however
it is hard to do as there is a paladin, and Paladins are your worst enemies as Feral/MM. Seeing as
I still have some issues to win this comp, so the following strategy might be incomplete. They just
have everything needed to counter you : Dispells, shields, HoJ, instant heals, freedoms, red
judgement but especially sacrifices and bubbles! And of course, ret's retarded damage.

Start on the priest and trap the ret. Silence / Stun the priest as your hunter traps. Your hunter must
avoid fear. As the priest will get under pressure very fast, either the paladin trinkets, or the priest
will trinket your first stun, Pain suppression and dispell his partener. Your main goal is to get a
full cyclone the paladin before he BoPs the priest. Interrupt priest's heals as much as
possible with stuns, kicks and silences and avoid fears. If it succeeds, you'll be likely able to
kill the priest.

If he lands his sacrifice, it's really bad. You will deal drastically less damage on the priest and the
ret will be untrappable. Also, as you're running with low resilience, he will target you. During this,
use your defensive cooldowns and crit immunity. Keep your trinket for HoJs. Bash the paladin,
he will use his freedom himself to remove it if he didnt use it yet, and land your cyclones. Paladins
will most likely trinket your first cyclone but try to get a 2nd cyclone on the paladin to completely
negate his sacrifice and so, trap the paladin.

If your berserk ends, you'll be in a desperate situation. Avoid fears. While the paladin hasn't
BoPed his priest the game is still winnable but as you have used all cooldowns he will now hard
dps you and you'll be obliged to play defensive.

If the paladin BoPs his priest, hunter must try to dispell it first. If it succeeds, kill the priest! If not,
cyclone the priest and reset.

Disc Priest / Warlock

Difficulty : Easy to Medium


Frequency : Uncommon

Open / Berserk the lock, trap the priest. Save your Feral charge (cat).
If the lock is playing with succubus (for destro), use your first cyclone on the succubus. Your
hunter won't get seduced and you will have a 20% bonus damage as the Soul Link buff is negated
during Cyclone. Don't stay too long in Human form though.
If the lock is playing with felhunter, faerie fire & hunter's mark the priest immediately when the
trap effect starts. Felhunter will most likely dispell one of these buffs! Kick or stun fear casts.
After this point, the priest should trinket and the lock should be really low. If the lock is destro, try to
avoid double shadowfury and do not trinket this but coil! Cyclone the priest afterwards. When the
lock is around at 40% health, hunter must silence him to prevent from teleporting back to his gate,
and finish him.
If you are in Blade's Edge Arena AND the lock lands his gate at middle of the bridge : Focus
on the priest and CC the lock.

- 51 -
Holy Paladin / Arms Warrior

Difficulty : Very Hard Frequency : Very High

This setup is incredibly hard to beat as Feral/MM and you'll face it a lot. As said before, paladins
have everything to counter you and it will be an absolute nightmare to face one. Add to this a warrior
with his retarded damage and his defense capabilities and you & your hunter worth almost nothing.
However, you still have a chance to beat them. The key is to survive as much as possible while
keeping a constant pressure on the warrior and correctly timing your CCs and cyclones on the
paladin AND the warrior (cyclones) during their defensive CDs. It all comes down on how they use
their cooldowns (sacrifices) as well as how long you can survive and how can you trap the paladin.
Because scatter+trapping the paladin isn't guaranteed as the paladin can sacrifice between scatter and
frost arrow unless you time it perfectly, as they have a talent which reduces disorient duration effects.
The games me & my partner did and the tactics we tried against this comp were all different, therefore
I'll give you some overall tips and situations which can happen and how we most often won.

Start on the warrior without berserk, fast maim him (A1 sequence), while your hunter goes to trap
paladin. Paladins most often won't trinket this trap, put as most pressure as possible on the warrior,
always without berserk. Note that paladins are expecting incoming traps at these moments so your
hunter might fail his first trap due to sacrifice. Also, everytime you land a trap, stun/root the warrior
before he intervenes. Get a 3CP savage roar, then after your hunter's trap, cyclone him full after a 5cp
rip. If the trap fails because of sacrifice, cyclone then silence/bash him.
While you and your hunter keeps damaging the warrior, he will most often stick on your hunter with his
charges and your partener will take a lot of damage as the warrior has 25% additionnal crit chance after
a charge, add to this a MS effect and your hunter will stay under pressure throughout the entire game.
However, if you keep them under pressure, you will limit considerably his incoming damage.
If your hunter takes too much damage, cyclone the warrior (be aware of spell reflects when you have
the instant proc, moonfire it down before), go away and heal. Bash or recyclone if he trinkets it, or
root him if he doesn't have freedom. Stop DPS'ing when he lands his Retaliation. Preferably CC
the warrior when he's under freedom.

