Survival Hunter 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 a Survival Hunter, how you should use them, and we explain what your playstyle should be.
This page is part of our Survival Hunter PvP Guide.
Playstyle for Survival Hunters
The main role for a Survival Hunter is simple: maintain pressure on the
enemy team and use your mobility and stuns/slows/roots to land
Freezing Traps on the enemy healer when you're in a position to finish
a kill.
You have many damage rotation sequences available, and you can combine your abilities in a number of ways to deal damage to an enemy quickly.
You should try to line up your crowd control combinations with the high
points in your rotation ( Coordinated Assault and
Spearhead)
for maximum effectiveness and coordinate with your teammates so there is always
a stun available for the kill target during those windows.
Before Gates Open
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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
And then the third PvP talent is based on what you're facing, e.g.
Sticky Tar Bomb (facing melee or Marksman Hunters)
Diamond Ice (facing a Demon Hunter or Warlock playing Imp for dispel)
Mending Bandage (facing Feral Druid or Assassination Rogue)
Choose your pet. Pets are expanded on separately in this guide, but generally, you want a Cunning pet unless you expect the enemy team to burst you in a stun, in which case you are likely better off with a Tenacity pet.
Cunning pets make you mobile and help you to support your partner if they are the kill target. Tenacity pets make you more difficult to kill when you are the kill target.
How To Open
Before Combat
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 Survival, you want to be setting the pace of the game as soon as possible with the strongest opener possible.
- Use
Camouflage, then summon your pet
Being in stealth will allow you to reliably get strong openers because you
are able to build Tip of the Spear stacks using
Kill Command before the fight starts. While in stealth, you
want to position in line of sight of the enemy healer to make it easier to land
your
Freezing Trap or cast Chimearal Sting.
It is important to use Camouflage before summoning your pet because
then you are able to attack enemies with your pet while in stealth before you
open (and you can even use
Kill Command,
Mend Pet, or
Revive Pet during
Camouflage). Make sure you either attack
something with your pet or move it away from yourself so it does not give away
your position.
This is particularly important when facing Demon Hunters, who will be able
to see through your Camouflage with
Spectral Sight. You can
counter this by attacking the Demon Hunter with your pet during
Camouflage.
Note: Kill Command has a chance to reset its cooldown
when used. In The War Within there is a bug that will break your
Camouflage when
Kill Command resets from this
mechanic. As a result, sometimes your
Camouflage will break early
whilst doing this opener and if it does, you should proceed with the opening
rotation skipping the first step (building three stacks of
Tip of the Spear).
- 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.
If the team that you are facing is waiting for you to open, rather than
running at your team, and their Healer dispels your Hunter's Mark, you
can delay your opener and reapply it.
Opening Rotation
The below rotations are examples of what you can do in an opener, which you should modify based on positioning, what you're facing, and how your opponent reacts.
You should also be aware of what's going on in the game. If it's not safe for you to be in melee range, or if you've already forced defensive cooldowns, or if it's not safe for you to chase a healer for crowd control, it's fine to stay at range until you have a good opportunity.
Chimearal opening rotation (recommended)
- Cast
Kill Command three times on any target while in
Camouflage to build
Tip of the Spear stacks if you have time because the other team did not immediately open (skip this step if
Camouflage breaks)
- Cast
Chimaeral Sting on the enemy healer
- Cast
Wildfire Bomb (to put the second charge on cooldown)
- Cast
Explosive Shot
- Cast
Harpoon on healer
- Cast
Freezing Trap on Healer (at this point, the Healer should be silenced by
Chimaeral Sting)
- Cast
Wildfire Bomb
- Cast
Spearhead
- Use
Coordinated Assault (to get back to the kill target, reset your Bomb cooldowns, buff your damage, and generate three stacks of
Tip of the Spear)
- Cast
Butchery to apply
Merciless Blows and dump focus
- Cast
Wildfire Bomb (to put the second charge on cooldown)
- Cast
Flanking Strike to generate another two stacks of
Tip of the Spear
- Cast
Wildfire Bomb
- Cast
Raptor Strike (to apply Serpent Sting)
- Cast
Kill Command whenever you run out of
Tip of the Spear stacks
- Use
Butchery,
Wildfire Bomb,
Explosive Shot or
Kill Shot whenever they become available in that priority order
- Use
Raptor Strike when you have
Tip of the Spear stacks and no damaging spells with a cooldown available
Getting your First Trap with Chimearal Sting instead of with
Intimidation is convenient because then you will be able to use
Intimidation to set up your next Trap when the game is generally more
chaotic.
