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RATED BATTLEGROUND MAP GUIDES

RATED BATTLEGROUND MAP GUIDES INTRO

Welcome to our RBG Map Guides course. Now, if you're interested in leading RBGs, this course is gonna be a must watch as you're gonna learn tons of knowledge directly from the source.

These guides feature strategies and live communication from the number one rated RBG group at the time. And with over an hour of video, you can choose to take things one step at a time or binge the entire course before your next queue session.

We hope you enjoy.

TEMPLE OF KOTMOGU RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player, but since the start of Legion I've started to play and enjoy Rated Battlegrounds more and more, consistently with my team being at the top of the ladder.

In this exclusive series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one Rated Battlegrounds team.

Temple is a 10v10 Powerball team deathmatch game mode, in which both teams compete to be the first to reach 1500 points, with each team spawning at opposite sides of the map and competing for orb possessions as well as kills. First, before we get into strategy, let's do a rundown on how the map works.

Both teams spawn on opposite sides of the map, with Horde spawning here and Alliance spawning here. Points are rewarded from two sources.

These are killing blood and healing blood. One is the And when carrying one of these orbs, you gain points every 5 seconds.

These points depend where you are on the map. In the centre here, you gain 6 points every 5 seconds, decreasing to 4 points in the outer ring, and then 2 points when out of the structure.

With both starting rooms, you get a reward of 0 points. It's also worth noting that, when any one faction has 4 orbs at any one time, after 45 seconds, the next tick will award what we call bonus points, giving you 4 times the normal amount of points depending on where you are on the map.

For example, we have 4 players with an orb in the centre of the map. They will be gaining 24 points every 5 seconds spent here.

After this, we have one, the one with the orb, and then another one, the one with a flower. With the 2 orbs, we gain x4 points at the start.

For example, we have a faction with 4 orbs in the center of the map. They will be gaining 24 points every 5 seconds spent here.

With the other faction we have an orb in the centre of the map. These ones are killing blood and healing blood. seconds spent here.

After 45 seconds they will start to gain 96 points every 5 seconds, diminishing again depending on where you are on the map. So as you can only assume, holding onto 4 orbs plays heavily into winning this battleground, but we'll get into more detail on that later.

As for graveyards, each faction has 2, on opposing sides of the map. Alliance graveyards are here and here, whilst Horde graveyards are here and here, where you spawn depending on which part of the map you die.

The map is split in half vertically. Let's say you are an alliance player, if you die anywhere over this side of the map, you will always spawn on the opposite graveyard, meaning you will spawn here, and vice versa, if on the left side of the map, you will spawn in the top right.

This is mirrored however for Horde, meaning you always spawn on the bottom of the map. If you die on the left side of the map, you will spawn on the top right.

The final thing to cover is the debuff you get when holding an orb. This is called Orb of Power.

This debuff makes you deal 10% increased damage, but take 30% more, on top of reducing the healing you take by 5%. With these values increasing by the same value every 15 seconds.

With the reduced healing taken, as well as the damage done, capping at 100%, whilst the damage taken continues to ramp up. On Temple of Kotmogu, the first teamfight is very important, as it can often be the deciding factor in which team gains a huge point advantage.

Knowing this, the composition you should be running is 3 healers and 7 DPS. This is one of the few maps where having more than 3 healers is a huge disadvantage, as the reduced healing debuff and the necessity to kill orb carriers makes 4 healing less desirable.

Heavily favouring mobile class, you will have to deal 10% increased damage to your team. You can also use a lot of classes such as Druid, Rogue, Monk and Demon Hunter, or classes with strong slows or ways to abuse the Z-axis, such as Mages and Warlocks.

The general strategy of the map is to avoid picking orbs at the start due to the debuff and to force a teamfight onto your favoured side of the map. This is the side in retrospect to your graveyard, meaning top for Alliance and bottom for Horde.

Fighting on your favoured side enables you to return to the fight faster if the fight is lasted for an extended period.

However, if unable to force a fight onto your side and you don't favour heavily from targets stacking up, look to begin the fight into the centre, whilst having your mobile classes pick up berserking debuffs if possible, such as Demon Hunters or Mages.

What you do next depends heavily on how the teamfight is going, so we'll split this part into two sections. If you win the teamfight, your job is to quickly pick up four orbs as fast as possible.

Classes doing this should be the ones that are most mobile and can kite the best, such as Druids, Demon Hunters and Warlocks, whilst the remaining members finish up the wipe. Once you have the four orbs, you should return as fast as possible to the centre, to begin gaining points.

Your goal here is to survive for 45 seconds with these orbs. This is where knowing spawns become very important.

How does the Probleme build work? Lets say we were on the Alliance Team here, and now have 4 orbs in the middle after winning the teamfight.

We know the Horde Team are going to spawn either here or here, depending on where they died on the map. When an enemy team wipes, if you notice that they for the most part died over your side of the map, the majority of their team will spawn here.

This means, we want to avoid this part of the map. This means, your orbs should kite whilst the classes with strong slows or crowd control, slow the enemy from connecting, such as mages and rogues, paired with a healer to help them survive.

For this scenario we have currently, where the majority of the horde are spawning in the bottom left most graveyard, our orb should kite to here once the enemy spawns, with our end goal to kite with 4 orbs for as long as possible, within the 4 point zone, and then finally exiting either here or here once the enemy team gets closer.

To prolong this we want to have classes with slows, slow the enemy, taking the shortest paths which are here and here, while in turn having your orb carriers pick off isolated targets, taking the longer routes to you, until you inevitably have to exit at either purple or orange depending on the enemy's position.

At this point you should be well into bonus points and have a very big lead.

However, if you lose the team fight your strategy changes, you simply have to recognise that you are losing the fight, and you have to fight early and have as many classes as you can instantly look to pick orbs closest to your graveyard, and go to the graveyard and wait for the rest of your team to respawn.

So again, let's say you are the alliance and you recognise you are losing the team fight, have your high mobility classes pick up any orb that they can and head to your graveyard.

This will prevent the enemy team receiving bonus points and building up a substantial lead, allowing you to push with respawns onto their orbs. After the opening team fight you simply have to wait for the enemy team to respawn, and wait for the enemy team to respawn, and then have your team respawn.

After the opening team fight you simply have to wait for the enemy team to respawn, and wait for the enemy team to respawn, and then have your team respawn, and then have your team respawn, and then have your team respawn, and then have your team respawn, and then have your team respawn.

So you simply want to split your team up into two, having an offense team and a defense team. In offense you want strong burst classes and classes that are not great at holding orbs, such as rogues, warriors and disc priests.

And then in defense, which we will have our primary orb pickers, have classes such as warlocks, mages and either paladin or monk healers, due to their defensive cooldowns or strong single target healing.

Whilst having your balance druids and demon hunters floating between the two, depending on how many orbs, as both of these classes are extremely mobile and also have great burst damage.

It's also worth noting that healers should always avoid picking orbs, unless it's very late into the game and you're about to either win or lose. Now let's get into a game where we can see this strategy perfectly put into action.

As you can see in this game we're playing as horde and we have just won the team fight. Before the enemy are fully wiped we have our balance druids go and pick up orange and blue.

Whilst our warlock picks up green and our demon hunter purple. And then instantly come back to mid whilst the remaining dps finish the wipe.

We now wait in mid knowing that they will spawn on the alliance graveyards, which by now we know are at the top of the map. So we begin our kiting route making sure to have our rogues sap and slow the enemy team members who look to push.

Whilst our orb carriers pick off isolated targets, while in turn kiting back. Kiting with orbs is what this matchup is going to be all about.

You want to hold orbs for as long as possible to gain bonus points. Kiting in the correct pattern whilst in turn having the remaining members of your team slow, results in the enemy team being forced to come from separate ways or simply isolate themselves from their healers.

This makes it easy for your orb carriers to use their bonus damage provided to quickly dispose of those that overextend until you can simply overwhelm the enemy. Ok guys that just about wraps up this Temple of Kotmogu, strategy guide.

Thanks for watching and be sure to post any feedback and questions in the comments below.

TEMPLE OF KOTMOGU SPLIT RES COMMENTARY

Hey guys, what's up? Zot here back again with another RBG commentary.

