Marksmanship Hunter PvP Rotation and Playstyle — The War Within (11.1.0)
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 a Marksmanship Hunter, how you should use them, and we explain what your playstyle should be.
This page is part of our Marksmanship Hunter PvP Guide.
Playstyle for Marksmanship Hunters
The main role for a Marksmanship Hunter is simple: use your mobility and
stuns/slows/roots to land Freezing Traps on the enemy healer, and use
your cooldowns to burst your enemies down. You should try to avoid committing
burst cooldowns unless there is crowd control available for the enemy healer.
You have multiple ways to do high burst damage as well as no "ramp," meaning
that when you switch targets, your damage is immediate and frontloaded; you
should take advantage of this.
You should coordinate with your teammates so there is always a stun available for the kill target during your crowd control combinations on the enemy healer and crowd control on any off-target that would otherwise be able to interrupt your rotation.
Before Gates Open

Choose your talents. Talents and PvP Talents are expanded on separately in this guide, but as a baseline, these PvP talents are good in everything:
Survival Tactics
Chimaeral Sting
Aspect of the Fox or
Consecutive Concussion (2v2)
How To Open
The opener refers to your team's opening crowd control 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 uses their trinket in the opener, you will have an advantage over them for the next 90 seconds.
As Marksman, more than most other specs, you want to be setting the pace of the game as soon as possible with the strongest opener possible.
In a perfect world, the Healer will always be stunned before you throw your
Freezing Trap. This makes the process a lot easier and more reliable.
You have two stuns available to use on healers to set up your own traps
(
Intimidation and
Binding Shot).
If your team doesn't have many stuns for your kill target, you may want to
save Binding Shot to lock the enemy DPS down. You should be careful
doing this, though, because if you
Binding Shot at the wrong time, you
may accidentally refresh the diminishing returns on more than one player and
delay the next go.
If you are going to stun a healer before your first Trap from
Camouflage, using
Intimidation will make it easier for you to
also pre-cast an
Aimed Shot because if you had used
Binding Shot, the stun will only happen when the enemy moves to the
edge of the Bind, which may be too late or soon.
What follows is a generic opener. In the actual game, there will be
variations based on comp; for example, if you are playing with a rogue, they
can Sap the Healer instead of you using
Freezing Trap.
The Marksmanship Hunter Arena Compositions page of this guide gives guidelines on the game plan for Marksmanship Hunter comps in 2v2 and 3v3 arena.
- Use
Camouflage
Being in stealth (Camouflage) will allow you to reliably get clean openers.
While in stealth, you want to position near the enemy healer to make it easier
to land your Freezing Trap, but still with a decent distance between
you and the DPS wherever possible.
- Cast
Flare if any member of the enemy team is in stealth
If somebody is in stealth, it is also a good idea to Disengage
towards the area you are expecting them to be in before firing the
Flare to catch them off-guard and be able to throw the
Flare
further than they would expect.
- Cast
Hunter's Mark on your kill target
This will give you a damage bonus on your opener, although it will also make
it obvious the player you are going to open on and they might move to a pillar.
If they do move to a pillar, it is fine to open on their partner without the
Hunter's Mark. You can also refresh it onto the same target if it's
dispelled or apply it to different targets as much as you want; there is no
cooldown on
Hunter's Mark, as long as you are out of combat (in stealth).
- Pre-cast
Aimed Shot
Do this when you are within at least 30 yards of the enemy healer, which will enable you to reliably do the next steps.
When opening from Camouflage with
Aimed Shot, you will be
able to get the cast off without the risk of being crowd controlled on the
cast. You will then get the
Precise Shots buff, which you can consume
with
Arcane Shot to ensure that your next
Aimed Shot is easier
to cast because it will benefit from the
Streamline cast time
reduction.
- Cast
Intimidation on the enemy healer as the cast ends
If you have high Haste and are very close to the enemy healer you may have
enough time to quickly fire a Black Arrow at
your kill target or
Scatter Shot at an off-target before the
Intimidation ends, but if you aren't sure go straight to the next step.