Hunter should try to tranquilizing shot every Sacred shield proc throughout the game. It's
frustating to have 5K damage absorbed every 6sec so, everytime he have his dispell up, use it!
Also, warriors will stay defensive and try to los you and your hunter when the pala is controlled. When
the paladin is free, the warrior will restart DPS, and with freedom. If the warrior is trying to los you with
his pala (overextending), don't follow, even if the warrior is low health, unless you have a full trap
on the paladin! Paladin will probably HoJ you and you/your hunter will get charged then pressured by
the warrior. Instead of rushing them, get back and go for some heals, even drink if you have the
opportunity. Also, use your trinket as late as possible. During your CCs, don't forget to heal full
yourself and your hunter. Warrior damage is unpredictable, you must be at least 75-80% health after
a CC sequence ends.
If the paladin lands sacrifice, either you cyclone the paladin, or you cyclone the warrior. If he
follows by a 2nd sacrifice, half cyclone, bash and silence him. If the paladin bubbles, cyclone the warrior
of course depending on DR available and/or go for some heals.
When you have DR up, sometimes cycloning the warrior when you have low energy and your
trap in CD can be very useful. Be careful of spell reflecting. If you can't burst or CC the paladin,
simply cyclone him, it will « save » your current damage on the warrior and allow you to pool and get
some heals. Triple cycloning the warrior (time them correctly) should be enough to get your scatter trap
CD up. Also, cyclone him as most as possible when he have Shield Wall / Frenzed Regeneration / BoP
(try dispell first) up and go for some heals and prepare a next CC on the paladin. If possible, use your
berserk AFTER SW/BoP have passed.
Most games against this comp can last up to 5 minutes if you do well and you didn't take too
much damage from the Warrior. If BoP / Shield Wall is down and you get a full trap and berserk
still up, it's mostly a win.

- 52 -
Holy Paladin / Warlock

Difficulty : Very Hard


Frequency : Uncommon to Average at high MMRs

This comp, like every paladin setup, is hard to beat. Every game I have done against this comp
lasted less than 2 minutes and we relied only on our burst.

Here is what we do in this matchup: Start with berserk on warlock while hunter traps the paladin. At
the same time faerie fire+ hunter mark on the paladin (to avoid the trap getting dispelled). Note that
paladins are expecting incoming traps, so your hunter might fail his first trap. Then your 5 next CP
will be used in a maim (expect the lock to trinket it), the 5 next ones into a ferocious bite or rip.
Your goal is to kill this lock BEFORE he gets BoP'd. While doing this, cyclone the paladin as
much as possible and eventually when he sacrifices, kick / cyclone the succubus if the lock plays
with it, and hunter must silence the lock when he's low to prevent him from porting back.

Avoid as most as possible fears and shadowfuries (if destro). You still have a chance to win if
the warlock isn't bop'd yet, otherwise it will be nearly impossible to win unless you do a perfect
cyclone on warlock and a perfect CC on paladin and you get a full temp and heal like against
warriors. However, as your berserk is off it will be harder to burst down the lock again. However,
game can be easily lost if they use EVERY cooldowns at start, during or after Berserk.

This tactic is provisional and it shows only what we are doing atm vs this comp. If I have
another solid tactic I'll update the guide.

Holy Paladin / UH Death Knight

Difficulty : Very Hard


Frequency : High

Another hard comp. DK's have more some really hard damage, not only on a single target, but on
both!
Here what we most do in this matchup: Start with berserk on DK before he switches presence (if
not done yet), while hunter traps the paladin. You may have issues to shred the DK as you'll be
perma snared and frost chained; therefore don't hesitate to spam your mangles to get combo
points faster. Again, paladins often expect incoming traps so your hunter might have a hard time
to land it.

Classic games against DK will go something like this : After your first open, DK won't hesitate to
pop every CD: AMS, Anti-stun, Lichborn, and gargoyle. He'll also strangulate when you're about to
cyclone, and spam his chains. Here you have 2 possibilities: Either you burst the DK as fast as
possible and pray for your crits and no BoPs and hope that the DK dies; either you can play like
against a Warrior but you'll have to heal and CC in right moments. DK doesn't have MS, so spam
your heals! Don't hesitate to land your cyclones on the gargoyle, it will save you from 2-3 shots
(2,700+ damage each one), or you can kill it if you have time and enough defensive cds. Keep a
constant CC chain on the paladin while doing these tactics especially prevent him from BoPing the
DK if you do the first tactic!
Once more, these tactics are provisional and it shows only what we are doing atm vs this
comp. If I have another solid tactic I'll update the guide.

- 53 -
Resto Druid / Arms Warrior

Difficulty : Easy to Medium


Frequency : Common to High depending on MMR

This matchup is easier than hpals/warriors as they have no sacrifice, bubbles nor dispells but druid
have several controls which can make your life harder.

However, the druid can stealth at start to avoid getting bursted or CC'd at start. We'll divide this into
2 parts : non-stealthed / stealthed mode.

