Mage / Rogue

Mage/Rogue is the ultimate glass cannon comp. Double DPS with no healer — you win fast or you lose. The combination of Sap + Polymorph CC chains and Rogue burst + Mage Shatter combos can delete targets in seconds. This comp is unforgiving — one mistake costs you the game because you have no sustain. But when played perfectly, Mage/Rogue is one of the most electrifying and lethal comps in TBC.

General Strategy

Mage/Rogue is all about the opener. You have roughly 15-20 seconds to score a kill before the enemy team stabilizes. The Rogue Saps the healer, the Mage Polymorphs for follow-up, and both unload on the DPS target. If the target doesn't die in the opener, you reset with Vanish + Invisibility and try again.

You have zero sustain. Bandages are your only healing. Every second the game goes on, your chances of winning decrease. Speed is everything.

The Opener

Standard opener: Rogue Saps the healer → Rogue opens on DPS with Cheap Shot → Mage begins casting Frostbolt on the DPS → Rogue Kidney Shots the DPS → Mage lands Shatter combo (Frost Nova + Frostbolt + Ice Lance) during Kidney Shot → Mage Polymorphs the healer as Sap expires.

The damage during Kidney Shot + Shatter combo is enormous. With both players bursting simultaneously, most targets die in 4-6 seconds. If they trinket the stun, the Mage uses Cold Snap for a second Frost Nova + Shatter sequence.

Mage Role

You are the burst damage and CC support. Pre-position for the opener so your Frostbolt is mid-cast when the Rogue Cheap Shots. Frost Nova the kill target during Kidney Shot for Shatter combo. After the burst, Polymorph the healer to extend CC.

Counterspell is critical — use it to interrupt enemy healer casts during your kill window. Ice Block is your defensive — use it if you are being focused. After Ice Block, Blink away and try to reset with Invisibility.

Blizzard and Cone of Cold are useful for AoE slow to prevent enemies from reaching you after the opener. Kiting is essential — if a Warrior reaches you, you die.

Rogue Role

Maximum burst during the opener. Cheap Shot → dump damage → Kidney Shot → continue burst. Use Blade Flurry if both enemies are stacked. Cloak of Shadows defensively if you get caught in AoE or DoTs.

Blind is your emergency CC. If Polymorph gets interrupted, Blind the healer. Vanish for re-stealth if the kill attempt fails. Your job is to create the CC setup (Sap + stuns) and the Mage does the rest.

The Reset

If the opener fails, do NOT keep fighting. You have no healer — extended combat kills you. The Rogue Vanishes, the Mage uses Invisibility (or Ice Block → Invis). Both re-stealth and wait for cooldowns. Second opener usually kills because the enemy has already used trinket.

If you cannot reset (DoTs prevent stealth, no Vanish available), commit to the kill on whoever is lower. At this point it is all or nothing.

Matchups

vs Warrior / Druid

Kill the Druid. Sap Warrior, Sheep Warrior as Sap breaks. Both DPS Druid. Spell Steal HoTs. Must kill in opener or reset immediately.

  • Kill the Druid, not the Warrior
  • Sap Warrior → Sheep as Sap breaks
  • Both DPS on Druid during CC
  • Spell Steal HoTs
  • Reset with Vanish + Invis if opener fails

vs Rogue / Priest

Whoever opens first wins. Kill the Priest — squishy. Ice Block if they open on Mage. Rogue Vanish to reset if caught.

  • Kill the Priest — squishy
  • Opener advantage is everything
  • Ice Block if they open on Mage
  • Vanish to reset if caught
  • Find enemy Rogue first

vs Warlock / Druid

Worst matchup. SL/SL tanks burst, DoTs prevent reset. Kill Druid. Must kill in opener or you lose. Cloak for Vanish.

  • Kill the Druid
  • SL/SL Warlock is unkillable
  • Cloak before Vanish to clear DoTs
  • If opener fails, you probably lose
  • Worst common matchup

vs Rogue / Druid

Similar stealth game. You have more burst, they have sustain. Open on the Druid. Sheep the enemy Rogue. Must kill fast — Druid healing outlasts you.

  • Kill the Druid
  • Sheep the enemy Rogue
  • More burst but no sustain
  • Must kill fast
  • Opener determines the game

vs Warrior / Druid

Same as above — Druid is the kill target. Warrior peeling is the problem.

  • Same approach as Warrior/Druid
  • Kill the Druid
  • Sheep the Warrior
  • Must kill in opener
  • Very difficult matchup

vs Warlock / Warrior

Both double DPS but they have Soul Link sustain. Open on the Warlock — Sap the Warrior. Shatter combo the Warlock. They're tankier but you have more CC.

  • Open on Warlock, Sap Warrior
  • Shatter combo the Warlock
  • They're tankier with Soul Link
  • Your CC advantage creates windows
  • Must kill before DoTs overwhelm

vs Hunter / Druid

Flare detects your stealth. Approach carefully. Kill the Druid — Sap Hunter. Scatter/Trap on your Mage is dangerous. Sheep the Hunter as backup CC.

  • Watch for Flare
  • Kill the Druid, Sap Hunter
  • Sheep Hunter as backup CC
  • Scatter/Trap on Mage is dangerous
  • Approach from unexpected angles

vs Paladin / Warrior

Kill the Paladin — tanky but no escape. Sap Warrior, Sheep Warrior. Both DPS Paladin. Wait out Bubble, re-open. Freedom doesn't help against your burst.

  • Kill the Paladin
  • Sap → Sheep the Warrior
  • Wait out Bubble then re-open
  • Freedom doesn't stop your CC
  • Burst through plate with Shatter

vs Shaman / Warrior

Sap Warrior before Bloodlust. Open on Shaman — very squishy. If Lust goes off, Ice Block and reset. Kill the Shaman in one opener.

  • Sap Warrior before Bloodlust
  • Open on Shaman — squishy
  • Ice Block if Lust goes off
  • Kill Shaman in one opener
  • Shaman has no escape