Know your role

Crowd Control

#1: Understand that chaining crowd control (CC) effects onto healers has far more benefit than dealing damage.


  1. Like crowd control, using dispels has more benefit than dealing damage and often healing.
  2. High pressure enemy DOT class damage (e.g., unstable affliction) can be reduced dramatically with dispels.
  3. Dispel heals and other defensive cool downs from the kill target.


VERY IMPORTANT! Everyone needs to hit the same target; otherwise, you’re wasting your time. Check this link for ideas on how to make that easier.


  1. One person, usually a tank, is the “anchor” for your team. Don’t push ahead of them. They will often be on the flag at a base.
  2. DPS casters should pair up with a healer and stay near them for a few reasons:
    1. If they attack the healer, then the DPS can crowd control the attacker.
    2. If they attack the DPS, then the healer can easily heal their caster and CC the attacker.
    3. In both cases, this attacker will likely become your team’s kill target.
    4. Many damage spells spread to nearby targets. Healers can have this spread damage break them out of crowd control effects.
  3. Casters should set up near obstacles that can be used to line of sight (LOS) the enemy casters. Stay just in range of your “anchor”. Run inside of buildings and behind walls when you’re taking lots of damage. This also might drag enemy melee out of sight of their healers making them easier to kill


  1. If you die, make sure to group up with your teammates before getting back into battle.
  2. A healer with low mana can intentionally die in order resurrect with full mana. An “oom” healer is nearly useless.


Target calling doesn’t have to be as hard as it seems

  1. Pick a target, any target. If everyone hits the same target it won’t matter much.
  2. Choosing the “best” target can help a bit. High output specs like mistweaver monks and destruction warlocks make good choices.
  3. The best target is probably the one that has overextended into your group. For example, a melee that goes past your “anchor” player (e.g., the player on the flag) and goes for your healers or casters makes a good target.
  4. If you have a choice, go after the squishiest targets first; such as Havoc demon hunters, shamans, shadow priest, druids and rogues.
  5. Here’s the hard part. You’ll need to decide whom to swap to if your current target is going to die, used major defensive cool downs or managed to escape.
    1. In particular, keep an eye out for 1) overextended or 2) low health enemy. But again, just pick someone.
    2. Ideally, you’ll say something like “swapping to (enemy player) in 3, 2, 1”.

Run, Forrest, Run: Flag carrying

  1. Be able to cover the map quickly. Demon hunters, monks, druids and protection warriors can do this.
  2. If the enemy is defending their flag, then call for help, group up, then go in and get the flag. The enemy will be short-handed trying to get your flag.
  3. Tell your team where you are at all times. See individual battleground strategies for additional details.
  4. If you’re in trouble and they’re wiping your team then consider going to your graveyard. That way, you don’t have to wait for them to run back to you.
  5. Don’t stand in the open. Make sure you can use obstacles to avoid damage from casters.
  6. If you’re running with a group, make sure you position yourself behind your team and opposite the main group of attackers. This means you might not be running to your base. You might actually be going backwards a bit.

Long periods of boredom, interspersed with moments of pure adrenaline: base defense

  1. #1 rule: Don’t stand near the flag. Otherwise, a rogue will chain CCs on you and cap the flag. Stand ~20 yards away and they will need to run back to the flag after the CC. This gives you time to get out of the CC and stop them from capping the flag.
  2. Classes with pets make the best base defenders, their pets can stop the cap. The next best classes would be stealthies.
  3. DO NOT trinket a rogue’s sap.
  4. Call out how many are attacking to allow your team to send the correct number to help. You can also use the REPorter addon to call numbers. In the meantime, you can use your crowd controls to slow down their attempt until help arrives.



Positioning in RBGs

I know that “certain” melee like to overextend and get the whole group into trouble. But here’s the basics of what we should be doing.


  • Always try to be near an obstacle; if you’re in the open you’re likely to be targeted.
  • Preferably our melee will be between you and the enemy casters.
  • Healers should partner with a DPS caster and stay near each other.
  • If you start taking a lot of damage then get behind the obstacle to LOS (line-of-sight) the enemy casters. Don’t think you need to heal the group or DPS on the kill target at this time.
    • Example: Stay very close to the hut at Waterworks. You can go inside or run to the backside if you get into trouble.
    • If it’s a melee on you then your DPS caster partner can CC and kill them.
    • If it’s just casters then you can wait for them to change targets.
  • Tell your melee to pull back if they get out of range.


  • Try not to hit the enemy in the back of their group. If it was the original kill target then the target caller should switch to someone else.
  • If a melee attacks try to drag them back towards our casters and away from their healers.
  • DKs should be gripping overextended enemy players into our group.
  • It’s OK to be patient. If they’re not after your flag carrier (FC) and not on the flag then there’s no need to be aggressive.
  • Listen when your healers need you to come back (Fraxxure).
  • Preferably, we will have a melee (rogue, warrior, DK, monk) spinning the flag. Ask someone to take over if you’re going to die.


  • Get behind our healers.
  • It’s OK to turn around and go the “wrong way” if the closest group to you is the enemy. The farther they have to chase the more likely we’ll kill their flag carrier.