If the druid isn't stealthed at start:


Start on druid with A4 sequence. Don't forget to Faerie fire out, especially if he's Night Elf.
Warriors generally rush the hunter (like Disc/War), hunter must trap him when he comes! While
your hunter is doing his work, pool your energy and los the druid if he's casting cyclones or
hibernates (don't use your stuns yet). When you and your hunter are grouped, your energy is full
and Rip is up, use berserk and burst the druid as most as possible! When you will land Berserk,
druid will probably use his barkskin, moderately decreasing your damage output. Silence him when
he casts cyclone or hibernate, and once his barkskin is almost off, land a full stun and follow him
by a silence (expect him to trinket at this time) then spam your shreds! Don't forget to refresh rake
of course.

Don't forget the warrior while bursting. Your goal is to take as little damage as possible and you
know that Warrior's damage is retarded and eventually his snares/roots. As they have NO
defensive dispells, spam EVERY available CC to the warrior! He must NOT play in this game.
Take advantage to this to trap and eventually use your entangling roots on the Warrior ! Be aware
of spell reflects (moonfire it down) and use barkskin/deterrence when he's bladestorming!

Be aware of incoming hibernates/cyclones. If you didn't pressure enough the druid, he will take
advantage to this to kite you with travel form, then cast some CCs on you. Avoid them as most as
possible.
If the druid is surviving despite your efforts, reset, heal and CC again the warrior or switch on him
(refer to the strategy below) but if you do well, the druid should die after Berserk.

If the druid is stealthed at start:


Hardest case by far. Your main target is warrior. If the druid is stealthed at start, he won't be CC for
the first seconds and you'll not be able to focus him at start. However, this means that the druid
will not refresh his hots to the warrior unless the druid destealthes.
Start on the warrior with fast stunning sequence (A1). During this the druid will destealth in order to
hibernate or cyclone you, avoid this by getting out of range from the druid / shadowmelding / or
interrupting him with your various CCs. After this, trap the druid and put some pressure to the
warrior to make him trinket. They will use their defensive cds, feel free to cyclone the warrior
sometimes and reset and heal.

Here trapping a druid is a lot easier than a hpal. You will have to stun and root the warrior when
your hunter lands his scatter to prevent his intervene. Don't forget to faerie fire the resto druid
(if he's Night Elf) and refresh it when it's necessary. Cyclone the warrior when you need to
heal, or you can either root him, as the druid does not have any dispells. If you keep your berserk
after his shield wall it's mostly a win.

- 54 -
Resto Druid / Lock (2 specs)

Difficulty : Medium
Frequency : Common (both specs)

Start on warlock, no matter if the druid is stealthed or not. Save your Feral Charge (cat). Druid will
cyclone or hibernate you, stop it immediately. Either start with B4 or with A4 sequence
(recommended). Again, keep Faerie Fire on druid at all times. Hunter will trap the druid, don't
forget to apply Hunter's mark on him and Faerie fire just after the trap effect applies itself, if the
lock is playing with a felhunter. If he's playing with a succubus, your hunter will be instantly
seduced, interrupt it as soon as possible !

Avoid double fears if he's affliction and double stuns if he's destruction. Stop as most as possible
the druid's CCs.

Your goal is to prevent the druid from healing throughout the entire game and land a full CC
chain without his trinket. After this, you can down the lock immediately. Interrupt all incoming
seduces by charging and/or cycloning him (it will cancel Soul Link effect during this) and hunter
must silence the lock when he's mid/low health to prevent him from teleporting back to his gate.

Resto Druid / Unholy DK

Difficulty : Medium to Hard


Frequency : Average

Again, 2 different tactics : druid stealthed/non stealthed.


Keep Faerie Fire on druid at all times.

If the druid is not stealthed, follow the same tactic than against rdruid/warriors. The difference is
that controlling a DK is a bit harder, due to their anti-magic shields, silences and more. As the druid
will hold your damage a bit longer than a priest, you'll have to CC the DK more often than a
priest/DK, but if you succeed to land a trap or a root, it will be a guaranteed CC as the druid has no
dispells. Be careful of his graps, silences, AMS and incoming damage. Sometimes cycloning the
gargoyle to manage their damage is a good option.

If the druid is stealthed, follow the same tactic than against a warrior/Hpal, but controlling the
healer is a lot easier as druid does not have sacrifices or other cooldowns like that. At start, druid
will probably hibernate/cyclone you after exiting stealth mode; avoid or interrupt it immediately.
This tactic is harder to do because most DKs put their frost presence and all offensive/defensive
cooldowns to get rid faster of you. CC as most as possible the druid, cyclone the DK if needed to
heal and reset your CC/DR's. Launch your berserk when the druid is fully trapped then cycloned.

- 55 -
Resto Druid / MM Hunter

Difficulty : Hard
Frequency : Average

This comp isn't common on AT but hard to play against. Game can be already lost if you open
incorrectly. As you're playing with ARP, you will take ton of damage if you get focussed by the hunt
(which happens most likely), killing a druid is harder than a priest and if you go to the hunter, you'll
be kited and snared throughout the entire game.

