Warlock / Warrior
Warlock/Warrior is a double DPS comp that overwhelms healers with simultaneous pressure from two angles. Mortal Strike reduces healing by 50% while DoTs tick for unavoidable damage — most healers cannot keep up with both. Soul Link makes the Warlock surprisingly tanky for a DPS, and the Warrior's mobility with Intercept and Hamstring prevents kiting. This comp trades healer safety for raw kill pressure and is at its best in short, aggressive games.
General Strategy
Warlock/Warrior wins by overwhelming the enemy healer with more damage than they can heal. The Warrior trains the kill target with Mortal Strike while the Warlock DoTs everything and uses Fear for CC. There is no healer to fall back on — if you are not killing, you are losing. Games should end in 1-3 minutes.
Target selection is critical. Against healer/DPS comps, you usually train the DPS while fearing the healer. Against double DPS, kill whoever is squishier. The Warlock calls Fear targets and the Warrior calls Intercept swaps.
Warrior Role
Your job is identical to any Warrior comp — MS uptime on the kill target, Hamstring everything, Intercept to close gaps. The difference is you have no healer, so Spell Reflect and defensive stance are even more important for survival. Bandage between engagements when safe.
Intimidating Shout into Warlock Fear creates a huge CC chain on the enemy healer. Coordinate burst during these windows — pop Recklessness when the healer is CC'd.
Warlock Role
Keep DoTs on both targets. Corruption, Siphon Life, and Curse of Agony on the kill target. Curse of Tongues on the enemy healer to slow casts. Felguard Intercept stun on cooldown for extra CC on the kill target.
Drain Life is your sustain since you have no healer. When DoTs are rolling and the Warrior has good uptime, channel Drain Life on the kill target — this heals you and deals damage simultaneously. Healthstone is your emergency button.
Fear is your primary CC tool. Fear the healer to create kill windows. Alternate Fear with Warrior's Intimidating Shout to chain CC. Death Coil is your burst finisher or emergency peel.
Win Condition
Kill before you die. With MS debuff active and DoTs ticking, most targets take 4000-5000 damage per second. A 6-second Fear on the healer during this pressure is usually lethal. If the game goes past 3 minutes without a kill, your chances drop significantly since you have no healing sustain.
Matchups
vs Warrior / Druid
Train the Druid. MS + DoTs overwhelm HoTs. Fear enemy Warrior. Soul Link + Drain Life for survival. Must pressure before Druid drinks.
- Train the Druid
- Fear enemy Warrior
- MS + DoTs overwhelm HoTs
- Soul Link for survival
- Pressure before Druid drinks
vs Rogue / Priest
Train the Priest. Soul Link survives opener. DoTs prevent re-stealth. Fear the Rogue. Priest is squishy under sustained MS + DoT pressure.
- Train the Priest
- Soul Link survives opener
- DoTs prevent re-stealth
- Fear the Rogue
- Priest folds under double pressure
vs Warlock / Druid
They have a healer, you don't. Must kill the Druid before running out of Healthstones. MS the Druid, DoT both. Fear the Warlock. Uphill battle.
- Kill the Druid
- They have healer advantage
- MS the Druid, DoT both
- Fear the Warlock
- Must kill before you run out of sustain
vs Mage / Rogue
Both double DPS but Soul Link makes you tankier. Survive opener, DoT both. No sustain for them. Fear the Mage, train with MS.
- Soul Link makes you tankier
- Survive opener
- DoT both — no sustain for them
- Fear the Mage
- Warrior Spell Reflect Poly
vs Rogue / Druid
Soul Link survives opener. DoTs prevent re-stealth. Kill the Druid — Rogue can't heal. Fear the Rogue during kill windows. MS debuff on Druid.
- Soul Link survives Rogue burst
- DoTs prevent re-stealth
- Kill the Druid
- Fear the Rogue
- MS debuff on Druid
vs Warlock / Warrior (Mirror)
Mirror — both teams have same tools. Focus on landing more Fears and having better DoT uptime. Warrior who stays on target longer wins. Soul Link vs Soul Link.
- Land more Fears
- Better DoT uptime wins
- Warrior uptime is key
- Soul Link vs Soul Link
- Healthstone management matters
vs Hunter / Druid
They have sustain, you don't. Train the Druid with MS + DoTs. Fear the Hunter. Must kill before you run out of Healthstones. Viper Sting from Hunter hurts your Warlock.
- Train the Druid
- Fear the Hunter
- MS + DoTs on Druid
- Viper Sting is annoying
- Must kill before running out of sustain
vs Paladin / Warrior
Paladin can't dispel Fear. DoTs + MS on the Paladin. Fear the enemy Warrior. Curse of Tongues slows Paladin heals. Your CC advantage creates kill windows.
- DoTs + MS on Paladin
- Fear the enemy Warrior
- Curse of Tongues on Paladin
- Paladin can't dispel Fear
- Your CC advantage is big
vs Shaman / Warrior
Survive Bloodlust with Soul Link. After Lust, your sustained pressure wins. DoTs on both. Fear the Warrior. Shaman can't escape your Warrior. Purge Earth Shield.
- Soul Link survives Bloodlust
- After Lust you are favored
- DoTs on both targets
- Fear the Warrior
- Purge Earth Shield