I tried to write out the matchups that give trouble to most teams. The hard teams are first and are generally longer, but for some of the easier teams, there wasn¡¯t much to write, so it¡¯s shorter, and for some of the really easy teams, (such as Hunter/paladin) I didn¡¯t even write anything because you likely will never face them and if you do, it¡¯s such an easy fight that you won¡¯t need a guide.

Note: Because there¡¯s just so much text in this(20 pages in MSword), there will be typos and grammar issues that I missed(probably a lot), so forgive me in advance.

This is what my Partner and I do against these matchups. There may be/Probably is better ways to go about these matchups, but this worked for our playstyle. So experiment, try out new things that may work for you, because everyone¡¯s playstyle is different.

Pwyff wrote his own guide for druid/war, and his playstyle is different than mine. I highly recommend that you read his writeups as well if a certain combo is giving you trouble. It can be found here:

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.

This is tough, like all rogue/dps teams. This team is usually going to try to fear you and then gib your warrior, because a fear/fear/fear/silence(or stun)/deathcoil/Blind/Sap combo is more than enough for them to kill your warrior. Here, your warrior is going to sit on the warlock to prevent the fear casts, while doing his best to keep the rogue hamstrung and off you. Between pummel and LOSing the fears, you really shouldn¡¯t be getting feared to give them their gib window to burst your warrior. Your warrior's health is is below 60-70%, he has a shield on and is spell reflecting(unless the lock is about to die), and 2her busting on the warlock if he¡¯s full/hotted/abolished. The Rogue is usually a more tempting target than a soul link warlock, but once again, with all the tricks rogues have they won¡¯t die before you or your warrior does. Stay on the lock, don¡¯t get feared, and eventually the lock will die. Beware their Switch to you when you¡¯re out of cooldowns, as well.

If the Rogue is on your warrior(most matches):
The Fight generally starts with your warrior charging the lock. Stay back as long as you can, usually the rogue will open on your lock. If he doesn¡¯t, wait till about 75%, then rejuv yourself first (in case the rogue opens on you), then hot the Warrior. When the Rogue opens on your warrior, abolish him immediately and hot him up, making sure to run for max distance. If you can, get a cyclone or root on the rogue, he¡¯ll break it, but it¡¯s a cooldown that he¡¯s forced to spend. Be careful though, the felhunter can silence you which can be GG. Most matches I don¡¯t cast a single spell unless I KNOW I won¡¯t be CSed, The risk of getting silenced outweighs the few seconds of cc/cooldown use. The Warrior will be pounding on the warlock if he has hots and abolish, and Shielding /spell reflecting if he drops low. (He can still beat on the lock with a 1her).
Make sure to pummel the fears, and keep hamstring up on both the rogue and the warlock. Your job is to LOS the fears he can¡¯t pummel, and to make sure you¡¯re constantly moving away to stay at max range. Eventually, the warlock will probably get a fear off, but DON¡¯T TRINKET THIS UNLESS YOUR WARRIOR WILL DIE. Once you¡¯re feared, the rogue will start sprinting over to blind you, and if you trinket the fear and get blinded/sapped, it¡¯s pretty much GG. Save your trinket for the blind, because getting caught in a Blind->Sap->Silence-Deathcoil combo is almost a guaranteed loss. Once the rogue starts running, have your warrior intercept him and keep hamstring up, and piercing howl the imp sprints/vanishes.
Keep your distance at max range, always trying to stay at max range, and pillar humping if you can't get far away, and make sure to keep a lifebloom stack/rejuv/abolish up. The Lock should die soon, and then simply the rogue. If the Rogue burns all his cooldowns and the lock still has a decent amount of HP, your warrior can intercept to him to quickly dispatch him, because rogues with no tricks die very, very fast to a warrior. Once one of them dies, kill the other and win.

If the rogue opens on you(Rare)
The warlock will be tanking while the rogue looks for you, and the rogue will get the opener because of paranoia. Again, When you pop to heal your warrior, hot yourself first in case he pops on you. The Rogue will lock you down while the warlock dots you and your warrior up. Have the warrior intervene to you, disarm/hamstring the rogue, then Intercept back to the warlock. Because the rogue isn¡¯t pouring DPS into the warrior, your war can go to town on the warlock as long as he gets hots to keep him above 60-70% health. Keep abolish up on yourself along with hots, and do your best to pillar kite the rogue while your warrior shoves his 2her down the warlock's throat. Keep yourself alive, your warrior should intervene whenever he can to hamstring the rogue, then intercept back to the lock.
Again, if the rogue is out of tricks when the lock is alive and at decent health, consider swapping to quickly kill him.

-The Shadow sight debuff will prevent blinds and saps. Pick it up if you can.
-When they're on you, Consider having your warrior use his 2her in defensive stance when pummel is on cooldown, so he takes less damage.
-Like Mage/rogue, abolish is HUGE. Make sure to keep it up whenever you can,
-Felguard locks do a lot of damage, but die faster. The Stun sucks, but you can cast freely without getting spell locked. The Match is different, you die faster, but so does their lock.
-Always keep 10 rage for a piercing howl. Every time they sprint or vanish, howl. This can prevent