Note that if you are playing with a class that is able to stun, they should
stun your kill target immediately when you use Intimidation.
- Cast
Freezing Trap on the enemy healer
Using the @cursor Freezing Trap macro (which you will find in the
Macros section of this guide.
), you should find it easy to trap healers out of stuns.
The next step depends on whether you need to cross-crowd control the off-target, or whether you want to do more damage immediately.
- (If 3v3) cast
Scatter Shot on the "off target" (the enemy who is not the Healer or your kill target)
- (If 2v2) cast
Rapid Fire (Use
Black Arrow first if available)
The correct choice here will vary based on the game. For example, if you are
playing with a Holy Priest in organized 3v3, they will probably use
Holy Word: Chastise on the off-target, and you can go straight into using
Rapid Fire or
Black Arrow, and potentially use
Scatter Shot on the off-target afterward to help your Priest land a
Psychic Scream out of the Trap.
It's ideal to crowd-control the off-target early to prevent them from doing damage, crowd-controlling your team on their burst, or using defensives on the enemy kill target.
- Proceed with your burst damage rotation
In some situations, it's worth casting Tar Trap on the offtarget out
of the
Scatter Shot to extend the crowd control chain, but this is
situational and usually not worth doing into specializations that are able to
break roots.
Offensive Rotation
The Marksmanship rotation is based around using Aimed Shot to
generate stacks of
Precise Shots, which buffs your next
Arcane Shot (or
Kill Shot/
Black Arrow when
talented into
Headshot).
Once you consume a Precise Shots stack, you are granted two stacks
of
Streamline, which reduces the focus cost and cast time of
Aimed Shot.
There are other ways to generate stacks of Streamline, based on
your talents, but for the most part your
Streamline stacks will be
generated by
Arcane Shot (and
Kill Shot/
Black Arrow if talented into
Headshot). The Marksman rotation
is centred around alternating between
Aimed Shot and
Arcane Shot, using
Rapid Fire and
Kill Shot/
Black Arrow whenever they are available.
You need to be regularly alternating these spells in order to maintain
momentum in your damage, and to keep your Aimed Shot cast times
reasonable, which has extra importance in PvP as this is how you apply your
Mortal Wounds effect through
Manhunter.
Burst Damage
- Use
Black Arrow whenever it is available if
Dark Ranger
- Use
Trueshot (try to delay this until you have a
Rapid Fire or
Lock and Load proc available so that they benefit from your
Double Tap)
- Use
Rapid Fire
- Use
Arcane Shot (if you have
Precise Shots active)
- Use
Aimed Shot (if you have do not have
Precise Shots active)
- Alternate between
Arcane Shot and
Aimed Shot until
Rapid Fire is about to be available
- During the rotation and particularly around this point, you should be thinking about what has been used by the enemy team and if it is worth swapping targets. For example, if your kill target has used defensive cooldowns, you may want to swap targets to the other DPS.
- At this point, your Trap on the Healer should have just ended, and if you
are not crowd-controlled and still have pressure, it is worth casting
Chimaeral Sting on the enemy healer if your team is not able to cast a disorient category crowd control (e.g.
Blind,
Psychic Scream,
Blinding Light,
Intimidating Shout) on the enemy healer after the Trap ends.
- Use
Volley (if playing
Salvo)
- Use
Rapid Fire
- Use
Arcane Shot (if you have
Precise Shots active)
- Use
Aimed Shot (if you have do not have
Precise Shots active)
Sustained damage
Sustained damage is damage you do when your burst cooldowns
( Salvo and
Trueshot) are not available.