You must open on the hunter without using your feral charge (cat) AND out of flare and traps. If
you get trapped at start its nearly lost, you'll be cycloned / hibernated if you trinket this.
Your partener must rush them first and hit the hunter to get him away from his flare, and after this
you can open without problem the hunter with the A1 or B1 sequence. Faerie fire the druid then
hunter will trap him. You'll most likely get damaged by the hunter, be careful. If your hunter gets
scattered, try to control the hunter and/or step into his incoming trap.

When you focus the hunter, expect him to double deterrence very early especially when the druid
is fully cc'd. Put as most bleeds as possible, bleeds absolutely destroy hunters. When he's under
deterrence, don't forget that you can shred over this and better, you can shmeld + reopen on him if
he's away from his flare and the druid didn't faerie fire you.

Resto Shaman / Warlock (2 specs)

Difficulty : Medium
Frequency : Common to High depending on MMR

First, when doors open, check the warlock's current buffs:


– If he has Fel armor (+ Earthshield) = probably destro, go on warlock
– If he has Demon armor (+ Earthshield) = it's probably an Affli, preferably go on shaman
– If he has Demon armor without Earthshield = go on warlock
Demon armor offers warlocks a large amount of armor, which decreases signifcantly your damage
output and it increases healing received. Coupled with Earthshield buff, it's harder to kill it.
Focussing a warlock with these 2 buffs isn't really a good idea, you should go on shaman in this
case.

If you go on warlock, start on him with A4 or B4 sequence. If the lock plays with succubus,
interrupt her seduces immediately. If he uses a felhunter, protect your trap with faerie fire and
hunter's mark. Kill eventually grounding totems and trap the shaman, then cyclone him if he
trinkets. Follow the same tactic than Ele/lock. Avoid double stuns/double fears. The only difference
is that the lock will get instant healed, between 2 CCs.Recontrol immediately the shaman after that.

If you go on shaman, start on him with A4 sequence. Your hunter must silence immediately
after your pounce to prevent the shaman from refreshing his earthshield on himself. Launch your
berserk after your Rip. Once you start to control the warlock, stun and silence the shaman when
he's around 40% HP and you'll kill him if the lock is controlled enough or you don't take too much
CCs.

- 56 -
Resto Shaman / Feral druid

Difficulty : Medium
Frequency : Rare

Keep Faerie Fire on the Feral and Flare down at all times.
Similar tactic against Priest/rogues or Priest/Ferals, stay behind pillar with flare and frost/freezing
+snake traps. If the shaman rushes you, open B4 on him ( do the tip mentionned above ) and
when feral pops, control it as soon as possible with a trap and cyclones before he gets an instant
proc. Kill every grounding totems if the shaman lands it (try to land a stun when your hunter is
going to trap it). You can also hibernate the feral with your instant procs, don't forget it, but you'll
have to kill tremor totems. Once the feral is successfully controlled and you have ripped the
shaman, you can pop your berserk and kill the shaman comfortably. Remember if you get fully
hibernated and you or your partner take too much damage it's most likely a loss.

Resto Shaman / Retribution Paladin

Difficulty : Very hard


Frequency : Rare

Haven't played this comp since a whole time. The following tactic might be incomplete.
Very hard comp.
This comp is very hard to CC, as they have multiple possibilities to prevent your traps / cyclones
and stuns.

You can start either on the shaman or on the ret, depending on who have earthshield, but I prefer
to start on the ret to take as less damage as possible.

Start on the retribution without berserk (A4). In some cases the paladin will freedom your first
pounce, take a fast savage roar then stun him as soon as possible if he does it. You'll have to force
his bubble before your berserk, otherwise you'll have less chance to score a kill. When the hunter
wants to land a trap, ensure that there's no grounding up, and the ret is CC'd (generally, rets
rushes your hunter, making him outrange his mate).

Cyclone the shaman only when he's close to you, if the ret is too far away from him and you go
straight cyclone the shaman he will purge it instantly while you get close to him. Wait until the ret
uses his freedom before trying a trap on the shaman. You can force it by using your Feral Charge
(bear). After this you can stun the ret to prevent dispells, then trap.

If the shaman trinkets, bash then hard cast cyclone the shaman, except if the ret uses his bubble
at the same time. If he does it, during this time go for some heals (cycloning shaman during divine
shield is pointless, he'll get fully healed, it's unavoidable and it's a DR waste). After the bubble,
cyclone shaman, then trap him while your berserk burst.

If you focus the shaman, you can try to switch on the paladin when he pop his wings after an
eventual cyclone on the shaman.

- 57 -
Resto Shaman / Protection Paladin

Difficulty : Nearly Impossible


Frequency : High

This is the WORST comp you'll face as hunter/feral, as they have EVERYTHING needed to
counter you. They both complete themselves perfectly and most of double DPS comps have
troubles to kill them. As a feral you can kill every restosham comps but if these classes & specs
couple themselves each other, it's nearly impossible to kill them. You can neither kill a shaman
with sacred shield, earthshields and protpala's coverage, nor a Protpaladin again with sacred,
earthshield, bubbles , heals, armor and his auto-ressurect. Moreover, don't forget the protpaladin's
retarded damage of course. Add a Bauble to the shaman (EVERY rshaman takes this), and
you worth less than nothing. However, i've already won this comp, but very rarely, with lucky
traps & crits and they were also bad.