In this game, we're facing off against one of the higher teams on the ladder right now, and I want to highlight and display how you use a mechanic called split resin in order to really build up point leads and close out games quickly.

This strategy does assume you win the first teamfight, but I will be releasing another video that shows how you recover from losing the first teamfight and bring it back. But for now, just talking about general teamfight, you want to be focusing mainly on healers.

If healers get locked down, the enemy team automatically dies because just cleave damage and damage in general is so insanely high. At the moment, we're using a DK and a warrior.

This is for the abomination limb and spirit bastion combo. You grip everyone with abomination limb, you put down the spirit bastion, you put a solar beam on top of that, and you put a smoke beam on top of that, and no one can get in, everyone gets gripped in, and they just all die in this like blender of damage.

As for cooldowns to watch out for in teamfights, balance druids convoke is insanely strong in RBGs, you never want to let them channel that.

You want to watch for warlocks casting malefic rupture, put kicks on warlocks, and you want to watch out for smoke bombs, so don't be wasting your trinket because you can instantly die in a smoke bomb now. There's literally no surviving if you don't have a trinket, especially with a 10v10 teamfight like this.

So if you win this first teamfight, the first thing you want to be doing is to get the first teamfight, and that's going to be the stragglers. So classes like rogue and boomkin that can get away, get in stealth and go pick up an orb, as this strategy heavily relies on you picking up all four orbs as soon as possible.

So now we're just finishing off the rest of the DPS, and now is the point where you should be calling for your team to go and pick up orbs. So for instance, I'm telling my boomkin now to go to the bottom left and pick up the orb, and my other boomkin to pick up this orb.

The faster you pick up these orbs, the more you'll start gaining points, and you can do it safely now as the whole enemy team's DPS is dead. Now what we're going to do next is we're going to not finish off the healer.

This is what's known as split resin. So we finished off one healer now, we don't want to kill the other healer, the paladin in this case.

If we can keep him, it means the enemy team is going to take longer to recover. Because on this map, on Temple of Kotmogu, you basically, whoever wins the first teamfight, picks up four orbs, kills the enemy team, they res, regroup, and then come back, kill your four orbs, and then you repeat the process.

But if you can split res them and stop them from all resing and regrouping at the same time and just delay that, it means you have a longer time with the orbs, and you can start to build up more of a point lead and start gaining bonus points.

The longer you hold four orbs, you start gaining what's known as bonus points, which gets you more points. So if you're going to pick up the orbs, you're going to have more points.

It's like five bases on a Raffi Basin. You're just going to win the game incredibly quick.

So here, what I'm doing to this paladin is I'm trying to keep him alive and also trying to get him on the other side of the map. Now, he gets here and we actually kill him now.

Now, the reason for this is that, wait, I'll bring up my map in a second here, I think. Yeah, so let me show you here with a pen.

So on Temple of Kotmogu, the map is split in half, dead down the middle. There is a graveyard up here, there's a graveyard up here, there's a graveyard here, and there's a graveyard here.

Graveyard in each corner. If you die down here, where my X is, you're going to rez here.

So we know as we killed all their enemy team around blue, around this zone, that they're all going to rez here. But this paladin that we kept here in the start, he actually runs out of health.

So he's going to be able to get a lot of damage. So he ran to this point here, where we all are stacked now.

So that means he's over the halfway line. So he's going to rez up here in the top right.

So now they are completely split rez. So their whole team's rezzing here, while one guy rezs up here.

And this just happens to be one of their most important players because he's a healer. In RPGs, healers are worth so much because you have three healers versus seven DPS on this map.

So what you would expect to happen now is that you're sitting mid, hold these orbs, or even kite with these orbs and try to build up a point advantage. Well, no.

As we've done this, what we call split rez in, we now push to their graveyard. We are now in a nine versus 10.

So we just run through, we kill the shaman, we kill the warlock, we sap the healer, and yeah, we're basically just plowing through them. We have such a huge point advantage already, and the game has only just been done.

And this is all because we just kept that healer. So now, where if we didn't keep the paladin, he would have been dead, he would have been rezzing, they would have been 10 players here, and we would have had to run away, or they would have just come and killed us, and we wouldn't have this huge lead.

But as we can now plow through them all, kill them all, we can then, we buy ourselves even more time. So we can go back into middle now, and they're all going to rez on the bottom side of the map, or the right side of the map now.

Instantly, straight off from this one small play of keeping the paladin, we've managed to build ourselves up. Well, they're on a 20 second rez timer still, so we're going to build up easily here about 700 points instantly.

So at that point, they have no way of coming back from this game. This game is irrecoverable for them.

It's completely over, and their enemy priest just leaves. And that's it.

That's how you use split rezzing in order to win on Temple of Kotmogu.

SILVERSHARD MINES RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player.

But since the start of Legion I've started to play and enjoy Rated Battlegrounds more and more, consistently with my team being at the top of the ladder. In this exclusive series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one Rated Battlegrounds team.

In this third edition to the series we're going to be covering Silver Shard Mines. Silver Shard is a 10v10 payload game type in which teams compete to be the first to reach 1500 points, with each team spawning at the center of the map and fighting to control the car as it docks.

First before we get into strategy let's do a rundown on how the map works. First of all when you spawn and die you res in the same place and that's here for Alliance and here for Horde.

Each base has two ways to enter the map, here for Alliance and here for Horde. Each base has two ways to enter the map, here for Alliance and here for Horde.

There are three carts up at any one time, following a track until they reach the end of the line where the controlling team will gain points. These three carts and their end designation all have their own name.

We have Lava, Middle and Top. Lava and Top can also be changed separately to head to a fourth end location up here, which is called Long.

To change these tracks you can do it here for Lava and here for Horde. You can also change the map to a different one, here for Top.

Changing these tracks requires a three second cast time and damage will interrupt it. There are two sources of points on this map.

First is that you continuously gain one point while in control of a cart every three seconds. And once the cart docks the team in control of the cart at the time given will gain a hundred and fifty points.

For example, Alliance are in control of this Lava cart every three seconds, they gain one point. And then once it docks, they gain an extra one hundred and fifty.

You can calculate the points each cart is worth by knowing the time it takes for the cart to dock. Lava takes ninety seconds from start to finish, Mid takes two minutes and Top takes three minutes.

With both Long carts taking three minutes and 40 seconds from start to finish. Knowing this we can calculate that Lava is worth a hundred and eighty points, Middle a hundred and ninety and Top two hundred and ten.

To gain control of a cart, you must stand inside the center of the cart and then move the cart to the right. This way you can get a better view of the map and the map itself.

You can also use the map to get a better view of the map. The circle surrounding the cart.

The faction with the most members inside will start to gain control. If the numbers are equal the bar rule remains stationary.

For Silver Shard it's recommended to run the standard one tank Demon Hunter, three healers, and six DPS. However, as the nature of the map doesn't require you to kill anyone to win, running more than three healers can still be a viable strategy.

Classes that are required on Silver Shard are first the Demon Hunter tank. Their mobility and tankiness allows for easy off-cart control when paired with a rogue.

You will then want a minimum of three healers made up from a combination of Discipline Priest, Mistweaver, Holy Paladin or Resto Druid. I would recommend Disc Holy Paladin Mistweaver currently, or Double Disc Mistweaver.

Bringing then a class with strong slows such as Death Knight or Frost Mage as this is invaluable on Silver Shard mines. Next we want at least one Boomkin for their ability to cyclone as well as their mobility to move around the map.

Adding one Warlock for Demonic Gateway as well as house stones for the group. Finally rounding up your composition with two strong team fight classes such as a second rogue or Boomkin, a warrior, or even a Rep Paladin.

Now we have our comp set, let's get into tactics. There are two ways to play this map, either team fight oriented or playing for the two off-cards. dassun ne traitor look like this.

Mid and top will be halfway down the tracks and lava will just about be spawning. As both horde and alliance your main objective is to get 8 players into the lava cart instantly.

So exiting through this way for alliance and this way for horde. Whilst your demon hunter tank goes for the off cart closest to your base.

So top for alliance and mid for horde. Being supported by your team's rogue.

