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Patch: 9.

0
Last update: 11/27/2020

Different classes/roles benefit from tracking different abilities so you may not need to track
everything here depending on what you play.

We’ve marked each ability with a different level of importance and included information on some
abilities for you to better understand why you may want to track them.

Key:
MUST TRACK
RECOMMENDED
OPTIONAL

Interrupts
Mind Freeze
Disrupt
Skull Bash
Solar Beam
Muzzle
Counter Shot
Counterspell
Spear Hand Strike
Rebuke
Kick
Wind Shear
Call Felhunter
Spell Lock
Pummel

Misc.
Dark Simulacrum - Stops the death knight from being able to copy important crowd control or
damage spells
Mass Dispel - Lets you know when you can set up a kill without needing to stop a shadow priest
from dispelling their healers crowd control
Fade - Stops the shadow or holy priest from being immune to your crowd control
Holy Ward - Stops the holy priest from being able to immune your crowd control
Shadow Word: Death - Stops the disc priest from being able to break out of your crowd control
Grounding Totem - Stops shamans from being able to immune your crowd control
Nether Ward - Stops warlocks from being able to reflect your spells
Spell Reflection - Stops warriors from being able to reflect your spells
Intervene - Stops warriors from being able to reflect your spells with the overwatch PvP talent

Offensives
Chill Streak - Useful to avoid stacking against frost death knights
Incarnation: Chosen of Elune - Important to track when balance druids deal very high burst
Trueshot
Combustion
Avenging Wrath
Dark Archangel
Vendetta
Shadow Dance - Helps identify the moment it has been used so that you can peel the sub rogue
Shadow Blades
Bloodlust/Heroism
Dark Soul: Instability
Colossus Smash

Crowd Control
Asphyxiate
Chaos Nova
Fel Eruption
Mighty Bash
Freezing Trap
Leg Sweep
Hammer of Justice
Psychic Scream
Psychic Horror
Silence
Kidney Shot
Blind
Lightning Lasso
Havoc
Mortal Coil
Intimidating Shout
Storm Bolt
Defensives, mobility and utility
Anti-Magic Shell - Death knights become much more vulnerable to spell damage
Anti-Magic Zone - Lets you know when you can all-in for the kill with spell damage
Icebound Fortitude
Blur
Darkness
Reverse Magic - Lets you set up a kill with crowd control without the demon hunter being able to
reflect your cc
Barkskin - Druids are much more likely to go down in a stun while this is on cooldown
Thorns
Survival Instincts
Ironbark
Aspect of the Turtle
Exhilaration
Roar of Sacrifice
Ice Block
Cold Snap
Temporal Shield
Fortifying Brew
Life Cocoon
Touch of Karma
Diffuse Magic
Transcendence: Transfer
Blessing of Sanctuary - Lets you know when you can set up a kill without the ret paladin being able
to dispel their healers crowd control
Divine Favor
Divine Protection
Divine Shield
Shield of Vengeance
Blessing of Sacrifice
Pain Suppression
Dispersion
Void Shift
Shadowstep - It’s not as useful to track this when facing sub rogues because they have two charges
Sprint - Rogues can easily escape with sprint when they are specced into maneuverability
Vanish - Lets you know if a non-night elf rogue can sap off their blind
Cloak of Shadows
Evasion
Smoke Bomb
Earthen Wall Totem
Spirit Link Totem
Astral Shift
Unending Resolve
Die by the Sword
Disarm

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