- Use
Black Arrow/
Kill Shot whenever available (although you can also save
Deathblow procs for a crowd control chain when the target is stunned for higher kill potential during a go if you are playing
Sentinel)
- Use
Rapid Fire as often as you can (although try to spend focus before casting
Rapid Fire and avoid casting
Rapid Fire if you think it will be interrupted)
- Use
Aimed Shot when you have the
Streamline buff but do not have the
Precise Shots buff
- Use
Arcane Shot when you have the
Precise Shots buff
- Use
Explosive Shot ideally when you're able to
Rapid Fire afterward to maximize the burst or when
Aimed Shot is on cooldown and you do not have the
Precise Shots buff
- Use
Steady Shot when you are not able to do anything else
- Refresh
Hunter's Mark if you are disarmed and not able to use anything else (e.g.
Tranquilizing Shot or
Concussive Shot which can also both be used whilst disarmed)
The above priority list is based on how to do the most damage, although you
should be aware of how powerful Tranquilizing Shot is and weave this
into your rotation whenever you can if the target has any magic buffs. When
your
Tranquilizing Shot can hit two players through
Kodo Tranquilizer, you should be using it on cooldown.
Maintain Concussive Shot on your target if you are kiting or if your
teammate needs it. Remember,
Steady Shot refreshes the
Concussive Shot debuff.
How to Trap Healers
Hunter comps rely heavily on landing Freezing Trap on the enemy
healer, and this requires some setup (and a lot of practice).
It is much harder (and much less reliable) to land traps during combat without a stun or crowd control already on your target.
I would recommend using the @player version of the Freezing Trap
macro if you are not confident aiming traps yet. You can find this in the
Macros section of this guide.
Tools you have to help you trap:
Intimidation
Binding Shot (this is a little less reliable/predictable than
Intimidation because your target can stand still or do things like use
Phase Shift to leave the Bind or
Grounding Totem, or
Blessing of Sacrifice before leaving the Bind to counter your Trap)
Concussive Shot (
Consecutive Concussion helps with trapping)
Tar Trap +
Entrapment
Disengage (If you are struggling to trap and aren't able to stun to set it up, I recommend that you use the @player
Freezing Trap macro instead of aiming your Trap. Use
Disengage or
Concussive Shot as needed to move on top of them)
Tranquilizing Shot (eg for
Holy Ward or
Nullifying Shroud)
High Explosive Trap and
Bursting Shot (if you miss a trap, you can always knock them into it!)
Every healing class has multiple ways to dodge or deny your Trap; below is a non-exhaustive list of what each healing specialization has to avoid traps and some tips specific to that Healer. Having an addon like Omnibar to track important enemy cooldowns and Gladiatorlossa2 to tell you when they are used will make your life a lot easier.
Remember that in all cases, healers can use mobility and erratic movement to make it difficult for you to trap them. Also, remember that when they are spending global cooldowns trying to outplay your Trap and moving instead of casting, you are still applying pressure even though the Healer is not caught in a trap because the Healer is spending their time trying to avoid you, rather than doing an optimal healing rotation.
A healer can counter your Binding Shot by standing still to avoid
the stun. You should try to use
Binding Shot when the healer is already
running, and aim so that the reticle is on the healer so the stun procs
immediately. Also remember that if a healer does stand still during
Binding Shot, you can use
High Explosive Trap to knock them into
the stun.
Discipline Priest
When trapping Discipline Priest s you must be aware of:
Shadow Word: Death
Phase Shift
Psychic Scream
Mind Control (cast as you throw the Trap)
Shadowmeld
Ultimate Penitence
Tips when facing Discipline Priests
You may notice that almost all of the Discipline Priest abilities that
can be used to avoid your traps are on the Shadow spell school. When you are
standing near the Priest in the middle of the game by kicking them on the
shadow spell school, they will not be able to use Shadow Word: Death or
Fade to avoid your Trap.
You must always be aware of Psychic Scream, too. If you get too
close to a Priest, when it is off cooldown, your plans will backfire, and you
will be feared.
Other than that, trapping Discipline Priests is about tracking the cooldown
of Shadow Word: Death and
Fade and throwing the Trap when they
are not able to use either (or stunning when they don't have
Fade).
During Ultimate Penitence, a Discipline Priest is immune to
interrupts and crowd control. You can trap the initial cast if you are quick,
but if the channel begins, they will be immune to your Trap.