This is important as your rogue and demon hunter must keep track and mirror what the enemy rogue and demon hunter does. If one team's off cart duo notices the enemy rogue is in team fight, they can simply head to the opposing off cart and use shadowy duel onto the demon hunter, defending the cart.

Gaining full control over it. Whilst in turn having the rest of your team at lava slowing them from getting to middle.

Thus taking 2 carts while conceiving lava. How this works is that shadowy duel completely stops the rogue himself and the target he duels from contributing to the controlling cart.

Meaning the game thinks there is only your ally demon hunter in the cart. So it will give you full control over the cart in a matter of seconds, giving the enemy team no way of gaining control back.

This makes it vital that both members of your team doing off carts keep track of the enemy rogue and demon hunter's position. After your cart caps it's then important that you get to the spawn of the new cart instantly as to start gaining control over the cart.

Meanwhile at lava it should be for most part an 8v8 team fight. Where you should be looking to focus on healers or targets without defensive cooldowns.

As if you kill one opponent you can then easily gain control over the cart. As you should be equal numbers at all points.

Making sure to stress to your team the importance of remaining inside of the cart circle. As even if you don't kill anybody but knock or control people outside of the cart, you can still get control over the cart.

Once the lava caps it's then up for your team to get to the next lava spawn instantly. Having a warlock gate positioned here to get to the spawn of lava is a great help as to ensure you get the first tag.

If you wipe it's best to wait as a team and then regroup. Then contesting whatever cart you can most realistically get whilst making sure to keep control of your off cart still.

For example if you was horde and you just wiped here, you should send a few people top to gain control whilst the rest of your team stops and slows them from contesting your middle cart. As lava is almost capped and there is no way to get to it in time.

That's the general strategy when you are on an equal playing field and think you can win or at least contest the teamfight. However this next strategy is for when you think you have no chance at winning the teamfight.

This could be that the team is much higher rated than you or you simply don't have a strong teamfighting composition. How this strategy works is that you are going to be completely avoiding the teamfight at all points of the game and playing only for the off carts and to drag the enemy team around the map.

How to win the teamfight? To do this you will need a rogue and a class with strong slows which is what we have already drafted in our composition.

And this strategy involves your demon hunter going top as usual if you are alliance but then having the rest of your team head to the middle cart whilst your rogue remains in stealth and heads to the lava cart to change it long and hangs around stopping any who try to change the tracks again.

What this does is it makes the middle the shortest cart and will make the enemy team then have to contest middle at which point you have already got half your team there ready to slow the enemy from getting up the slope to the cart.

Trapping them in this position with your death knight or frost moge spamming slows whilst the rest of your team move to top to ensure you get the cart and then head via the top track to the lava cart that you have changed up, potentially doing a half circle of the map.

Doing this strategy gives the enemy team zero time to stop and teamfight you, constantly slowing them with your death knight or mage and having your high mobility classes go ahead and get the cart.

This strategy is a good way to get the cart to the top of the map and then head up the top of the map to get the cart to the top of the map. Making sure to gain the tags of the cart.

Successfully doing this opener will allow you to get free cart lead at which point you should be able to easily secure the game by continuing to drag the enemy team around the map abusing your ability to slow them. Ok now we know the tactics, compositions and how the map works, lets see it in action.

First as explained we send 8 man to lava and our rogue and demon hunter to the middle off cart as we are horde. We focus on staying inside of the cart and trying to wipe the enemy team, eventually finishing the wipe after the cart caps for them.

After wiping them we are able to secure the next tag, slowing them as they spawn, making sure to have our demon hunter and rogue still controlling the off carts. The enemy rogue then makes the mistake of coming to the teamfight.

We have our demon hunter and rogue head from middle up to top and shadowy jewel the enemy demon hunter defending, allowing us to get control of both off carts. At which time we are also wiping them in lava, so we are able to then head to middle and secure the cart we are currently ghosting and have nobody defending.

Now with such a lead we are able to keep fighting for lava and having our demon hunter and rogue control the off carts, peeling off people from lava if they require help. Eventually securing the game.

Ok guys. That just about wraps it up for this video.

If you liked it please leave a like and subscribe. Thank you for watching.

See you in the next one. See you in the next one.

Bye. This video wraps up this silver shard mines strategy guide.

Leave a comment if you enjoyed and let me know what map you want next.

BATTLE FOR GILNEAS RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player, but since the start of Legion I've started to play and enjoy Rated Battlegrounds more and more, consistently with my team being at the top of the ladder.

In this exclusive series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one Rated Battlegrounds team. In today's episode we're going to be covering Battle for Gilneas.

Gilneas is a 10v10 base control map with the goal to reach 1500 points. There are 3 bases on the map we have Lighthouse, Waterworks and Mines, with Alliance spawning here and Horde spawning here.

Due to the nature of this map and the positions of the bases, Alliance are able to get Lighthouse before Horde are able to make it there and Horde are able to get Mines. This means the goal for this map is for the most part to be a very good base control map.

The most part going to be a 9v9 team fight at Waterworks, with Alliance coming from here and Horde having two options, going either a front way or a back way. Controlling one base gives you 1 point every 1 second, controlling 2 gives you 3 points per 1 second and controlling 3 gives you 5 points every 1 second.

As for graveyards, there are 5 on the map. There are graveyards on both the spawns, so here for Alliance and here for Horde.

There are also graveyards for the respawns, so here for Alliance and here for Horde. There are graveyards for the respective bases, here for Lighthouse and here for Mines and lastly here for Waterworks.

Knowing at which graveyard you spawn is very important on this map, as it's often key to holding bases. If you're an Alliance player or a Horde player and you control Lighthouse and you die anywhere in this vicinity, you will spawn at your faction graveyards, which we know are here for Alliance and here for Horde.

However, if you control the base and die over the other side of the river, it means that you will spawn at the Lighthouse. So for example if I was a Horde player and I controlled Lighthouse, if I died fighting on the base, here, I would spawn all the way at my faction graveyard.

However, if I made sure to die over the water, I would spawn at the base. This is the same case for Mines, with the line being here.

And also for Waterworks, making sure to die on the other side of the river, on the top side of this yellow line will ensure you spawn base's graveyard if you control it.

Knowing the spawns on this map can be the difference between losing or keeping your base, so it's very important to know where you should aim to be if you know you're going to die. Now that we know this very simple map, let's get into composition.

First up, a tank is not needed for this map, so it's the recommended setup is 3 healers and 7 DPS. There is also only really one requirement, and that's one strong defending class.

This can be Rogue, Mage or even BM Hunter. After that we want our 3 healers.

For this map I'd recommend running double Discipline placed and then a Holy Paladin. This offers you the most healing as well as defensive cooldowns.

However, Misweaver also has a place. Next we also need a Demon Hunter and a Warlock.

You can't really play RPGs without these two classes. The mobility and tank spec for certain maps that Demon Hunter brings, as well as Gateway and Halfstones for a good amount of damage, are all very simple.

Finally, rounding up our composition with some strong team fighting classes, such as Boonkins for their Cyclone and their spread pressure, Warrior for their sharpen blade and kill pressure and Hunters or Elemental Shamans for their single target burst damage, or even a Fire Mage for the buffs they bring as well as their burst damage.

Now we have our composition, let's get into strategy. The strategy for this map is relatively simple, so we're going to cover a few different ways you can win this map.

The general strategy is to assign one designated defender this is either your rogue, mage or hunter, as these are currently the only 3 specializations that can efficiently defend solo.

So if you are horde you'll want your rogue or whoever is defending to go straight to mines and cap and then defend the base, whilst the rest of your team split up going either the back way or front way.

It is important to split because you don't want your entire team caught in the water by a stun and instantly getting AoE'd. So you can also get the best strategy for this map as you can see here's one example of this map. down, as Alliance can get to the base faster.

If you are Alliance, you want your defending class to go straight to Lighthouse, whilst the rest of your team follow the road to Waterworks. Once there, it's simply a 9v9 teamfight at Waterworks, where the victor will control the base.

With this map heavily focused around teamfight, there is not much you can do in the way of strategy to gain an edge. However, if you notice the teamfight is not going in your favour, it's often worth to ghost.

