TBC Classic Anniversary has brought 2v2 Arena back into a fast, unforgiving meta where games are often decided in seconds. This tier list breaks down the best 2v2 comps in TBC Classic Anniversary, based on real Arena performance, matchup spread, and how reliably a comp can win across different skill levels.
TBC Anniversary Best 2v2 Comps - Classic Anniversary 2v2 Tier List
Some setups dominate through raw burst and opener pressure, others thrive on control, sustain, and smart positioning. Not every “viable” comp makes the cut, and some popular specs fall off hard once you face disciplined players. Rather than ranking comps in a vacuum, this guide focuses on what actually wins games: damage profiles, CC reliability, counterplay, and how forgiving a comp is when things go wrong. Whether you’re pushing rating, looking for a reliable partner, or deciding what to main this season, this TBC Anniversary 2v2 tier list will give you a clear picture of the current 2v2 meta.
S Tier
SLSL Warlock + Restoration Druid
Extremely hard to CC. Double interrupt (Feral Charge + Spell Lock). Cyclone creates impossible kick decisions. Warlock self-dispel via Felhunter. Druid shapeshift immunity to Polymorph. Best survivability in the bracket. Outlasts almost everything.
Rogue + Mage (Sub/Frost)
Absolute control of the game. Blind → Sheep → Sap → Resets. Wins on setup, not raw damage. Can recover even after bad openers. Best CC chain in 2v2. Excellent vs warriors, druids, priests. Outplays almost everything.
Warlock (SL/SL) + Druid
Soul Link + stamina scaling is broken in 2s. Mana win condition + rot pressure. Extremely punishing for comps without dispel.
Rogue + Discipline Priest
Best Disc Comp – No Debate. Blind → Fear chains win games by themselves. Massive opener pressure. Rogue peels endlessly while Priest free-casts. Fear Ward + Will of the Forsaken + Trinket = absurd anti-CC. Double Undead is borderline auto-win vs fear comps. Mass Dispel deletes Paladin defensives.
Hunter + Resto Druid
Viper Sting + Druid mana sustain = brutal drain. Extremely safe playstyle. Auto-wins long games. Strong vs warriors and many healer comps. No offensive dispel. Very player-skill dependent. If you misplay, you lose momentum instantly.
A Tier
SLSL Warlock + Discipline Priest
Much faster kill pressure than RDruid. Offensive + defensive dispels from both players. Hellfire + Prayer of Mending tech vs double DPS. Excellent sustain when played correctly. But Pet healing is harder (no HoTs). Curse of Tongues severely hurts Disc casting and Slightly worse survivability than RDruid version.
Warrior + Restoration Druid
Extremely tanky. Strong pressure over time. Good into many melee and caster comps. Rogue/Mage can hard-counter depending on play. Skill matchup dependent. Still a top-tier ladder comp, but has clear bad matchups.
Arms Warrior + Discipline Priest
Best warrior comp in Season 1. Dispel access is everything. Strong into many meta matchups. Dispel roots/slows. Offensive pressure + defensive flexibility. Better into Mage/Rogue than Warrior/Druid
Arms Warrior + Restoration Shaman
Huge burst potential. Grounding, Tremor, Poison Cleanse. Problems is no reliable dispel. Shaman must hard-carry with perfect grounding/ES. Loses hard to coordinated Mage teams.
Arms Warrior + Holy Paladin
Freedom enables damage windows. Strong offensively. Problems are Paladin very killable in S1. Weak defensively and requires aggressive play to survive.
Rogue + Priest
Strong CC chains. Mana pressure. Loses to better Rogue/Mage teams.
Frost Mage + Discipline Priest
Extremely annoying. Dominates warrior comps. Mage control + Disc damage adds up fast. Priest damage + Mana control wins dampening games. Warlock comps are very hard. Mana is your HP bar
Long, exhausting games.
MM Hunter + Discipline Priest
Mana Burn + Viper = nightmare. Strong dispel control. Very good into warrior comps. Pet is killable.
Priest is bad at pet healing. Requires high awareness.
Rogue + Restoration Druid
Very defensive. Excellent reset potential. Strong CC chains. Faerie Fire destroys Rogue. Blind + Cyclone DR is awkward. Requires perfect Cloak/Vanish timing.
Feral Druid + Sub Rogue
This is the comp you highlighted correctly. Double stealth opener. Extremely surprising burst. Cyclone is game-winning. Blind when trinkets & DRs are down = kills. Feral off-healing adds clutch survivability. S Tier if played by top 1% but A Tier for everyone else.