Binding Shot can then be used to peel or stun DPS players.
Sustained Damage (outside of cooldowns)
The below priority list shows the ideal ability to use at any moment for maximum damage.
- Use
Kill Command to generate a
Tip of the Spear stack (if you don't have any stacks but do have any damaging ability with a cooldown available).
- Cast
Flanking Strike (if you have two or less stacks of
Tip of the Spear)
- Cast
Butchery (on as many players as possible)
- Cast
Wildfire Bomb (if you have close to or are at two charges available)
- Cast
Explosive Shot
- Cast
Wildfire Bomb
- Cast
Kill Shot if available
- Cast
Mongoose Bite/
Raptor Strike to dump focus or consume
Furious Assault stacks, if it's safe to be in melee range
- Cast
Kill Command if you need focus or have the
Frenzied Tear buff
Remember that Wildfire Bomb does a large portion of your overall
damage but will break crowd control (e.g.,
Freezing Trap) if used on a
nearby target. You should keep
Wildfire Bomb on cooldown even if the
enemy healer is not in crowd control because you never want to be in a
situation where the Healer is in crowd control but you can't do damage because
pressing
Wildfire Bomb would break that crowd control.
Most of your rotation can be done at range, but if you are more than 25
yards from your pet for more than ten seconds, you will lose half of the
benefit from Mastery: Spirit Bond. When you are bursting, you should
ensure that you have the Mastery bonus active by moving towards your pet if
your
Mastery: Spirit Bond buff is about to expire or using
Aspect of the Eagle to extend the limit of your Mastery to 40 yards.
You can also use Aspect of the Eagle when you are at range and
need to dump focus, as it will allow you to use
Raptor Strike from up
to a 40 yard range.
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.
Coordinated Assault
Coordinated Assault is your big cooldown and has a lot of
interactions with other Survival talents that you should be aware of.
Coordinated Assault does the following when used:
- Charge to your target (40-yard range)
- Reset both charges of your
Wildfire Bomb (through
Bombardier)
- Do a reasonable amount of instant damage
- Generate 3 stacks of
Tip of the Spear (if
Symbiotic Adrenaline)
Then, for 20 seconds, it will:
- Increase your damage done by 20%
- Increase the chance for
Kill Command to reset
- Double the chance for
Kill Command to give you a charge of
Kill Shot (if
Sic 'Em)
- Cause your
Kill Command to hit a second time (through
Frenzied Tear and
Pack Assault)
- Cause your
Raptor Strike to cost no focus and deal additional damage (through
Furious Assault and
Pack Assault)
- Cause
Kill Command to generate 2 stacks of
Tip of the Spear (if
Relentless Primal Ferocity)
- Give you 10% Haste (if
Relentless Primal Ferocity)
- Increase the damage bonus from
Tip of the Spear from 15% to 22.5% (if
Relentless Primal Ferocity)
- When
Coordinated Assault fades, make your next two
Explosive Shots free and incur no cooldown (if
Bombardier)
Relentless Primal Ferocity and Symbiotic Adrenaline
Both Relentless Primal Ferocity and
Symbiotic Adrenaline are
viable choices, but generally, because of all the effects that you're already
getting from
Coordinated Assault, it will usually be preferred to take
Symbiotic Adrenaline for higher uptime on the other
Coordinated Assault
effects.
If you are playing Symbiotic Adrenaline, you should try to use all stacks of
Tip of the Spear before activating
Coordinated Assault to avoid
wasting stacks.
Bombadier
When playing with Bombardier, you should always consume all
Wildfire Bomb charges before using
Coordinated Assault to avoid
wasting charges.
When Coordinated Assault ends, you should prioritise
Explosive Shot above all other damage spells. Be aware that when you
fire an
Explosive Shot into a target that already has the
Explosive Shot debuff, it will immediately "proc" the First
Explosive Shot and the damage will not be wasted.
Spearhead
Spearhead is a short duration increase to your Critical Strike
chance and Critical Strike damage (through
Deadly Duo) that also
applies a decent damage over time effect and causes your pet to charge to the
target.