Start on shaman (no choice). Trap the prot, so you can follow by a cyclone. But after this, the
only way to win is to kill the shaman while the paladin is cycloned before he gets BoP'd...
which is nearly impossible, unless you silence him when he pops his Nature's Swiftness or he does
not trinket your maim but in all cases he will pop his bauble. Each time we face this comp, we can
down the sham at around 20% HP before the paladin gets out of my first cyclone, but after, it's
over. You can use your half and quarter cyclones on the paladin after your first one but at this time
the shaman will be almost full with his NS, earthshields and your berserk is probably ended.
If they don't do so much damage, after your first sequence los them to heal then restart again but
you won't kill the shaman in all cases as the paladin has ALWAYS a CD to protect his shaman
unless you temporize for at least 3-4 minutes.
However, some paladins pop their sacrifices and other shitty cooldowns at start so you won't
guarantee any CC in the game.

To summarize: Your only (and very small) chance to win is to max as most as possible your
burst at your opener.

Resto Shaman / Warrior

Difficulty : Medium
Frequency : Rare

Same approach against Rdruid/Warrior but in addition, you'll have to manage grounding totems to
land successfully your CCs.
Start on shaman (A4/B4), kill eventually grounding totems and your hunter will trap the warrior.
When your hunter will scatter the warrior, the shaman will most likely pop a grounding; remove it as
soon as possible or stun the shaman at the same time to prevent this. If you succeed, warrior will
trinket, cyclone him after! (care of spell reflects / purges / incoming grounding and bladestorm).
The shaman will use his bauble and his instant heal, but if you time your stuns (1st will be trinketed
for sure) and your silences correctly, and if you don't let the warrior play, you'll kill the shaman
pretty easily.

- 58 -
Resto Shaman / DK

Difficulty : Hard
Frequency : Rare

Same approach against Rsham/Warrior but in addition, you'll have to manage DK's anti-magic
cooldowns (silence/AMS) to land successfully your CCs.
You can start berserk directly against the shaman when he's a DK but preferably start with B4
sequence. Don't use your Feral Charge (cat) to go on the shaman. Follow the same strategy than
with a warrior, cyclone the gargoyle and heal yourself if needed. Again, if you don't let the DK play
you'll kill the shaman, but don't forget the DK with his remaining cooldowns as he still can kill you.
Heal up, root with charge if he land his AMS and after this, trap or cyclone him and it should be
okay.

- 59 -
Part 2 : Double DPS Comps
Shadow Priest / Mutilate Rogue

Difficulty : Medium
Frequency : Common

Like Disc / Rogues, Shadow / rogues are also well known and it's the most played double dps
comp in AT as rogue. So, you'll face it very often.

Overall strategies against a Shadow aren't that different from Disc/Rogues, it's even easier to down
a shadow priest but if you or your hunter gets fully CC it's a guaranteed loss.

First, position yourself behind a pillar or the grave, the hunter will set the flare, snake+freezing or
frost trap, and move into it. Your hunter should spam volleys in an attempt to find the rogue. In this
setup, most priests will rush you and your hunter to land a fear. If he does, dash, pounce and DPS
him immediately! However, don't use Berserk while the rogue isn't visible, he will most likely
open on you. If you popped Berserk at start it will be wasted.

After this, there are 3 possibilities:


1 – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible,
land a trap before the rogue KS. Hunter must be far enough away from the priest to avoid being
feared. If you get KS'd, pop barkskin and crit immunity, trinket if needed (you can do it here
because of Deadly poison). Then use your berserk and DPS the priest. Put every possible CC on
the rogue (roots, trap, scatter, disarm) and cyclone him if you get a proc. The rogue will
probably trinket this because of the pressure, at this moment your hunter should try to scatter and
trap the rogue and silence the priest. If the priest uses Dispersion, prepare 5 CP while he's
under dispersion and stun him afterwards. While DPS'ing , your hunter should keep aimed shot
on the priest everytime and if you managed to control everything you will kill the priest before your
berserk ends.

2 – If the rogue opens on hunter: Open the priest. When you have your instant proc, cyclone the
rogue. He will most likely trinket that and use his defensive cds. After this, either you burst down
the priest with berserk while you CC the rogue as most as possible, either you use your
shadowmeld then reopen/burst down the rogue after getting your buffs up. Dispell poisons and
heal if you have the opportunity.

3 – If the rogue opens on nothing or get spotted by volleys: This can happen quite often when
the rogue tries to open the hunter within flare. Berserk on the priest, while controlling the rogue
with cyclones and traps. If he trinkets, you can either continue bursting priest or shadowmeld
switch on rogue.

