Warlock / Druid
Warlock/Druid is one of the strongest and most frustrating comps to play against in TBC 2v2. The SL/SL (Siphon Life/Soul Link) Warlock is nearly unkillable — Soul Link splits damage to the pet, Siphon Life provides passive healing, and the Felguard adds DPS. Combined with a Resto Druid's HoTs and Cyclone, this comp grinds teams into dust through sustained DoT pressure and attrition. If you enjoy winning slowly and painfully (for your opponent), this is your comp.
General Strategy
Lock/Druid wins through sustained pressure, not burst. The Warlock keeps DoTs on both enemies (Corruption, Siphon Life, Curse of Agony or Curse of Tongues), sends the Felguard on the kill target, and uses Fear and Death Coil for CC. The Druid heals, Cyclones, and drinks. You win when the enemy healer goes OOM trying to keep up with your DoT pressure.
This comp is extremely durable. Soul Link means the Warlock effectively has 30% damage reduction. The Druid is already the hardest healer to kill. Together, you are nearly impossible to burst down. Your game plan is to survive everything and slowly drain the enemy of resources.
Warlock Role
Keep DoTs on everything. Corruption and Siphon Life should be on both enemy players whenever possible. Use Curse of Tongues on the enemy healer to slow their casts, or Curse of Agony for additional pressure. Send the Felguard to intercept the kill target and use its Intercept stun on cooldown.
Fear is your primary CC. Fear the DPS while DoTs tick on the healer, or Fear the healer while Felguard pounds the DPS. Death Coil is your emergency CC and burst — use it to peel for yourself or the Druid, or as a finisher on low HP targets.
Drain Life is your sustain. When DoTs are rolling and the Felguard is on target, Drain Life to keep yourself healthy. This reduces the healing load on your Druid and makes you even harder to kill.
Druid Role
Your job is identical to any Druid comp: HoTs rolling, Cyclone the enemy healer, and drink behind pillars. The difference with Lock/Druid is that you have less pressure to hard cast — the Warlock's passive damage does the work. Focus on mana efficiency and landing Cyclones.
Dispel Curse of Tongues off yourself immediately if you get hit with it. Abolish Poison to clear any DoTs on the Warlock (rare, but happens vs Rogue teams). Your Cyclone targets should be the enemy healer during Fear DR windows — alternate Fear and Cyclone for extended CC chains.
DoT Pressure and Mana Drain
The win condition is OOMing the enemy healer. Your DoTs do constant, unavoidable damage. The enemy healer must spend mana healing through it every second. Meanwhile, your Druid drinks for free because SL/SL Warlock requires minimal healing. Over 3-5 minutes, this mana differential becomes insurmountable.
Against Druid healers specifically, use Curse of Tongues to slow their casts and Felhunter's Spell Lock (if you swap pets) to interrupt drinks. Against Priest healers, DoT pressure prevents them from Mana Burning safely.
Matchups
vs Warrior / Druid
Warrior trains you — that's fine with Soul Link. Keep DoTs on both, Fear the Warrior when he overextends. Curse of Tongues on enemy Druid. Long mana war — your Druid must drink efficiently.
- Tank the Warrior with Soul Link
- DoTs on both targets
- Curse of Tongues on enemy Druid
- Fear Warrior into Druid Cyclone
- Mana war — efficient Druid wins
vs Rogue / Priest
Survive the opener with Soul Link + Healthstone. After opener, DoTs prevent Rogue re-stealth. Train the Priest with Felguard + DoTs. Fear the Rogue off your Druid.
- Soul Link + Healthstone survives opener
- DoTs prevent Rogue re-stealth
- Train the Priest
- Fear the Rogue off Druid
- After surviving opener, heavily favored
vs Warlock / Druid (Mirror)
Attrition war. Kill the enemy Felguard to drop Soul Link. Whichever Druid drinks more wins. Alternate Fear and Cyclone for CC chains. Very long games.
- Kill enemy Felguard to drop Soul Link
- Druid mana management wins
- Alternate Fear and Cyclone CC
- Very long games — patience
- Drain Mana if running Felhunter
vs Mage / Rogue
Heavily favored. Soul Link tanks their burst. Survive opener, DoT both. They have no sustain. Fear the Mage, train with Felguard. Free win after surviving opener.
- Soul Link tanks burst
- Healthstone during opener
- DoT both after opener — no sustain
- Fear the Mage to prevent Poly
- Free win after first 20 seconds
vs Rogue / Druid
Double stealth openers are annoying but Soul Link survives Rogue burst. DoTs prevent re-stealth. Kill target is enemy Druid — Fear the Rogue, Felguard on Druid. Your DoT pressure outpaces their burst over time.
- Soul Link survives Rogue burst
- DoTs prevent re-stealth
- Kill the enemy Druid
- Fear the Rogue during kill attempts
- Your sustained pressure wins long
vs Warlock / Warrior
You have a healer and they don't. DoT both targets, Druid heals through their pressure. Fear the Warrior off you. Soul Link vs Soul Link but your Druid gives massive sustain advantage. Outlast them.
- You have healer, they don't
- DoT both targets
- Fear the Warrior
- Druid sustain wins the attrition
- Outlast their double DPS
vs Hunter / Druid
Hunter damage is manageable. Soul Link reduces Steady Shot damage. DoTs on both, Fear the Hunter when pet is sent. Curse of Tongues on enemy Druid. Mana war favors you since Hunter pressure is lower than Warrior/Warlock.
- Soul Link reduces Hunter damage
- DoTs on both targets
- Curse of Tongues on enemy Druid
- Fear the Hunter
- Mana war favors you
vs Paladin / Warrior
Paladin cannot dispel Cyclone or Fear. DoT both targets, Cyclone the Paladin, Fear the Warrior. Your CC advantage is massive. Curse of Tongues slows Paladin heals. Drain their mana with sustained pressure.
- Cyclone and Fear — Paladin can't counter
- Curse of Tongues on Paladin
- DoTs on both targets
- Paladin OOMs against sustained DoTs
- Your CC advantage wins
vs Shaman / Warrior
Survive Bloodlust with Soul Link + Druid healing. After Lust fades, Shaman is easy to pressure. DoTs on both, Fear the Warrior, Cyclone the Shaman. Purge Earth Shield. Long game heavily favors you.
- Soul Link survives Bloodlust burst
- After Lust, you are heavily favored
- DoTs on both targets
- Cyclone the Shaman — no escape
- Purge Earth Shield