Because Spearhead only lasts 10 seconds, it is ideal to make sure
you have three stacks of
Tip of the Spear active before using it, crowd
control on the enemy healer,
Butchery and either
Wildfire Bomb/
Explosive Shot/
Flanking Strike ready.
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).
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)
Harpoon
Concussive Shot
Tar Trap +
Entrapment
Disengage (If you are struggling to trap, I highly recommend that you
Concussive Shot and then
Harpoon or
Disengage into the Healer and use the @player
Freezing Trap macro instead of aiming your Trap)
Tranquilizing Shot (eg for
Holy Ward or
Nullifying Shroud)
Flanking Strike
Coordinated Assault
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 not casting healing spells.
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.
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.
As Survival, as long as the Priest doesn't pre-use Fade for
Phase Shift, you can rotate between
Intimidation to set up
your Trap and then Chimearal Sting into
Harpoon Trap for every second
Trap (use
Harpoon and
Freezing Trap when the
silence activates).
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.
As Survival, as long as the Priest doesn't pre-use Fade for
Phase Shift, you can rotate between
Intimidation to set up
your Trap and then Chimearal Sting into
Harpoon Trap for every second
Trap (use
Harpoon and
Freezing Trap when the
silence activates).
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.
As Survival, you should be able to be able to reliably trap a Paladin with
just Grapple into Freezing Trap as long as
Blessing of Sacrifice
is on cooldown. If
Blessing of Sacrifice is ready, you should either
Intimidation into
Freezing Trap or Chimearal Sting into
Freezing Trap when they get silenced. If you are playing with
Diamond Ice, you do not need to change your playstyle
based on
Blessing of Sacrifice.
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 and roots 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).
A good strategy into Mistweaver Monks as Survival is to Harpoon to
them, which will make them instantly use their teleport, and then 10 seconds
later, when it is on cooldown, either
Intimidation into
Freezing Trap or just throw it at their
feet.
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
Muzzle before
throwing your
Freezing Trap if available, as they can otherwise use the
Projection to dispel themself.
As Survival, you should usually be able to trap Evokers with
Harpoon or
Intimidation without issues.
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.
If you are fast, you should be able to reliably Harpoon into
Freezing Trap Restoration Druids as long as they do not use
Shadowmeld. If there are treants nearby, it is best to take your time
and make sure you aim it correctly at the Druid.
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 kill it and
throw your Trap. Mouseover macros 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.
As Survival, you should be careful using a Harpoon into a Trap
versus Restoration Shamans because they will use
Thunderstorm or
Lightning Lasso as soon as you get close. Either trap out of
Intimidation/Chimearal Sting or be patient until you know that they
can't stop you.
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.
Fortitude of the Bear is available to you when you 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 while 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 Critical
Strikes by spells but causes your pet to take 10% of the damage that your
teammate takes. 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.
Interlope is a defensive cooldown that you may choose to use. It
will allow you to either redirect damage off yourself or teammates or
redirect crowd control off your Healer. An easy way to get value from this
talent is to play it into Hunter teams and
Interlope your Healer when
they are stunned to redirect the
Freezing Trap.
Changelog
- 15 Dec. 2024: Reviewed for patch 11.0.7.
- 21 Oct. 2024: Updated for 11.0.5 rework.
- 11 Oct. 2024: Included note about Camouflage bug.
- 08 Oct. 2024: Updated defensives and trapping.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Updated for the War Within Launch.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Removed Fury of the Eagle from rotations.
- 22 Apr. 2024: Reviewed for Dragonflight Season 4.
- 23 Mar. 2024: Guide re-written.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Reviewed 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.
- 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 May 2022: Reviewed for Patch 9.2.5.
- 28 Feb. 2022: Updated the burst and general rotation.
- 10 Nov. 2021: Updated all Damage rotations.
- 03 Jul. 2021: Updated Burst and Sustained damage rotations.
- 30 Mar. 2021: No updates needed for Patch 9.0.5.
- 05 Dec. 2020: Updated Rotations to include Covenant Abilities.
- 29 Nov. 2020: Removed outdated Traits and Essences.
- 16 Oct. 2020: Added How to Crowd Control section.
- Updated all Damage Rotation section.
- Updated Defensive section.
Other PvP Guides
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
- MoP Classic Upgrade Packs Now Available in Battle.Net Shop
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- Patch 11.1 PTR Hotfixes: More Updates to Season 2 Dungeons & Mythic+ Tuning
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning