CC Chains & Strategies

Master the crowd control combinations that define high-level RBG gameplay

Melee Cleave Core

1. DK Gorefiend's Grasp (pulls all targets together)
2. Warrior Shockwave/Stormbolt → Bladestorm + Sweeping Strikes
3. WW Monk Leg Sweep → Fists of Fury
4. Ring of Peace (silence if they try to cast)

Entire clump stunned/silenced while melee cleaves

Caster Clump

1. DK Gorefiend's Grasp into Boomy Ursol's Vortex
2. Solar Beam dropped on top → mass silence
3. Lock Shadowfury → Cataclysm/CB or DoTs ticking
4. Ele Earthquake + Ascendance

Silence → stun → rot AoE. Healers can't recover

Rogue Mage Setup

1. Rogue Sap healer A → Cheap Shot healer B → Kidney on kill target
2. Mage Poly healer A after Sap ends
3. Smoke Bomb dropped on kill target
4. DK Strangulate / War Stormbolt overlap kill window

Isolates a healer, forces trinkets, or straight kill

DOT Cleave

1. Lock Fear healer A
2. Shadow Priest Psychic Horror healer B → Silence follow
3. Boomy Cyclone healer C
4. Full dots ticking across enemy team + Starfall AoE

Triple healer CC → rot damage snowballs

Healer Lockdown Chain

1. Monk Paralysis healer A
2. Paladin HoJ healer B
3. Druid Cyclone healer C
4. Shaman NS Hex follow

3–4 healers locked at once, teamfight collapses

Hybrid Burst

1. Ret HoJ healer
2. Ele NS Hex off-target healer
3. WW Leg Sweep kill target + Fists of Fury
4. Ret Wings → Execution Sentence burst

One DPS dies in stun lock while healers CCed

Stop Enemy Kill Chain

1. DK Gorefiend's Grasp → pull melees off your healer
2. WW Monk Ring of Peace → silences them, stops kicks
3. Lock Shadowfury / Warrior Shockwave → AoE stun to reset
4. Healer pre-Sac / GS / Cocoon on kill target

Their go fizzles, your team stabilizes

Peel for Healers

1. Boomkin Vortex → pulls melees off your healer
2. Shaman Cap Totem → stuns train
3. Feral Bash → Cyclone on kill DPS
4. Warrior Intervene + Demo Banner to soak pressure

Healer survives swap without burning major CDs

Anti-Caster Push

1. RSham Grounding Totem → eats first Poly/CS
2. HPriest Mass Dispel → clears CC chain
3. HPal Devo Aura → stops burst
4. SPriest Psychic Horror/Fear on caster

Stops the entire Mage/Lock push

Reset Chain

1. DK Grip enemy melee away from your healers
2. WW Monk Leg Sweep → Thunderstorm peel
3. Boomkin Vortex → Beam to hold clump
4. Druid Roar of Escape + mass Displacer kite → healers reset behind pillar, drink

Fight resets, no wipes

Flag Maps Defense

1. Guardian Druid pre-Barkskin
2. DK Grip enemies off carrier
3. Boomkin Vortex
4. War Shockwave

Peel chain until EFC safe

Node Defense

1. Rogue Sap → Cheap Shot → Smoke Bomb DPS
2. Boomkin Vortex → Beam on node cap
3. RSham Cap Totem + Hex healer

Buys time for reinforcements to spin node

Peel into Counter-Kill

1. DK Gorefiend's Grasp → pull melees off healer (defense)
2. WW Monk Ring of Peace → silence train (defense)
3. Lock Shadowfury → AoE stun clump (defense/offense pivot)
4. Warrior Bladestorm + Boomy Starfall in clump (offense)

Starts as peel → ends as wipe

Reset into Turnaround

1. Boomkin Vortex → Beam clump of DPS (defense)
2. RSham Cap Totem stun → buys time (defense)
3. Healers reset position & drink (defense reset)
4. Rogue/Mage swap out of reset → Kidney + Bomb → Poly healer (offense kill)

Reset fight, then swing momentum instantly

Anti-Go into Burst Swap

1. HPal Sac pre-swap + Devo Aura (defense)
2. HPriest Grip healer out of danger (defense)
3. DK Strangulate enemy healer during failed push (counter-CC)
4. WW Monk Leg Sweep kill target + Ret Execution Sentence (offense)

Enemy go fails, you punish instantly with swap kill

Defensive Node Spin into Counter-Cap

1. Rogue Sap → Cheap Shot DPS on node (defense spin)
2. Boomy Vortex → Beam on flag (defense lock)
3. RSham Hex healer → stall (defense CC)
4. DK Grip healer off node → team caps base (offense objective)

Defensive stall flips into node capture

Flag Map Escape into Counter Teamfight

1. Guardian Druid Roar + Dash → escapes EFC swap (defense)
2. DK Gorefiend's Grasp enemies chasing (defense peel)
3. Ele Thunderstorm → pushes clump into bad position (defense peel)
4. War Shockwave → team collapses → kill multiple DPS (offense)

Peel for FC flips into wipe on chasing team

General R1 CC Chain Rules

Grip = Go Button

If your DK grips 5+ targets → commit your AoE chain

DR Tracking Wins Games

Assign one person (Rogue/Mage) to call DR timers

Smoke Bomb is Win Condition

Every Bomb should be lethal or force 2+ trinkets

Healers Must Chain with DPS

HoJ, Paralysis, Cyclone, Hex are part of kill setups

Don't Overlap AoE Stuns

Stagger Shadowfury → Leg Sweep → Shockwave