Rogue + Rogue (Double Sub)
Brutal opener. Extremely annoying. Can instantly delete bad players. Why it falls off is because hard-countered by perception. If healer survives opener → you lose. No sustain.
Pom Pyro + Frost Mage (Double Mage)
Can instantly win the opener. Extremely high burst. Even when countered correctly, double crit Pyros = instant death. Scorch + Improved Scorch amplifies kill potential. Very easy to counter in theory. It's predictable. If you don’t kill early, you likely lose. Healer usually can’t win the follow-up 1v1 if both mages survive.
Pom Pyro + Shockadin
Harder to stop than double mage because it has sustain. Has healing, unlike double mage. Can win opener or later in the match. Pom Pyro doesn’t need to be instantly used.
Retribution Paladin + Restoration Shaman
One of the most well-rounded 2v2 comps in TBC Classic Anniversary. Extremely hard to CC. Very mana-heavy, strong in longer games. Shaman can even play hybrid Resto/Elemental. Consistent pressure, not just burst.
Frost Mage + Shadow Priest
Strong control. High sustained pressure. Synergistic CC chains. Weaknesses are difficult to execute perfectly and sensitive to positioning errors.
Shadow Priest + Rogue
Excellent pressure. Strong kill setups.Synergizes well with control-heavy play.
B Tier
SLSL Warlock + Rogue
Massive opener pressure. Fast games. Strong CC chains. Extremely squishy. But hard countered by Warrior comps and poor longevity. Warrior cleave + Sweeping Strikes is brutal.
Rogue + Discipline Priest
Disc is hard to CC (Fear Ward, pillar play). Strong defensive tools. Can punish mistakes hard. Long games. Requires excellent coordination. Hard target selection decisions. Solid, but not dominant.
Feral Druid + Discipline Priest
Cyclone value. Innervate for Priest. Beats double DPS. Problems are weak CC chains. Feral dies faster than Priest. Cyclones are interruptible. Long, exhausting healer mirrors.
Enhancement Shaman + Discipline Priest
Double dispel. High burst potential. Shamanistic Rage is strong. Cons are extremely mana dependent, gear dependent and no consistent peel.
Balance Druid + Rogue
Rogue buys Boomkin time. Some strong control windows. Decent pressure comps. Problems are
harder setups, gear requirements and less reliable kill windows.
Ret Paladin + Sub Rogue
Extremely aggressive. BoP / Bubble plays. Rogue can be “carried” a bit. Weaknesses are losing many matchups. Requires perfect coordination (cancel auras, vanish timing).
Shadow Priest + Rogue
Excellent pressure. Strong kill setups. Synergizes well with control-heavy play.
Pom Pyro + Elemental Shaman
Can win in the opener. Extremely predictable. One Sap can end the game instantly. Too fragile and linear.
C Tier
Warlock + Mage
Lacks Season 1 damage. Very punishing if mistakes are made. Requires near-perfect execution. Weak sustain.
Warlock + Shadow Priest
Insufficient CC. Shadow Priest becomes a pseudo-healer. Worse than Disc in almost every scenario.
Arms Warrior + Rogue
Rogue carries the comp. Warrior adds pressure. Reality is worse Rogue/Mage, limited CC and viable, not optimal.
Enhancement Shaman + Warrior
All-in opener comp. Surprise factor only. Hard Counters. Mage (auto-loss). No dispel and no sustain.
Enhancement Shaman + Resto Druid
Windfury RNG one-shots. Annoying to face. Why it’s bad because Polymorph destroys it, mana issues, and no reliable CC.
Retribution Paladin + Healer (Disc / Druid)
Gets better later seasons. Too weak early. Dies fast under pressure.
BM Hunter + Rogue
Wins or loses in opener. No real sustain. If hunter is pressured → game over. Reality is fun, fragile and no drain or recovery.
Feral + Hunter
Requires insane effort. Worse than Rogue/BM. Hunter ends up playing BM-lite.
D Tier
UA Warlock (2v2)
Better damage ≠ better outcomes. Loses Soul Link durability. Healer pressure too high. Great in 3s, bad in 2s.
Destruction Warlock (2v2)
The idea is good. Execution fails in real games.
Double DPS Warrior comps (non-Rogue)
No dispel. No sustain. Dies to control.