Mage/Rogue Arena Matchups Guide by Darkalpha

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This is a hard match because your warrior is going to be under control for the large majority of the match while they attempt to burn you down, so you have to very carefully time your trinket/disarm use. Your warrior will NOT kill the mage soon, and the rogue has so many escape options that your warrior won¡¯t be able to kill him until he¡¯s all out of cooldowns. A lot of warrior/druid teams like to go for a fast kill on the rogue, but this lets the mage and the rogue get away, cc your warrior, and then they get right on top of you, where you just get burned down. So, both of your jobs is play extremely defensive until the rogue is out of tricks, then your warrior goes on the warpath and basically 3 shots him.

Start of the fight:
The mage will open on the warrior while the rogue searches around for you. Stay stealthed as long as you can and stay as far away from the mage as you can get, but when your warrior gets to around 70%, make sure you're as far as you can be from the mage, then pop out and HOT+ABOLISH YOURSELF FIRST(this way if the rogue pops you soon you have the hots going already), then Hot up the warrior. Once you get a lifebloom/rejuv on the warrior, and if the rogue still hasn¡¯t jumped you, proceed to re-abolish yourself and rehot yourself. By now the rogue should be on you, with the mage coming by to do his shatter combo. Pop barkskin when you get frozen by the pet(The mage is the one doing the damage, so don't waste seconds of barskin on meaningless rogue-stunlock damage), and when your warrior comes out of sheep, he can intercept then disarm the rogue(intervene if his cooldown is up to save his intercept cooldown). With the hots and abolish on you rolling on you when you get popped, you should be able to survive without using the trinket or NS, so you can save it for the 2nd wave of rushdown they can do via Prep/cold snap.

After you get away, you¡¯re keeping yourself hotted/abolished as much as possible, and looking for a pillar to hump. Travel form moves almost as fast as a sprinted rogue, so you can buy precious seconds in which your warrior is closer to those Sheep immunities, and the hots are ticking and bringing you back to full by running the opposite way around the pillar from the rogue. Your warrior needs to be on that rogue the entire time, keeping hamstring up and making sure to give you as much breathing room as possible. (doing a drive-by hamstring on the mage while chasing the rogue if they cross paths) If Intervene and Intercept cooldown is up, he can intercept the mage to put hamstring on, then intervene back to you so he can stay on the rogue without losing a step.
The rogue will run out of cooldowns quickly because he¡¯s trying to chase you down, and when he does, the warrior goes for the kill.

Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This greatly helps your warrior maintain control over that rogue.
-Rogue¡¯s cant Kidney shot when they¡¯re disarmed, so if your warrior sees him about to pop it, he can disarm so you can get away.
-If he can, your warrior needs to kill the mage pet. This stops his ranged shatter combo and greatly reduces the burst from the mage. They have little health, so your warrior can kill intercept it, 3 shot it, then intervene back to you so he can help keep that rogue off you.
-Abolish poison is huge, keep it up. The wound poison really can destroy you, so do your best to keep it off.
-Save your trinket for when you really need it, you can usually survive the first stunlock if you have your hots ticking when he pops you, and if you burn trinket early it can make you very vulnerable to their second stunlock via coldsnap/Prep.
-If you wait long enough, your warrior can pick up the Second Sight buff that makes him take damage, which will stop blinds and sheeps on him.
-Intervene will absorb blind. It's usually very, very obvious when the rogue is going to blind you, so if your warrior can do a quick intervene on you, it'll stop you from getting blinded.