Holy Priest
When trapping Holy Priests you must be aware of:
Shadow Word: Death
Phase Shift
Holy Ward
Spirit of the Redeemer
Divine Ascension
Mind Control (cast as you throw the Trap)
Shadowmeld
Tips when facing Holy Priests
Holy Priest is similar to Discipline with a few changes.
They have Holy Ward, which must be purged with
Tranquilizing Shot (if you are unlucky and do not get the dispel, you
will need to wait 15 seconds for it to expire unless your partner can take it
off).
When a Holy Priest uses Spirit of the Redeemer, you can place a trap
underneath the angel to trap them instantly when it ends. Be careful, though -
if you do this too soon, their partners may try to eat the Trap, or the Priest
may see you throw it and cancel the
Spirit of the Redeemer into a
Fade to immune the Trap.
Ideally, you would hold Chimaeral Sting into a Priest until they
have used
Spirit of the Redeemer, because otherwise, they can use this to
be immune to your silence.
Holy Paladin
When trapping Holy Paladins you must be aware of:
Blessing of Sacrifice
Blessing of Protection (on the stun before trap)
Hand of Reckoning
Blessing of Freedom +
Divine Steed
Hammer of Justice
Blinding Light
Searing Glare
Tips when facing Holy Paladins
The main thing here is to be very aware of versus a Holy Paladin is
Blessing of Sacrifice. When this is active you should not trap the
Paladin as the trap will break instantly unless you are playing with
Diamond Ice. A thing to be aware of is that during a
Diamond Ice
Freezing Trap, the damage reduction from
Blessing of Sacrifice has no effect.
Remember that Holy Paladins are relatively squishy, so swapping to the Holy
Paladin when they use Blessing of Sacrifice is always an option. If you
are able to force their
Divine Shield doing this, they will gain
Forbearance and will not be able to use
Blessing of Protection
to escape the next stun into
Freezing Trap combo.
When you are trapping out of Intimidation into a Holy Paladin, make
sure you throw the Trap immediately, as otherwise, they can escape the Trap by
removing the stun with
Blessing of Protection.
Like with Priests and Psychic Scream, you need to be careful when
standing next to a Holy Paladin to avoid
Blinding Light.
An interesting quirk in this matchup is that if a Paladin gets
Searing Glare of on you, you are still able to root them with the
Entrapment effect from
Tar Trap, which you should take
advantage of to keep the Paladin standing still until the debuff fades.
Mistweaver Monk
When trapping Mistweaver Monks you must be aware of:
Eminence
Revival with
Peaceweaver
Paralysis
Leg Sweep
Ring of Peace
Roll/
Chi Torpedo
Tips when facing Mistweaver Monks
Mistweaver Monks are difficult to trap when they know it is coming because
of their high mobility. As another complication, they are able to teleport away
when stunned using Eminence.
Fortunately, to be able to do high-output healing, Mistweaver Monks need to stand still. Either throw the Trap when you see them casting and do not think they will move, or follow them until they have no movement abilities left, and then throw your Trap.
Avoid trapping out of stuns into Mistweaver Monks unless you know they are
out of range of their Transcendence: Transfer (40 yards) and have
already used
Revival (which can be used while stunned to immune your
Trap).
If you are facing a "Fistweaver" (melee) Mistweaver Monk, it is easy to trap
them when they chase you using the @player Freezing Trap macro, and
between your traps, it is a good idea to swap onto the Fistweaver, as they are
often the easiest kill target on their team.
It is also good to slow or use High Explosive Trap on Fistweaver
monks wherever possible, as they are unable to heal without being able to
attack something in melee range.
Preservation Evoker
When trapping Preservation Evokers you must be aware of:
Nullifying Shroud
Hover
Deep Breath
Dream Flight
Stasis to dispel themself
Dream Projection by hitting themself with it as trap lands
Tips when facing Preservation Evokers
Nullifying Shroud is a big counter to Hunters. Unless somebody on
your team is able to remove the Shroud, a lot of the time, it is easier to do
your opener without using crowd control on the Healer just to build momentum.