If the rogue pops, and priest is still far away: Can happen often when the rogue tries to sap
your hunter within flare. Simply open the rogue (with berserk this time), control the priest before he
fears you. Most of the time rogue will trinket your maim even your pounce, at this time charge him
immediately to prevent him from reopen you. Most ofthen when this scenario happens you can kill
the rogue at the opener.
If not, when you focus a rogue, he will often use his Evasion and Cloak of shadows to prevent
getting hit by the hunter. In this case, try to charge/root the rogue under Evasion to prevent him
from damaging you and your hunter. If you get a full clone on rogue, los the priest and repounce
him. While doing this tactic, avoid at all costs double fears and if you land a full CC on priest and
Evasion has passed, stun + burst him and it's a win.

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Shadow Priest / Sub Rogue

Difficulty : Medium to Very Hard


Frequency : Very high

In all cases, keep Faerie Fire on the rogue and Flare down at all times.
Sub variant is a bit harder than Mutilate as they have low sustained damage but can hit and CC
very hard with their Shadowstep/Shadowdances. With a Shadow Priest, it's even worse as they
can down one of you in a few seconds, and you can do nothing if they does well. Very good
shpriests/srogues are almost impossible to beat.

First, position yourself behind a pillar or the grave, the hunter will set the flare, snake+freezing or
frost trap, and move into it. Your hunter should spam volleys in an attempt to find the rogue. In this
setup, most priests will rush you and your hunter to land a fear. If he does, dash, pounce and DPS
him immediately! However, don't use Berserk while the rogue isn't visible, he will most likely
open on you. If you popped Berserk at start it will be wasted.

Once again, there are 3 or 4 possible scenarios after this:


1A – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if
possible, land a trap before the rogue KS. If you get KS'd, pop barkskin, trinket the KS if needed
AND if you have DoTs. After the KS is over, take some time to gain control and make the rogue
trinket. Prepare 5 CP's and stun the priest after Dispersion fades. Then cyclone him after he
trinkets, pop Berserk and immediately burst down the priest!

1B - Other variant if the rogue opens on you


Good priest/rogues open and put 5 combo-KS on you. After this the rogue dances on your hunter
and goes back to you in order to sap. If you trinket it, you will get blinded and resapped. With
SP, it's even worse, as your hunter will die for sure if they do well. While getting KS'd, hunter must
try to snare as much as possible the rogue to prevent him going back resap you. At the same time
try to hard spam Faerie fire on anyone to get in combat, and if the opponents los you, spam your
Gift of the wild (see tip 16) and pray to not get sapped. If you often encounter this situation, take
the -10% stun duration metagem.

2 – If the rogue open on hunter: This is the worst case, as the rogue can burst down your hunter
in 1 dance, and even he deterrences, he's still vulnerable to cheap shots, backstabs and Ambush.
Moreover, deterrence has no effect while stunned, and your hunter will take all incoming damage.
Again, open on the priest, and when you have your instant proc, use it to cyclone the rogue (during
his KS). He will probably trinket or use his defensive cds to save his dance. Burst down the priest
with zerk, control as most as possible the rogue to save your hunter. While this, your hunter must
keep Aimed shot and silence the priest's incoming casts. If you land a full cyclone on rogue and
you burst the priest enough it's a win.

3 – If the rogue open nothing / get spotted by volleys: Does not happen as often as when
facing mutilate rogues. However most rogues start with dance up even if they get spotted by the
flare or volleys. If the rogue is visible, eithe berserk on priest, while your hunter immediately
scatter/trap the rogue, and/or cyclone the rogue, then switch on him after he trinkets!

For both rogue specs, don't forget to apply the « how to spot some rogues with flare ». It will
increase your chances to spot rogues. As the priest is shadow, rogues will open faster than with a
disc priest.

- 61 -
Shadow Priest / Frost Mage

Difficulty : Easy
Frequency : High

Easy comp. Same tactic like against DP/Frost, open on priest and just kill him. Your hunter must
avoid sheeps and getting feared by the priest and also try to land a scatter/trap on the mage. He
will most likely trinket it, with an instant proc cyclone him immediately. A 6 sec cyclone on mage is
sufficient to down the priest

While bursting the priest, follow the same recommendations listed on disc/mage section: keep an
eye to the mage, avoid as most novas as possible (to spend most possible GCDs on damage) by
LoSing the mage during a GCD duration and prepare 5 CP's on the priest while he's under
Dispersion to stun it after it fades.

Shadow Priest / Unholy DK

Difficulty : Easy to Medium


Frequency : Average

Same tactic like against DP/UHDk, open on priest and just kill him. Your hunter will scatter then
trap the incoming DK while getting as close as possible to the priest. When the DK trinkets,
cyclone him as fast as possible before he pops his AMS and/or Strangulate, otherwise, if he does it
before, continue DPS'ing the priest. Stun him after his Dispersion and he should die.

But again: Game is not finished yet! CC as fast as possible the DK, heal up yourself and your
hunter, CC the gargoyle if needed before killing the DK.