What this means is that your rogue defending the base will make his way to the enemy rogue's base or whoever is defending, at which point somebody in the teamfight will look to sneak away.

This could be a hunter feigned death in and going into camouflage, balance druid looking to get into stealth or simply a second rogue using vanish. At which point you will look to double ink the enemy's base, hopefully getting it.

During this time, you want to slow anybody who looks to move and your demon hunter should be ready to float to your own base. If you get the base, you should instantly look to leave Waterworks and go to the enemy base.

So, you can see that the enemy base is in the middle of the map, and you can see that you can get the base and have your healers look to be at the base the enemy sends the majority of their DPS to.

On Battlefield Gneis, once you have secured two bases, it becomes almost impossible to lose them, now that you know the spawns, as you can simply spin the flag and make sure you die in the correct position, so that you always spawn at the base you are defending.

The next strategy is for alliance only, and can take unsuspecting teams by surprise. To do this, you need a demon hunter, rogue and a warlock, and you need to be spawning on the alliance side of the map.

You are going to want to have your demon hunter use his Foul Rush, Neverwalk and Meta to quickly get to the base, whilst your rogue uses a gate made by the warlock to get into range to shadow step onto him, and use smoke bomb, whilst the remainder of your team look to slow the enemy whilst they cross the water, using mass roots, ring of peace and other forms of instant crowd control.

Ok, now let's get into the team fight. Your main objective is going to be focusing onto their squishiest classes.

Classes like death knights and warlocks are great targets, as they take a huge amount of damage. It's good to focus these because it will accomplish two goals.

It will firstly burn through healers mana, forcing them to have to spam single target heals to keep them up, and secondly, will rotate through their defensive cooldowns, meaning once these targets die, the healers themselves will have no defensive cooldowns left.

Meaning after these squishies classes die, you can simply swap to healers and then finish the wipe. Going straight for healers in most cases is not the best strat.

It will allow the enemy DPS to free cast, and if you don't score a kill quickly, you can fall behind on both mana as well as defensive cooldowns.

After you win the team fight, simply sit in between both bases and watch where the enemy goes once they spawn, making sure to always keep an eye on stealth targets like boomkins and rogues. Ok, that just about wraps up this quick battle for guinea strategy guide.

Thanks for watching and be sure to leave a like. Thanks for watching and be sure to leave a like.

BATTLE FOR GILNEAS LIVE TEAM COMMUNICATION

hey guys what's up Zot here so there has been numerous requests for an rbg target calling guide or just any pointers on how you should look to target call well i figured what could be better than hearing how the rank 1 team in europe communicates during a team fight against the second highest team right now so instead of doing a commentary or voiceover i'm just going to let the game play out with its original voice comms so you can just hear how we look to communicate so just some quick notes before i let the game play out this is obviously battle for gilneas one of the most team fight centric maps right now it's going to be one rogue on each starting base so lighthouse and gold mine and then a 9v9 up at waterworks the only important thing to look out for on this map is enemy stealthers if more than one person is in stealth the enemy team is probably looking to ninja which you will see happen inside of this game and how we instantly notice and then float one of our best enemies in the game so that's why i'm going to be talking about this battle for gilneas so just some quick notes before i let the game play out this is obviously battle for boomkins but yeah enough talk i'm going to hit play and be sure to let me know in the comments if you enjoy this type of content or want to see more commentaries instead tap the pallor okay who do we start on open your mouth whoever wants the api there's a water rocket you can give it to me i'm giving it to oxford you can go give it to us i'll give it to rasper give raspion you come see for it you can have the best faster with the no so who do i give it to oxy okay i'm seeing plates are you stupid or what i can say it like that what do you want to do i don't know dude i don't know i guess don't get something don't get up don't get up don't get up bro he's close i'm out of my mouth nice good get one but the combo i'm going in get out of water by the way kill granite kill granite kick one shot one shot right now pallet dies pallet dies pallet dies pallet dies pallet dies dead dead dead dead dead bubble bubble bubble i stopped the convoker i stopped it i stopped it shaman uh you see these still fine biggest damage rest of shaman biggest damage rest of shaman yeah i've been back to being for a second oh fine dps now dps now dps now wallock wallock wallock wallock wallock the wrong feeling the wrong feeling the wrong feeling wallock wallock wallock wallock biggest damage wallock i want to wallop there's no way ip is trying to peel off i'm gonna trip them in my side I'm trying to keep priest, trying to keep pizooka Yeah, I'm just loading I'm just trying to drink, I'm just trying to drink It's DR Ah but this is like so f ing, I literally can't be here I'll keep it bro, I'll keep it bro This is my bad, that lot of siren, I didn't pay attention to where I was standing Don't kill, don't kill, don't kill Even if they come, it's fine, it's fine Maybe one boom will come closer to me Maybe one boom will come closer to me I don't think that should be our...

No, I'm waiting for a boom to come But I'm holding hippie I thought f the cliques could move then I'm already going dude Okay I'm leaving now They're gonna try to save him now Kill him, kill him, kill him Why?

Because they're right over the bridge They're right over the bridge Half mana It's fine Yeah sure, whatever you want Rebuff by the way Can you make a gate up here first And then make it later over the water Because in case they will They will 100% try ninja now Bullocks, bullocks Bullocks were you free the entire game?

Nah I was free I'll give you PI next time You can change the gate after they start the infight You can change the gate after they start the infight Listen, I'm gonna get damage And we're one shot pallet instantly But don't make it obvious I think sit shaman at the start And then we're one shot him I can try to go get combo Pick the weave I'm gonna stick to sprint I'm in combo I'm in combo now as well Are we engaged in there?

I'm blinded Road shift, road shift No I don't, I don't Every dancer's out The boonkies are gonna start convoking by then Are you ready?

I'm ready I've got a one shot pallet right now Get ground in, someone please kill ground in It's right next to you all Please kill ground in You're fine, you're fine, you're fine Go pallet, pallet I don't have any Go rest of shaman, rest of shaman I'm gonna aura here I'll have to rest of shaman The aura is there I pressed on the lock I grounded all of convoke Grounded all of convoke I cooldown this, I cooldown this So much damage pallet right now Pallet dies, pallet dies 100%, dead, dead, dead Come on, come on Rest of shaman as soon as i'm out of this kill the wall up kill the wall up right now okay i killed the wall okay right now holy yeah that's so well look like i said look yeah i look something i look like you should give it to me no you have two jesus listen can we watch your abby dance right now can we go happy dance go ahead so much damage so much he's dead dead dead nice nice okay i'm just pushing them push on them listen i don't think we need to keep chasing them here by the way i didn't get any cool i would never die you know why they don't go meet you i'd never die they don't go you because they know you're you doesn't matter high impact please where should be him why do you want me to channel this i don't know one boomy cell phone to us please anyone come on anyone come on no no no no they're both here they're both harassed i've been there for me but i guess they're gonna go with double recognizability watch choice as well watch choice let's go yes i will one shot the pattern two seconds� sarlers dead palace dead groundый Resto Shaman, yes yes yes, I trinket this clone.

No I don't. Resto Shaman dies, Resto Shaman dies, biggest damage, biggest damage, biggest damage.

I'm convoking full, I can convoke full. I'll just go with this one.

Can we go Polar? I'll group Polar.

I'm gonna stun the Polar here, go go go. Two roaches stealth by the way, he vanished out of the teamfight.

I cloned the Shaman teamtie. I watch out for Arteezy maybe?

Arteezy is dead, Arteezy is dead. I'm floating as well.

I ground, I lasso the, uh, wallop. Kill the warrior, kill the warrior, kill the warrior.

Kill the warrior, kill the warrior, kill the warrior, kill the warrior. Kill the warrior kill warrior, kill the warrior.

Look for him. Listen, we're gonna one shot in teamfight now the Holy Palla okay?

I'm on him I'm on him I'm on him. Listen i'm about to kill the Holy Palla, about to kill him right now.

You ready? Biggest damage on Holy Palla biggest damage on Holy Palla I trinket it to use my sting it's fine.

Yea but.. Someone used too much magic.

