Arms Warrior PvP Rotation and Playstyle — The War Within (11.0.7)
PvP requires you to perform various actions in the course of a duel, match, or battleground: interrupting/silencing enemies, damaging them, bursting them down, defending yourself, keeping yourself alive, etc.. It is a game mode that fully utilizes your kit, especially spells that are rarely used in PvE. On this page, we go through all the spells you need to use in PvP as an Arms Warrior, how you should use them, and we explain what your playstyle should be.
This page is part of our Arms Warrior PvP Guide.
Playstyle for Arms Warriors
The Arms Warrior has two roles when in an arena: do as much damage as possible and support your team with your broad utility. The most important part is to always have uptime on your enemy. Should your target get away from you, it is better to hit an enemy closer to you until you can regain uptime on your kill target.
In general, PvP comes down to good judgment and decision-making. There are not two matches that are identical, and you will have to use your toolkit differently vs some enemies than the general guideline. However, the most important part is to master the fundamentals of playing arms warrior, like dealing damage, before thinking about how to outplay your opponents, and you should therefore focus on the information and rotations listed in this section for starters.
Before Gates Open
Coordinate with your team who your kill target is going to be and any potential swaps you can do. As the arms warrior, it is often you who determines who your team is focusing.
Though you should save your Intimidating Shout and
Storm Bolt for offensive pressure, you should determine and judge for
yourself if it is better to save them to aid your team defensively, such as
trading it with an enemy Windwalker Monk using
Storm, Earth, and Fire.
Offensive Rotation
Talent Switch
Use the buttons below to select your talents to see how that changes the rotation. This affects both the single-target and multi-target rotation.
Understanding Arms Warrior Damage
Before going into the rotation, it is best to understand how to maximize
your damage as an Arms Warrior. Your primary damaging abilities are
Mortal Strike and
Overpower.
Mortal Wounds must be
maintained
at all times through
Mortal Strike.
Mastery: Deep Wounds amplifies
your
damaging abilities against affected targets, and must be maintained at all
times.
Maintaining Hamstring at all times is critical in order to keep up
with your target and continue to land damage.
Warbreaker applies
Mastery: Deep Wounds and further increases
damage done.
You should use this for burst damage.
Your filler ability Slam should not be used
too much, as the Rage is better spent on
Mortal Strike or
Execute.
Use it when you are near 100 Rage and,
Mortal Strike is on cooldown, and
Execute
is unusable.
Sustained Damage
This list serves as your sustained damage rotation priority.
- Maintain
Hamstring on your kill target at all times.
- Maintain
Mortal Wounds on your kill target at all times.
- If talented, maintain
Rend on your kill target and spread it with
Sweeping Strikes /
Blood and Thunder.
- Use
Avatar and
Warbreaker for when you wish to burst.
- Use
Mortal Strike when it is off of cooldown.
- Use
Skullsplitter when it is off cooldown, so it can line up with
Thunderous Roar.
- Use
Execute when the enemy drops below the threshold or if you get a
Sudden Death proc.
- Hold onto your
Sudden Death proc if you are about to burst with
Warbreaker.
- Hold onto your
- Use
Overpower to deal damage and empower your next
Mortal Strike.
- Use
Thunder Clap as a rage dump.
The Opener
The opener refers to your team's opening CC chain and damage done as soon as you get out of the gates. The main goal in the opener is to force your enemies to use their cooldowns. If the enemy healer or your kill target uses their trinket in the opener, they are in trouble. There is no reason to hold onto your cooldowns at the start of the match; apply your team's CC chain and burst to gain momentum.
This is the rotation you should use on your target at the beginning of the game.
- Use
Charge to close the gap between you and the target.
- Use
Hamstring on the enemy to slow them.
- Use
Storm Bolt on your kill target.
- If
Shockwave is talented, use
Storm Bolt on their healer and
Shockwave for the kill target.
- If
- Use
Avatar.
- Use
Warbreaker for burst.
- Use
Thunderous Roar.
- Use
Skullsplitter.
- Use
Mortal Strike to apply
Mortal Wounds.
- Use
Execute if you get a
Sudden Death proc.
- Use
Bladestorm.
- Use
Mortal Strike empowered by
Sharpen Blade if the enemy has sustained damage and your CC chain is about to end.
- Use
Overpower to deal damage.
- Use
Thunder Clap if talented.
- Use
Intimidating Shout as a follow-up to any CC applied by your team or to start your team's CC chain. This point takes priority anywhere in the rotation if you judge that you can keep up the pressure to potentially land the kill.
Burst Damage
When you have the enemy healer in crowd control, and you are trying to kill an enemy, you use your burst damage.
- Use
Storm Bolt on your kill target.
- If
Shockwave is talented, use
Storm Bolt on their healer and
Shockwave for the kill target.
- If
- Use
Avatar.
- Use
Warbreaker.
- If the enemy team is stacked and it will not slow you down enough for the
enemy to stop your burst
rotation, use
Sweeping Strikes.
Thunderous Roar.
- Use
Skullsplitter.
- Use
Mortal Strike on cooldown.
- Use
Execute if your kill targets drop below the threshold or if
Sudden Death procs.
- Use
Bladestorm.
- Use
Sharpen Blade as soon as the enemy healer leaves CC or uses healing cooldowns.
- Use
Overpower.
Defensive Techniques
Die by the Sword is your main defensive cooldown. This is a very
powerful defensive against melee teams and offers a decent damage reduction
against casters
as well.