Remember, you can still kick the Evoker during
Nullifying Shroud.
Avoid using Intimidation on an Evoker the moment that
Nullifying Shroud ends because they will see the buff wearing off and
use either
Deep Breath or
Dream Flight at that moment to immune
your stun.
If an Evoker is casting Dream Projection, use
Counter Shot
before throwing your
Freezing Trap if available, as they can otherwise
use the Projection to dispel themself.
Restoration Druid
When trapping Restoration Druid you must be aware of:
Wild Charge
Dash
Mighty Bash/
Rake/
Maim into
Cyclone
Tranquility with
Preserve Nature
Grove Guardians (spawning tree NPCs that may "eat" your traps)
Growl on your pet
Shadowmeld
Tips when facing Restoration Druids
Restoration Druids are one of the hardest targets to trap. They do not cast as much as other healers and, therefore, have no reason to stand still when you chase them.
With practice, you get used to their movement, and it gets easier to trap them, but do not allow the Druid to bait you into bad positions when chasing them.
Be careful of Grove Guardians. Restoration Druids will deliberately
spawn these non player characters when you push for a trap to make it more
difficult for you to aim. Take your time and be precise when you can see the
trees spawn next to the Druid.
When facing Druids, remember to take Kodo Tranquilizer. This will
greatly reduce the Druid's healing efficiency, and you can then win by
maintaining pressure and surviving rather than relying on big crowd control
setups.
Restoration Shaman
When trapping Restoration Shamans you must be aware of:
Grounding Totem
Thunderstorm
Lightning Lasso
Earthen Wall Totem (does not stop the Trap but will stop you from being able to kill their teammates)
Spirit Link Totem
Tips when facing Restoration Shamans
The main thing to watch for here is Grounding Totem. Good Shamans
will be very quick with using it, stand near them, apply slows and roots, and
wait it out. When the Shaman uses
Grounding Totem, quickly Arcane Shot
it and throw your Trap. A mouseover Arcane Shot macro will help with this a lot.
Earthen Wall Totem is mentioned above because even though it does not
deny your Trap, it will stop you from being able to kill somebody with your
burst. Whenever you see a Shaman drop
Earthen Wall Totem, you should be
looking to knock their partner out of it using
High Explosive Trap. If
you cannot get their partner out of the
Earthen Wall Totem (or cannot
kite them out of the totem), do not trap them until they are outside of it.
Cross Crowd Control
Even if there is a stun on the Healer before you aim your Trap, there are
other complications. For example, you could be facing a shaman who will press
Grounding Totem to deny your Trap, a warrior using
War Banner,
or a Retribution Paladin using
Blessing of Sanctuary to cancel your
Intimidation.
You always want to cross crowd control on the off-target when you are
trapping (usually Scatter Shot into
Psychic Scream if you are
playing with a Priest). Whether you
Scatter Shot before or after the
Trap depends on the matchup.
Defensives
Survival of the Fittest is an extremely powerful defensive
ability. Use this when you expect to be stunned (for example, instantly use
this if a rogue uses
Blind on your Healer) or when you are taking
heavy damage during your own offensive cooldowns and want to stay aggressive.
With two charges (from
Padded Armor), you should want to use the first
charge early to mitigate as much damage as possible.
Fortitude of the Bear is available to you when if you are playing
Unbreakable Bond and have a tenacity pet summoned. This not only
increases your maximum health, as it says, but it also heals you for this same
amount so that you are left with increased current HP after using it. Be aware
that you can use this whilst you are in crowd control and stuns, but not when
your Pet is crowd-controlled. If an area of effect crowd control is coming
(
Ring of Frost,
Leg Sweep,
Blinding Sleet) you will want
to move your Pet away beforehand so that you can still use this self heal.