I'm gonna go free from you now. I'll try and free station.

Yeah go Resta Shaman, invade, invade, invade, invade, invade. Last hit.

I'm drinking, I'm drinking. I'm going back for King's Blood.

What can you get, what can you get? Branding, kill that.

I don't have it. I one shot the Palla right now, okay?

Palla, Palla, Palla, Palla, Palla. Biggest damage, biggest damage, biggest damage, biggest damage.

I feel really bad. I have to leave.

I understand. Palla?

Listen. Palla dies, Palla dies, okay?

Right now. Anything on Palla he dies.

Anything on Palla he dies. I come over, I come over.

Yeah, Palla dies, Palla dies. Where is this one?

Where is this one? Boomkin's dead, Boomkin's dead.

Die. Oh, you're all fine.

I'm hitting Palla. Shaman is good too.

Kill the Warlock now, kill the Warlock now, kill the Warlock now. Biggest damage, Warlock.

Yeah, just kill him. We win with one base soon as well.

I'll take it. He's dead.

Thank you.

EYE OF THE STORM RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player, but since the start of Legion I've started to play and enjoy Rated Battlegrounds more and more, consistently with my team being at the top of the ladder.

In this exclusive series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one Rated Battlegrounds team. In today's episode we're going to be covering Eye of the Storm.

This is a 10v10 hybrid map which combines the aspect of a base map while still having a capture the flag objective. On this map there are four bases, two on each side of the map.

On the Alliance side we have Mage Tower and Draenei Ruins, and on the Horde side we have Fal'Reva and Blood Elf Tower. The bases are easy to remember due to them simply being named after the landmark at the flag.

For instance at Fal'Reva there is a giant Fal'Reva, and at Magma's Gate there is a giant Fal'Reva. And at Mage Tower, yes you guessed it, the base is a Mage Tower.

As mentioned, this map contains both aspects of a base control map as well as a capture the flag, so the flag is placed directly in the middle of the map here. When you first spawn into the map for Alliance, you will spawn here, and for Horde you will spawn here, inside of a giant bubble.

After a small grace period you will be allowed to enter the map. Unlike random battlegrounds, each base takes 6 seconds to cap.

Once capped, a base rewards you. Once capped, a base rewards 2 points every 3 seconds.

If you have 2 bases, it's 3 points per 3 seconds. And if you control 3 bases, it's 4 points every 3 seconds.

Finally, if you control all 4, you get 12 points every 3 seconds. The other way of gaining points is returning the flag to a base you currently control, which will reward you with 75 points if you control one base.

But will also be worth more the more bases you control. Being worth 85 for 2 bases, 95 for 3 bases, and finally, at 4 bases it's worth 500 points.

Last up are the graveyards and where you spawn if you die. You have your faction graveyards, which are here where you spawn, so here for Alliance and here for Horde.

After captured, each base has its own graveyard, meaning there are 4 more graveyards. You can however only spawn at these if you control the base.

Where you spawn is determined by where you stand. Whatever base you are closer to, you will spawn there.

Meaning if you die at a base you control, you will simply spawn on that base. Making bases extremely hard to get back if lost.

Now that we know the map, let's get into composition. On this map I recommend the basic 3 heal, 7 DPS composition.

However, 4 healing can still be a very viable option. As you should know by now, a Demon Hunter is pretty much mandatory.

As you specifically need it for Warsong, Deepwind and Twin Peaks due to its tanking and mobility capabilities. However, on this map you don't require a tank, so have him go DPS.

Next up, let's cover our healers. I'd recommend having 1 Holy Paladin and 2 Discipline Priests.

As this will bring the utility from the Paladin and strong single target heals, while still having that insane AoE healing Disq is known for. However, any combination of Disq, Holy Paladin and Mistsweaver or even Resto Druid works.

As long as you have at least 1 Discipline Priest for the AoE healing. Next up.

Given the nature of this map requiring you to hold a minimum of 2 bases, you need 2 strong defending classes. The only classes that can defend well currently are Rogues, Beastmastery Hunters and Frostmages.

I'd recommend bringing either 1 Mage and 1 Rogue, or Double Rogue, depending on what you can get. Next up, we need a Boomkin.

These are also pretty much mandatory, due to how strong Cyclone is as well as their mobility to quickly move around the map. Not to mention the aura they bring for all your casters as well as healers.

The only other caster I would recommend is the Dagger. This gives you the ability to access Gateway as well as Hearthstones for your group.

To round up the comp, we're going to want to have 2 more strong teamfight classes. This could be anything from Warriors to Elemental Shamans or even Hunters, it really doesn't matter.

However, Death Knights are also particularly strong on this map, due to their ability to grip an enemy and then have your Priest knock him off the map. If I had to choose, I would bring a Death Knight and also a Warrior.

Both bring great single target damage as well as some clear damage. This is a good way to get a good lead on the map and also a good way to get a good lead on the map.

Now that we have our comp and know the ins and outs of the map, let's get into strategy and how we attempt to win this map. First up, there is one thing that you need to make sure you do to gain an advantage.

And that's speed capping your 2 bases. This can be done by 3 different ways.

You can have your Mistweaver, if you have one, get levitated by your Priest, as seen here. Or you can have your Demon Hunters glide and use Metamorphosis to get to the flag.

Lastly, you can use Boomkins with their Wild Charge in conjunction with the ability Flap, to quickly get to the base. Why this is so important is that the team who gains the bases first will gain a point lead.

And with this map usually being about flag captures, it means you will always be ahead in points. Meaning if you get the first flag, the enemy team is going to need 2 flags to obtain a lead.

So after deciding who speedcaps what base, you need to assign a defender to each one. So send either your Rogue, Mage or Hunter, whichever defending classes you have, to one base each.

Whilst the remainder of your team gets into the mid lane, you can then go to the middle to begin an 8v8 teamfight.

Doing so however is risky, as classes like Demon Hunter and Boomkin and Monk can get to middle faster, and potentially look for a knock or Ring of Peace to block you getting into the middle, as you are easily able to get knocked on this map if positioned wrong.

The best way to deal with this is to have slower classes wait for your Warlocks to make a gateway, and then take it to get into the centre. This removes all risk of getting knocked off instantly.

The next thing you need to do is to get your Warlocks to the middle.

Then for the majority of the teamfight you should look to remain in the centre, unless you are a class with some way to avoid getting knocked, either portal or some sort of leap, as positioning poorly on this map resulting in a knock off could instantly lose you the teamfight.

However, if a team has either a Death Knight or a Priest to combine with knock, you can gain a huge advantage by knocking enemies off. If you win the teamfight, you should then look to pick up the flag and take it to one of your bases.

Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases. Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases.

Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases. Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases.

Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases. Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases.

Having the rest of your team be able to get knocked off, you should then look to pick up the flag and take it to one of your bases. And for your team to get important offensive cooldowns back, or even defensive cooldowns.

Once you cap, look to head back to middle and attempt to win the teamfight again. By this point though however, the enemy team should need two flags to get ahead.

Teams with weaker teamfights will often try to spin mid and look to ink your bases. To do this is high risk however.

If pulled off, works great at securing the game. To do this, you need two staff defenders.

Once you realise you're not going to win the game, have them group up and look to ink a base together. If they manage to get the base, have your team look to peel and secure your bases, having your demon hunter and boonkins move instantly.

At this point, mid becomes almost irrelevant. You only need to keep control of the three bases to secure the win.

It just means you're going to have to make sure you have double defenders at each base and your healers make sure to follow the enemy team as they move around the map. Take here for example.

Once we manage to ninja cap the enemy team's base, we instantly all rotate from mid. I run to the newly acquired base to help my boonkin, whilst the rest of my team disperse between the other two.

Making sure to match numbers as much as possible, while keeping an eye on the enemy stealth classes. You should still be able to delay their middle with mainly healers, whilst your high mobility DPS look to be ready to peel to your bases.

As in this clip for instance, we're spinning mid with two healers and one DPS, whilst the rest of our team are split evenly to match their enemy numbers. Look at the point lead we've established by just holding three bases.