Feral Druid / MM Hunter

Difficulty : Medium
Frequency : Average

Feral Druid / MM mirrors can be based on luck and on how you and the opponent's feral are
geared. Of course, you'll be a bit disadvantaged in this matchup as you're playing with arp, agi+full
resillience geared ferals have more chance to win, as they have much more survivability and more
crit chance meaning more procs. Expect some extra defensive trinkets (bauble, skeleton).

However, you'll open on hunter. Preferably open without using charge and out of flares and with B1
sequence. If the feral opens on you, your hunter must trap him immediately, then you'll have to
down the hunter as fast as possible. If you make him trinket then you land successfully a full
hibernate on him, you'll most likely win this game unless you take too much damage from the
hunter (as you play with arp).

Don't forget that you can shred/pounce over deterrence, put as most bleeds as possible, as the
hunter will kite and snare you throughout the entire game.

- 62 -
Feral druid / Rogue (2 specs)

Difficulty : Medium
Frequency : Common

This comp does a lot of damage, but have low sustain, especially when feral druids are playing
with ARP gear in this setup, and worth almost nothing if you kite/control them correctly as they will
most often focus the hunter. Go behind a pillar or grave, put flare + traps then spam volleys. After
this point it's a bit RNG based, if your hunter find someone with his volley, you'll have greater
chances to win. Otherwise if you or your hunter get sapped and the other gets opened it's almost
lost.

Open on the druid or the rogue, depending on who is popped first. Don't forget to apply Faerie Fire
on both. If you open on the rogue, open with a B2 sequence (fast stun). Expect your pounce or
your maim to be trinketed, trap as fast as possible the feral and follow by an hibernate or cyclone.
Rogue will pop every defensive CD's, you'll have troubles to hit him, you can use
cyclones/charges to disable him, or better, you can shmeld then repounce the rogue and in this
case it's a guaranteed kill.
If you open on the druid, open with a B1 sequence, you'll have to cyclone the rogue very fast to
make him trinket but expect some fast cloak, evasion or vanishes. If he trinkets, either you can
reclone or trap him, either you shmeld then switch on rogue if you don't have the faerie fire debuff.

In all cases: If you get hibernated (then blinded afterwards if you trinket it), it's almost a
guaranteed loss.

Retribution Paladin / MM Hunter

Difficulty : Very Hard


Frequency : High

This comp does more damage than Feral/MM or Feral/rogue and it's being more and more played
over the seasons.
Many hunters or rets have reached high ratings with that comp, it counters many double dps
setups if played well and they have high sustain and burst capabilities, as if you fail your open you
will lose for sure.

Here is the ideal situation: You must start on hunter WITHOUT using feral charge (cat) with A1
or B1 sequence. While doing this the hunter must absolutely land his trap (expect sacrifices on
this) and put as most damage as possible, especially with bleeds. If you succeed it the ret will
probably trinket; you can now cyclone him, the hunter will deterrence for sure; you can try to spam
your shreds, or better, shmeld then burst him. Recyclone the ret again and kill the hunter before ret
BoPs his hunter.

Don't wait to be too low health to start playing defensive. At 50-60% or when they're both
uncontrolled, start to los them to get a reopener (you can't really sit on the hunter permanently, he
won't hesitate to use every cds and readiness to get double deterrence and disengage). Instead of
trying to stick on him everytime, los him (and also the ret) to heal up you and your hunter. You can
cyclone the hunter if your CC's are on DR on ret and again, los them both to get a reopener, which
will allow you to dps the hunter pretty easily.

- 63 -
Retribution Paladin / Rogue

Difficulty : Very Hard to Nearly Impossible


Frequency : Uncommon

Your worst double DPS comp in terms of damage, sustain and also CC. Good rogue/rets,
especially Sub rogues, even average ones are like impossible to beat, unless you have some luck
there. They can both down your hunter in a few seconds while you can do nothing, and controlling
/ damaging them is very hard as they have much defensive CD's (which i've already listed above
for paladins).

You will stay behind pillar with flare down. After this, pray that the rogue isn't sub. Multiple
scenarios can happen and might lead to a fast loss:
– Rogue is sub, they both open on your hunter, either you get sap or not = dance+wings up =
hunter down
– Rogue is sub, they sap your hunter and open on you = you'll get down in a few seconds
– Rogue is sub, hunter has found & marked the rogue, you pounce him but he will trinket or get
freedom'd on your incoming maim then he'll dance to you or your hunter and get bursted down
– Rogue is sub, they open on hunter, you start on rogue but you'll get instantly cheaped then
KS'd and you will take sap (and blind if you trinkets it)
– Retri rushes the hunter and damages him, as you want to go on rogue you'll not open on him;
but as you will see hunter's health dropping, they will force you to open on the ret and so, you'll
take cheap KS then sap blind.

So your goal is to stop their burst with everything you have: Charges, shmeld reopener, cyclones,
roots, poison dispells etc... When they burst, they will most likely trinket your first incoming CC,
take advantage to this to recyclone or land a re-cc just after your first one! Don't try to land your
burst on them, just STOP them as soon as possible to cover your hunter.