Feign Death is your main defensive tool due to its short cooldown and
the
Survival Tactics PvP Talent. Use it whenever you are about to take
damage to reduce the burst damage you take and to force the enemy to re-target
you.
Against Assassination Rogues, you should take Emergency Salve every
time. This will turn
Feign Death into an excellent defensive and
mobility tool as it removes
Crippling Poison as well as other damaging
poisons.
Emergency Salve can also be good into Shadow Priests to dispel
Devouring Plague and is decent into other Rogue specs to dispel the
slow.
Aspect of the Turtle is our immunity cooldown. Use this when the
enemy team is focusing you down, and your Healer can not heal you through the
damage or is stuck in crowd control. Although you can not attack with this
cooldown active, you still have the ability to use Traps,
Flare, and
other non-offensive spells. You will usually want to combine
Aspect of the Turtle with your 2-minute cooldown PvP trinket when stunned
for maximum value.
It is worth communicating with your Healer and deciding what enemy cooldown
you will use your trinket and Aspect of the Turtle to counter.
Exhilaration is a strong instant heal. Try to use this early as the
cooldown resets quickly via
Natural Mending.
Roar of Sacrifice is a vital utility ability for you or your
teammates. This makes the teammate you use this on immune to being Critically
hit. Use this immediately when the enemy team uses their cooldowns
on a teammate or yourself.
Do not rely on Roar of Sacrifice alone to save you from cooldowns. It
will make the damage predictable because there are no critical strikes, but it
is not a damage reduction cooldown and most classes will be able to kill you
with their cooldowns if you use
Roar of Sacrifice and nothing else.
Master's Call is a utility cooldown to help you or your teammate kite
or push for damage. Versus Balance Druids, it becomes an absolutely essential
defensive cooldown. You must cast
Master's Call on your Healer
immediately when your Healer is rooted in a
Solar Beam.
Changelog
- 09 Mar. 2025: Small corrections.
- 24 Feb. 2025: Updated for patch 11.1 rework.
- 15 Dec. 2024: Reviewed for patch 11.0.7.
- 21 Oct. 2024: Updated for 11.0.5 rework.
- 08 Oct. 2024: Updated defensives and trapping.
- 09 Sep. 2024: Updated for The War Within Season 1.
- 21 Aug. 2024: Updated for the War Within Launch.
- 23 Jul. 2024: Updated for The War Within
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Dragonflight Season 4.
- 20 Mar. 2024: Reviewed for patch 10.2.6.
- 15 Jan. 2024: Reviewed for patch 10.2.5.
- 20 Nov. 2023: Fortitude of the Bear clarification.
- 19 Nov. 2023: Changed offensive rotation and included new Restoration Druid and Discipline Priest spells.
- 06 Nov. 2023: Reviewed for patch 10.2.
- 04 Sep. 2023: Reviewed for patch 10.1.7 with minor tweaks.
- 10 Jul. 2023: Guide re-written
- 09 May 2023: Updated for Dragonflight Patch 10.1.
- 30 Jan. 2023: Updated the page for relevant changes in Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 22 Nov. 2022: Updated for Dragonflight pre-patch.
- 31 May 2022: Reviewed for Patch 9.2.5.
- 22 Feb. 2022: Updated and restructured the Opener and Burst DPS Rotations and clarified Lock and Load/Concussive Shot usage. Added Death Chakram.
- 10 Nov. 2021: Reviewed for Patch 9.1.5.
- 06 Jul. 2021: Reviewed for Patch 9.1.
- 18 Mar. 2021: Updated Burst and Sustained Damage rotations.
- 05 Dec. 2020: Updated Rotations to include Covenant Abilities.
- 29 Nov. 2020: Removed outdated Traits and Essences.
- 11 Nov. 2020: Updated all Burst and Sustained damage rotations.
- 15 Oct. 2020: Updated for Shadowlands pre-patch (9.0.1)
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This guide is written and maintained by Slo, a Multi-Gladiator and Multi-Rank 1 Solo Shuffle Hunter. You can find Slo on YouTube, Twitch, and Reddit
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