This is even giving up a few flags, and we're still in the middle of the game. If you suspect the enemy team to try and pull off this strategy on you, the best way to deal with it is to have your demon hunter constantly inking one of the enemy bases, if they play double rogue.

If they don't, just keep track of the boonkin. If he goes into stealth, have your demon hunter ink the enemy base, whilst your own boonkin looks to peel to defend your own.

But to quickly summarise, either look to maintain three bases whilst delaying them in middle, or simply win mid teamfight and cap the flags. Remember to speed cap and also keep an eye on enemy stealth classes, as losing your base can potentially lose you the game.

Thanks for watching, and be sure to leave a like if you enjoyed.

WARSONG GULCH RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player, but since the start of Legion I've started to play and enjoy rated battlegrounds more and more, consistently with my team being at the top of the ladder.

In this series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one rated battlegrounds team. As always, before we get into strategies, let's start by breaking down the map.

Warsong Gulch is a basic capture the flag map format, with Alliance starting in their own base here, and Horde starting in their base here. Regardless of where you die on this map, you will always spawn at your faction graveyards, here for Alliance, and here for Horde, as there are only two graveyards on the map.

It's also worth noting that there are berserker buffs placed on the left side of your base when you exit, and a leaf for healers to get mana back or regain some health on the right side as you exit. Furthermore, there is also a speed boost in each of the bases, located inside of the tunnel.

As it's a capture the flag battleground, the flags are positioned in your faction's base, and of course the goal is to get the enemy's flag across the map into your own base. But you can only however cap the flag and get a point when your own flag is currently not held by the opposing team.

It's also worth noting that when carrying the flag, you will gain a stacking debuff increasing your damage taken. With the first of three caps being victorious, it's also worth noting if the game ends in a draw, the team with the most recent cap are the winners.

Alright now we know everything we need to know about the map, let's get into composition, and what classes you should be on the lookout for to build your own composition. To start, we're going to divide the team into two, offense and defense.

We'll get to why this is important later when we cover strategy. Let's start with defense.

There are two types of defense, ones that focus more on killing, and ones that focus more on slowing and peeling the enemy's flag. The first type of defense is the one that focuses more on killing, and then the second type of defense is the one that focuses more on defeating the enemy.

You're first of all going to want a demon hunter tank. These are hands down the best tank, no other tank class comes close.

Paired with your demon hunter, you're going to want a tank healer. This healer is going to be following the tank around, and being his pocket healer for the most part.

Classes good for this are misweaver monks, or paladins, or even restoration druids. Paired with your healer and tank, you're then going to want a class with good slows.

So either a frost mage, or an holy death knight are perfect for this. Then you'll want some damage or lockdown, coming from either a warrior or rogue.

Rogue is probably best, but you need one in offense, so this option is only viable if you have two. This will round off your 4-man defense.

However, it's also worth noting if you have classes with very low mobility, like rep paladins or shadow priests to name a few, they are also better in defense. So depending on your comp, you might play heavy defense that can potentially be up to 5 or 6-man strong.

Before we get into offense, this guide is going to assume you're playing the standard 3 healers, 6 DPS and 1 demon hunter lineup. Okay, so with offense, you're going to want to have most importantly, 1 rogue and 1 healer.

Disc and restoration druids are great in offense, as they bring tools to either help with damage or crowd control. And of course, you need a rogue for stuns on the enemy flag carrier.

Now we're going to be looking for classes with high mobility and instant damage, that can have uptime onto their team. Classes like Boonkin, Feral, Havoc demon hunter and Warlocks with burning rush are some of the best, but with your lineup, judge what can best keep uptime onto a very mobile tank.

Now you've split your team up into an offense and defense, there is one person missing, and that's your third healer. This person has one of the most important roles, as they need to be on their toes and watching what the enemy does.

This healer is known as the floater, it's his job to be where he needs to be. This role is suited for the most important roles, as they need to be on their toes and watching what the enemy does.

This healer is known as the floater, it's his job to be where he needs to be. And this role is suited for healers with mobility, so misweaver monks, oast Ε�ρυν travailler Profes 화, restoration shamans, restoration Druids and sometimes discipline priests, depending on your lineup.

As this healer is going to be often bouncing between the two groups, helping with healing when required. Alright, hopefully by now you've got your group sorted into your offense and defense teams.

Let's get into Strategy.

For this we're going to be playing from the Horde side, you're going to have 2 main missions, your offense team is going to want to slow the enemy flag carrier, and the people escorting him. your offense team is going to want to slow the enemy flag carrier, and the people escorting him. your offense team is going to want to slow the enemy flag carrier, and the people escorting him. and try to force cooldowns early inside of a stun if possible.

You will often only force something minor as the damage increase from picking up the flag has not yet kicked in, so just do what you can. At the same time, you'll want a defense team to be escorting your flag carrier into the enemy's base, trying to slow and peel the enemy's offense from connecting.

Now, going back to offense, when the enemy Demon Hunter inevitably gets away thanks to his mobility, your strat changes.

You want your most mobile offense classes to keep chasing, whilst the rest of your offense slows the enemy healers from connecting to their flag carrier, giving you some alone time with him, or forcing him to jump back to his healers.

So for this example, it would be the Demon Hunter and Druid chasing him, whilst the Rogue and Warlock look to slow the Holy Paladin, who's the enemy's team's defensive healer.

Back to defense once again, you'll want your defensive healer to look to escort your flag carrier, whilst the remainder of your offense sits in the enemy's base. You'll want your defensive healer to look to escort your flag carrier, whilst the remainder of your offense sits in the enemy's base.

You'll want your defensive healer to look to escort your flag carrier, whilst the remainder of your offense sits in the middle and slows the DPS from trying to connect. Again, having your floating healer float between the two groups, assisting the group that needs the most help.

Once your flag carrier makes it across the map, your next job is to get onto the roof with your defense team.

Once up here, it becomes incredibly hard for the enemy team to connect, because as soon as you see them commit to coming up the ramp to the roof, you can just jump off the roof and kite to your graveyard, then wait there, once they commit to chasing you once again, you jump down and go up the tunnel.

Once up here, it becomes incredibly hard for the enemy team to connect, because as soon as you see them commit to coming up the tunnel, you jump down and go up the tunnel, and back up to the roof again, and just keep going round in circles.

This is why we have defenders with slows, it's their job to slow the enemies chasing you, primarily the rogue. In offense, if the enemy demon hunter is doing this strategy to you, you need to split your team up, have half chase him and half look to cut him off as seen here.

The enemy sandwiches the demon hunter from both sides, forcing him to have nowhere to escape, and eventually going down.

Also, something to always keep a note of, is this, for example, if the enemy are attacking you, with let's say a priest, boomkin, and rogue, and a warlock, and you manage to wipe them, killing the priest and then the rest of the DPS, they will then spawn back in their base.

Due to the position of the graveyard, they will most likely look to defend, so make sure your floating healer, and some of your defense push up to offense, as this will give you a bigger chance of killing the flyer carrier before you attack them. Coming back to DPS. you wipe.

And if you do wipe, you have time to spawn and get back to your position on the roof and defend the incoming attack. But for the most part, get your groups sorted well and don't get caught teamfighting in the middle.

Remember your number one priority is always the flag carrier or slowing those around him. Ok guys, that just about wraps up this Warsong Gulch strategy guide.

Thanks for watching and be sure to plus skill if you enjoyed this video. Subtitles by the Amara.org community

TWIN PEAKS RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an arena player, but since the start of Legion I've started to play and enjoy rated battlegrounds more and more, consistently with my team being at the top of the ladder.

In this series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one rated battlegrounds team. In this episode we're going to be covering Twin Peaks.

This is our penultimate episode with only Arathi Basin left. As always, before we get into comp and strategies, let's quickly cover the map as a whole.

Twin Peaks is a basic capture the flag map format, with Alliance starting in their own base here and Horde starting here. However, unlike Warsong Gulch with the linear graveyard spawns, on Twin Peaks, where you die on the map will force you to spawn at a different graveyard.

If you're pushed over the centre line of the map, and die on your opponent's side of the map, you will spawn at the far graveyards, which are here for Alliance and here for Horde. If you die on your own side of the map however, you will spawn at the centre graveyards, which are here for Alliance and here for Horde.