If, game is running in a « normal » way out of these situations listed above or if you succeed to
cover your partener:
Go on the rogue, faerie fire him, put as most bleeds as possible. Save eventually your stuns when
the rogue is getting freedom'd (force it with bear charge) or the hunter can eventually disarm him.
Cyclone him when he sticks on your hunter, or when he shadowsteps (expect trinket, recyclone
him eventually). Charge him when he uses Evasion/Cloak, and stun him from behind (a bit difficult
here as the rogue will turn around you). Don't trinket anything but blind!

If the rogue is getting low, he'll most likely get bop'd : to prevent this, make the ret trinket fast (with
a trap or a stun with freedom in cd) and you'll land a cyclone on him. Ensure that rogue is fully
bleeded to ensure a kill with Cheat Death proc.

You can try to go on ret when he rush you, but don't expect to land a kill immediately as the ret will
stay at « prot stance » with 1H weapon + shield and also his eventual bubbles. Control
immediately the rogue, try to save your berserk after his bubble or shmeld switch on rogue if he
trinkets it.

- 64 -
Enhancement Shaman / BM Hunter (beast cleave)

Difficulty : Medium to Nearly Impossible


Frequency : High

Again another hard setup and almost impossible against some teams. They will most likely focus
you as you have low resilience, and can kill you in a few seconds with their multiple stuns.

Again, start on hunter, without using Feral Charge if possible, as soon as possible, before he uses
his Bestial Wrath. He will instantly trinket your pounce then use BW. Trapping a shaman is almost
impossible with their pets, so you will rely only on Frozen traps, scatters and cyclones. Now, the
only thing you have to do is to kill as fast as possible the hunter, pop every defensive CD while
bursting and put as most bleeds as possible. When the bestial wrath ends, stun it immediately.
Cyclone as most as possible the shaman to prevent his heals (time cast is drastically reduced with
his cumulative buff). This game can be easily won, like easily lost, depending on luck, their target
and how long you can hold them in cat form if they focus you.

You can also focus the shaman, he's easier to stick on, but only if he's not in prot stance
(1H+shield). Shamans relies only on their wolves' damage, and he can be really tanky with their
absorbs and their armor, reducing drastically your damage.

Elemental Shaman / Destruction WL

Difficulty : Medium
Frequency : High

You will focus the Warlock on Nagrand Arena & Ruins of Lordaeron.
You will focus the Shaman on Blade's Edge Arena only if the lock's gate is on the bridge.
Otherwise go on him.

This comp isn't hard to beat but they have incredible bursts with Bloodlust, if you let them
freecasting or you overextend, you will die easily.
If you focus the warlock, start on him without using feral charge with B1 sequence. The lock will
most likely use a succubus; stop seduces immediately. Tactic against this comp is the same
against Resto Shaman/Warrior, trap the shaman (kill groundings) and cyclone him asap, silence
the lock when he's low and he should die.

Elemental Shamans are very good offhealers. Like against Disc/Elem, don't let the shaman heal
his partener!

Shadowmeld is very useful here as you can vanish a lavaburst or chaos bolt which can save you
6-8K HP. The same goes for your hunter with his deterrences and his shadowmeld if he's NE.

- 65 -
Elemental Shaman / Frost Mage

Difficulty : Easy
Frequency : Rare

Easy comp as they have no CC on you except Deep freeze (you'll trinket if he does it), start on
shaman with berserk while your hunter tries to trap the mage and avoids incoming sheeps. Kill
eventually grounding totems, cyclone the mage as soon as possible then burst down the shaman.
Follow the same tactic as SP/Mage or Disc/Mage, and it should be an easy win.

Elemental Shaman / Rogue

Difficulty : Medium
Frequency : Rare

Same tactic as Disc/Rogues, stay behind pillar/grave and wait the shaman rushes you. Burst down
the shaman, cyclone the rogue and/or trap it, and follow by other CC afterwards. Don't let the
shaman freecast or you will die. Don't trinket any other CC except blind!

Warlock / Rogue

Difficulty : Medium
Frequency : Rare

Same tactic as SP/Rogues without dispersion, stay behind pillar/grave and wait the lock rushes
you. Stop the succubus if he uses it. Trinket the KS if you're sure to not get blinded afterwards.
Control the rogue then burst down the lock. Hunter must silence the lock when he iss mid-low
health to prevent him from porting back.

Warlock / Frost Mage

Difficulty : Medium
Frequency : Rare

Same tactic as SP/Mages without dispersion, burst down the lock while your hunter is trying to CC
the mage and avoid incoming CC's. Stop seduces if he uses succubus (charge) and cyclone the
mage as soon as possible. Avoid double fears (Affli)/double stuns (Destr). Stay as close as
possible to the pillars in order to los them if you need. Don't overextend them, or you will die!
While bursting down the lock, once more hunter must silence him when he's low health.

- 66 -

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