PvP is all about trading cooldowns, and you should primarily aim to use this as
a response to
either the enemy team landing a CC-chain on your healer/team, or big offensive
cooldowns like
Avenging Wrath. In doing so, you will be preventing the most
damage possible,
and you will allow your team to catch up to rescue you.
Defensive Stance is a great talent, despite the nerfs to this
ability, which can be
the difference between life and death. The general rule of thumb for this
ability is to try only
to have it active while sustaining more damage than you can deal or when you
anticipate a setup
from the enemy team. Avoid sitting in it for excessive amounts of time, as the
penalty is greater
on you than the enemy team.
It is important to master the ability to preemptively put yourself in
Defensive Stance before you get hit by dangerous abilities like
Kidney Shot.
Heroic Leap has great pursuit potential but can be equally powerful
when trying to
survive. Breaking the line of sight of enemies will nullify most of their
damage, and is a great
way to prevent being killed by unstoppable cooldowns like
Combustion.
Rallying Cry is a great defensive for you and your team, especially
when in conjunction
with
Master and Commander and
Inspiring Presence. Beware, as
the health gained
is lost at the end of the duration and can surprise kill you or your teammates.
Shield Block is kind of a niche ability that Warriors got back with
Shadowlands.
It blocks any non-enhanced melee attack and ranged attack (Hunters). It does not
work against
abilities like
Templar's Verdict or
Obliterate that is frost
enhanced. This
ability can serve as a last line of defense if you are hitting into abilities
like
Evasion
and you have nothing to use or cannot swap targets, then you can switch weapons
to
Shield Block.
Impending Victory is your only on-demand heal and should be taken
advantage of when you can.
Good Bladestorm/Avatar usage
Bladestorm and
Avatar are great burst cooldowns, but
they are just as valuable
for their anti-CC components. Against Mage,
Restoration Shaman, Druid, and other similar classes
with roots, it may be better to use these abilities to break out of these roots
instead of for burst
damage. We advise learning the cooldowns of enemy roots so you get an idea of
when you can use your
abilities for burst and when you should use it to cleanse yourself.
Similarly, Bladestorm makes you immune to all CC and can be
very effective at ruining
the enemy's attempt to kill you with abilities such as
Kidney Shot if
timed correctly. You
have about a 0.25 sec grace period, where using
Bladestorm after
being hit with CC will
still activate it and break you out of the CC.
Good Intimidating Shout usage
Intimidating Shout is a very powerful ability that can make or
break your game. This ability
is as strong offensively as it is defensively. For this reason, this ability can
be the hardest to
determine how to use best. Good ways to use it offensively is to use it as a
follow-up CC, to an already
applied CC on the enemy healer, or to start a CC chain. The enemy team will try
to stop your team from
applying other forms of CC like
Polymorph or
Hex. If you can
land an
Intimidating Shout
onto all of the enemy team, your team will be in a prime position to burst and
apply CC without having to
worry about being stopped. This way, you can turn the tides of a fight by, for
an example, using it on a
Windwalker Monk with
Storm, Earth, and Fire during
Fists of Fury, to nullify his/her offensive
burst and letting you
Storm Bolt your kill target to counter pressure
with your team.
Intervene
Intervene is one of the best tools Arms Warrior has for the team. It
allows you to quickly
reposition to your chosen teammate and then redirect all melee and ranged
attacks onto you. Keep in mind
that this ability does not do anything against spells.
Use it frequently and in response to enemy attempts
to kill your teammate. Do not be
afraid to combine it with
Die by the Sword if you suspect the redirected
damage is strong enough to
kill you.
Macros
It is advised to use Macros to use abilities on enemies or allies without having to target them. For this reason, we have a page dedicated to them.
Changelog
- 15 Dec. 2024: Reviews for Patch 11.0.7.
- 21 Oct. 2024: Reviewed for Patch 11.0.5.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Updated for The War Within
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated for Season 4
- 19 Mar. 2024: Updated for Patch 10.2.6
- 15 Jan. 2024: Updated for Patch 10.2.5
- 06 Nov. 2023: Updated for Patch 10.2
- 04 Sep. 2023: Reviewed for Patch 10.1.7.
- 10 Jul. 2023: Reviewed for Patch 10.1.5
- 09 May 2023: Updated for Dragonflight Patch 10.1.
- 21 Mar. 2023: Updated for Patch 10.0.7.
- 30 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 22 Nov. 2022: Updated for Dragonflight pre-patch.
- 31 Jul. 2022: Updated for Shadowlands season 4.
- 31 May 2022: Reviewed for Patch 9.2.5.
- 28 Feb. 2022: Page reviewed and approved for Patch 9.2.
- 08 Nov. 2021: Page reviewed for Patch 9.1.5.
- 13 Oct. 2021: Mentioned the importance of maintaining Hamstring.
- 02 Jul. 2021: Updated for Patch 9.1.
- 27 Dec. 2020: Rewritten by Karanze for Shadowlands season 1
- 05 Dec. 2020: Updated Burst Rotation to include Covenant Ability.
- 29 Nov. 2020: Removed outdated Traits and Essences.
- 22 Oct. 2020: Updated Defensives section.
- 14 Oct. 2020: Updated for Shadowlands pre-patch.
Other PvP Guides
This guide has been written by Karanze, an experienced Gladiator Warrior player who has been a Stormforged/trusted member in the popular Warrior class discord Skyhold. You can watch his stream on Twitch.
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