It's also worth knowing where the helpful buffs spawn. Leafs for mana and health regeneration spawn in these two locations, whilst Berserker buffs providing you with a damage increase spawn here and here.

Speed increases spawning near both bases here and here.

As it's a capture the flag battleground, the flags are positioned in your faction's base, and of course the goal is to get the enemy's flag across the map to your own base, but you can however only cap the flag and get a point when your own flag is not currently held by the opposing team.

It's also worth noting that when carrying the flag, you'll gain a stacking debuff increasing your damage taken, with the game ending either when a team reaches 3 caps, or the time limit is set to 1. Once the game ends, the team with the most caps will win.

If a draw, the team with the last cap will be victorious. Alright, now we know everything we need to know about the map, let's get into composition and strategy.

By now, we're going to assume that you can build a decent comp for all maps. What I mean by a decent comp is one that covers everything you need.

So it should look something like this. You'll first want a tank.

This can be either a Guardian Droid or a Vengeance DH. Next you'll want 3 healers.

This can be a mixture of any 3 realistically. However, I prefer Discipline Priest, Mistsweaver and Holy Paladin, as you have all grounds covered with these 3.

After that, you just need 2 defenders. For this, you can take 2 Rogues, or 1 Rogue and 1 Mage, as those are the best defenders.

Now you've got your 2 defenders, 3 healers and a tank, you can just build your composition. I prefer going for a more dot-based cleave, with Warlock, Shadow Priest, Boomkin and then a Death Knight.

So that's our basic composition. Now, what we need to do is divide this composition into an Offense and a Defence.

As for Twin Peaks, you're going to need to divide your team-up into 2. For Defence, we're obviously going to be having the tank and 1 healer, which in this example is the Holy Paladin.

And then a few DPS to peel. 1 Rogue if you have 2 and a class with some nice utility.

For this example, the Shadow Priest will work perfectly, as he has Swap, Life Grip and can rot the enemy Offense down relatively fast. Then for Offense, you'll want 1 dedicated healer.

In this example, the Discipline Priest. With the rest of your DPS.

So, your 2nd Rogue, your Boomkin, Warlock and Death Knight. This leaves our 3rd healer.

In this example, it's the Mistsweaver Monk. He is going to be the floating healer, which we'll cover in more detail in our Strategy section up next.

Okay, so hopefully by now you've got your group sorted into your Offense and your Defence teams. Now, let's get into Strategy.

Now, the biggest mistake made in Flag Maps is looking to teamfight. The map should be split into 2 sections.

Offense and Defense. Your Defence team should look to instantly escort your Flag Carrier to the enemy base, making sure he gets to the flag safely and then gets back to your own base safely.

Meanwhile, your Offense team looks to cut off the enemy Flag Carrier in the midfield, trying to get on him as soon as possible, forcing him to dismount and have to use his mobility or even force cooldowns before he picks up the flag.

Here we can see in this clip it demonstrated perfectly in Offense, where our Offense Rogue pushes onto the enemy Flag Carrier to intercept him as soon as possible, forcing him to get off his mount and forcing his last resort as well as the hand of sacrifice from his Paladin.

Forcing these cooldowns before the flag is even picked and stacks have begun is huge. A mistake often made is just looking to teamfight in the middle and letting the enemy Flag Carrier run freely.

Flag Maps are all about Flag Carriers and escorting or pressuring the enemy Flag Carrier. Teamfights shouldn't exist.

If the enemy Flag Carrier does get away, don't then stop and begin fighting in the middle. Look to either chase him down or cut him off, as seen here when Walerix gets peeled before he can open on the enemy Flag Carrier.

He instantly then just mounts up and begins just chasing him down whilst the rest of the team focuses on slowing the healers, giving the enemy Flag Carrier no option but to use his mobility to jump back to his healers, instead of getting away for free while Walerix fights in the middle for no reason at all.

In Defence it's up to the DPS to escort your Flag Carrier. This could be either killing people attacking him, slowing them, CCing them or just generally trying your best to help your own Flag Carrier get to the Flag and then get across the map.

As we see here when our Flag Carrier dies, our Rogue looks to kill the Rogue and Warlock stopping him from picking up the Flag and making it across the map. If the enemy Flag Carrier does successfully get across the map, it's time for your Offense team to now regroup.

Now the worst mistake you can make when attacking is all going the same way. If you run at the FC, in a straight line, it means he can just simply kite you.

For example here, if all four of our Offense players walked up the main entrance to the enemy Demon Hunter, he could exit either here or here and just kite us completely.

Whereas if you split up your Offense team, you can cut the Flag Carrier off, giving him no chance but to run into half of your Offense team, allowing you to then slow him and deal damage until the rest of you can eventually catch up.

As we see here when Walerix and his Offense team look to assault the enemy Flag Carrier, take a look at the mini-map. You'll see one Rogue waiting.

He's sitting there to cut off the enemy Flag Carrier when he jumps down. He gets blinded and allows the rest of our team to catch up.

And then we instantly kill him. Now what happens when you wipe an Offense is important.

You need to first of all figure out if your defense is final. If your own defense team is not fine, you'll be spawning at the far graveyard, which is in your own base.

So you could quickly help them wipe the enemy team and then push back to Offense. This is where the floating healer I mentioned earlier comes into play.

He needs to be very aware of what the enemy team is doing. Say for instance, if he is in defense with your Flag Carrier and you wipe the enemy team's Offense, they will spawn where your own Offense is.

This means your floating healer has to be ready to move to Offense and move across the map fast. This will allow you to survive longer in Offense and hopefully force some more cooldowns or even score a kill.

But to summarize, follow these five key tips and you should be well on your way to victory. Okay guys, that just about wraps up this Twin Peaks Strategy Guide.

Thanks for watching and be sure to plus skill if you enjoyed this video.

ARATHI BASIN RBG GUIDE - STRATEGIES FROM THE #1 RBG TEAM

Hey guys, Zot here. Those of you that know me may just know me as an Arena player, but since the start of Legion I've started to play and enjoy Rated Battlegrounds more and more, consistently with my team being at the top of the ladder.

In this series I'm going to be sharing and explaining the thought process behind the tactics used by the world's number one Rated Battleground team. In this final episode of this series we're going to be covering Arafi Basin.

As always, let's begin by covering the map as a whole. Arafi Basin is of course a base control map, with 5 different bases on the map.

First team to accumulate 1500 points will win the battleground, with Horde entering the map spawning here, at the Defiler's Den and Alliance spawning here at Trollbane's Hall. After a 2 minute grace period the gates will open and the battle will begin.

To gain points you must first assault a base by clicking on the flag, and then after 60 seconds you will gain control of the base. How many bases you control will net you more points with each base, counting as 2 points for each base.

The first team to gain points will be the Horde, and the Horde will gain points for each base. The Horde will gain points for each base, and the Horde will gain points every 3 seconds.

So for instance if you're Alliance and you only control the Blacksmith, you'll gain 2 points every 3 seconds. If you then control the Goldmine also, you'll get 4 points every 3 seconds.

If you then go and get Lumbermill on top of that, you'll gain 6 points every 3 seconds and so forth. If you control 5 bases, you'll get bonus points however.

Each of the 5 bases are very unique and their name is derived from the landmark at the base. We've got Stables, Farm, Blacksmith, Lumbermill and Goldmine.

You can however mouse over the base to see the name of the base. On each base you can find a unique powerup providing either a boost to damage in the form of a Berserking buff, or mana and health regeneration from a leaf, or even a speed increase from the boost.

It's also worth noting that there are graveyards at every base you control, and one in your faction's base where you spawn into the map. This makes it incredibly difficult to win a teamfight at a base that's only a few blocks away from the enemy.

If you die on that base, you will simply spawn a very short distance from the flag. Due to the spawn locations on this map, Horde will always get farm uncontested and Alliance will be able to get the stables.

Okay now we have a better understanding about the map, let's take a little look at composition. By now we're going to assume that you can build a decent comp for all maps.

What I mean by decent comp is one that covers everything you need. A raphy basin is one that needs at least two strong defending classes.

These classes are ones capable of defending an ink until they can get back up. Classes ideal for this are rogues and mages, so you'll want either two rogues, or one rogue and one mage.

Adding to this you'll of course want three healers. Again, any combination of three can work, although I prefer to have one restoration shaman, one misweaver monk and one holy paladin, but disc and restoration droid healers work fine.

And of course for other maps you'll want a mage, a mage hunter or guardian druid tank. Have your tank spec damage for this map however, as a tank is not required.

Rounding up your composition with the rest of your DPS, you can either go for a more setup based comp, or what I prefer and that's a more rock based lineup, with a shadow priest, warlock, boomkin and either a death knight or warriors of melee. Giving you a composition that looks a little like this one.

Okay now let's get into strategy. Now there are multiple tactics you can apply at the start of the game.

These decide where you send your team and who you're going to be fighting. For example, you can either go for a warrior or a mage, or a mage hunter or guardian druid tank.

You can either go for a warrior or a mage hunter or warrior of melee. You can either go for a warrior or a mage hunter or warrior of melee.

Let's first cover the options. Strategy 1.

First is contesting all 3 bases. This means that you'll contest lumber mill, blacksmith and gold mine instantly at the start of the game.

Typically when doing this however, you'll overload one base a little more. So taking our comp lineup from earlier as an example, we'll of course first send our defending rogue to farm or stables to cap it and defend.

After this we'll then send our monk healer with 2 DPS to gold mine. You can do this with a monk because they can easily survive thanks to being able to abuse the mine to portal up and down.

The reason we've chosen a demon hunter and rogue is due to the rogue's ability to peel and the demon hunter bringing that darkness. Then to blacksmith we'll just send a holy pallet and a death knight.

These two are going to focus purely on spinning the flag and not losing the base, playing as defensive as possible. And then to lumber mill we're going to be sending extra DPS.

Our goal here is to get this base fast, so with our shaman healer we'll send our lock, our shadow priest and our moon. Strategy 2.

First we'll send our monk healer, we'll send our lock, our shadow priest and Moonkip, giving us a lineup that looks a little like this one.

The goal with this strategy is of course going to be winning Lumbermill as quickly as possible, as then you can use that lead to easily jump down to Blacksmith using Levitate, and then abusing the number and healer advantage from wiping them at Lumbermill, to quickly dispose of them at Blacksmith, and get an early free cap whilst leaving one member of your Lumbermill team to defend for a short time.

And then your team at Goldmine is going to have a few options, depending on how it's going there. If they think they're close, they can continue to fight and contest, however if it's not going too well, or if they have already wiped, they should get to Blacksmith ASAP, before the enemies simply overrun you there.

However, your second defender from Goldmine should swap with your makeshift defender at Lumbermill quickly. Now at this point it's an 8v8 teamfight at Blacksmith, whilst your two defenders are at your two bases.

And that's if you're going to be able to get a kill from the Lumbermill team, and you're not already in Blacksmith from your early lead at Lumbermill. You also have to remember you have a point lead now, as you contested all three bases, so you can use this lead to determine how the rest of the game goes.

Now the strategy has downsides, you're essentially spreading yourself very thin as you have one healer on each base, and you're also contesting two bases on the opposite sides of the map. Meaning it's going to take people, especially your healers, a very long time to move between the bases.

This could result in the enemy team simply overloading two bases and letting you have the third free, and then split resing your healers and instantly gaining a lead from the start with their numbers advantage as you'll be on the wrong side of the map and having to defend one extra base.

I'd only ever really suggest pulling this one off if you're very confident in your healers and your overall team's ability to survive even if outnumbered. Moving onto the second strategy, this one plays it a lot safer.

This is going for two bases only, so same as before have your defender go and cap your starting base, so either farm or stables, and then have 3 DPS and a healer go to mines or lumber mill.

For this example we're going to the gold mines, as we have a monk and can once again abuse the monk port to pour up and down, and then the rest of our team which is going to go to the centre node, which is of course blacksmith.

Doing this strategy the enemy is going to be outnumbered heavily on two bases, as they would be sending people to lumber mill in most scenarios, if not to contest but to simply cap it.

So the strategy for this one is simple, you'll want to quickly dispose of the healer at gold mine with your numbers advantage, and then to quickly go to blacksmith and do the same there.

Essentially what this is, is it's giving up one base for free to take two by focusing on playing on one side of the map instead of the map as a whole.

The upside of this strat can be you can easily move between the two bases you're fighting on, and you'll have a numbers advantage as the enemy team will be committing to a base you're giving them for free.

Even if they don't fully commit to it with numbers, they will still have one man out of the teamfight from the start. Also this strategy heavily revolves around blacksmith, as we know this is the centre most base, with a graveyard here.

Meaning at all points of the game you're going to have easy access to whatever base you want to assault. If the enemy controls both lumber mill and gold mine, they're going to have to travel across the entire map to get to the other base, so you can easily slow people on the way and gain a base back.

The downsides of this strategy however are allowing the team to get a place free. This can result in costing you and your team the game if the 8v8 teamfight is extended and you can't fully wipe the team, as they will have a point lead from the opener.

You will need to quickly abuse your numbers advantage on blacksmith to execute this one well.

However, taking individual skill and outplay out of the equation, each game should realistically end up as an 8v8 at blacksmith for the most part in rated battlegrounds, whilst you control two bases each, so either farm or stables and then whatever base you committed for in the opener.

So again, either luring the enemy or just taking the base out of the game. So, you can take the base out of the game and then take the base out of the game.

So again, either luring the enemy or just taking the base out of the game. So again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So, again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So, again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So, again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So, again, either luring the enemy or just taking the base out of the game.

So, you can take the base out of the game. So, again, either luring the enemy or just taking the base out of the game.

So, 8 you're not winning however and you have two rogues on your team you should consider ghosting and having them ink what i mean by this is if the 8v8 teamfight is going on still have both rogues essentially leave their base and look to ink a base together this can be great at snagging a base whilst the teamfight is not looking too good however have the people ready at your blacksmith to peel off to their own bases once the rogues come out of style a raffi basin is a very difficult battleground to come back from if you lose the initial teamfight or opener which is why often teams play it safe around off bases and commit heavily for the teamfight of blacksmith this all stems from the fact if you die at a base you control you spawn there meaning even if you're wiping a team or have a stronger teamfight unless you kill all of them at the same time they will simply just keep rezzing at the graveyard and spinning the base once you control three bases it becomes incredibly easy to defend them assign each base two defenders and some extra blacksmith and then have your healers floating in between like so this enables them to easily float to wherever the enemy commits the majority of their team now let's take a look at both of these strategies in action in a game from raz one of the highest rated players in rated battlegrounds currently where his team opt to use strategy 2 and only go for two bases whilst giving the third for free the enemy team however opt to go all in with strategy one and contest all bases so raz on the alliance team have their hunter defense stables and their team have their hunter defense stables whilst sending a large amount of dps to lumber mill and two healers and two dps to blacksmith to spin the base whilst completely giving up the gold mines raz and his team then made quick work of the enemy healer and the few dps that came up to lumber mill as the enemy team are contesting all of the bases they however get gold mine instantly as you can see from the top here now the advantage here of contest in all bases is that if the enemy team at lumber mill was able to completely outplay and survive until the members from gold mine got there i'm not sure if that's true or not but i think it's a good idea to do that if you're going to be able to get the gold mines and the dps then the game would be incredibly hard for raz and his team to come back from unfortunately they was unable to so raz and his team jumped down to blacksmith and leave their warlock to defend then at blacksmith they abused the numbers advantage they gained from only contesting two bases whilst the enemy disprez healer that went to lumber mill is dead they then are able to force the enemy paladin's bubble early and almost kill him forcing that enemy two healers and the rest of their dps to have to play defensive and commit a lot of defensive cooldowns as well as mana to survive after a short team fight they use the cooldown and mana advantage to wipe the enemy team then secure blacksmith and gain a free base lead after this they can simply go and double defend every base and have their healers split across the map like we saw earlier and the game is essentially over okay guys i hope you enjoyed the final installment of our rbg strategy guide series thanks for watching and let me know if you enjoy this rbg content and would like to see more in the future you