On a PvP ruleset in WoW Forever, the fight you lose is rarely the one in a battleground. It is the Rogue who opens on you at half health in Redridge Mountains, the Hunter who tracks you across Hillsbrad Foothills or the five-man group that rides through your quest camp in Stranglethorn Vale. Open world PvP rewards different things from instanced PvP: the first hit, a way out when you are outnumbered, a way back to your body when someone camps it, and the speed to find your next target. That is why Hunters and Druids top this list while Warriors, strong in a battleground with a healer behind them, sit at the bottom.
This tier list ranks all nine classes for world PvP on the PvP and Roleplay-PvP rulesets, based on the final beta build of October 15, the October 31 class hotfixes, beta world PvP up to the level 30 cap and the rankings of creators who spent the beta ganking and being ganked. Below, you will find the full ranking, the best classes for ganking and for surviving, every escape tool and consumable worth a bag slot, how layering changes a fight, and the world PvP hotspots by level, including the new zones and dungeon entrances Forever adds to the map.
Our WoW Forever tier list ranks every spec for PvP as one blend of battlegrounds, world PvP and duels. This page looks only at the open world, where nobody queues, fights are rarely even and the question is not who wins a 1v1 but who decides whether a fight happens at all. Four things decide a class's place here:
The tiers are set at the class level, with the spec that carries each class in world PvP. Ganking and surviving are graded separately, because a class can be a good hunter and a poor target, or the other way round.
| Class | Tier | Best world PvP spec | Ganking | Surviving | Main weakness |
|---|---|---|---|---|---|
| Hunter | S | Marksmanship or Survival | S | A | Gets camped after a death unless it is a Night Elf |
| Druid | S | Feral | A | S | Low burst against a target at full health |
| Rogue | A | Subtlety | S | A | Stealth detection, Hunter's Mark and Faerie Fire end its resets |
| Mage | A | Frost | A | A | Fire and Arcane have far fewer escapes than Frost |
| Shaman | B | Elemental | A | C | Few ways to break slows or outrun a chaser |
| Warlock | B | Soul Link (Demonology) | B | B | No mobility, slow to set up again after a death |
| Priest | B | Shadow | B | B | No movement tools, easy to camp once dead |
| Paladin | C | Holy or Retribution | D | B | Hard to kill, but can't catch anyone or get away |
| Warrior | D | Arms | B | D | Kited and slowed to death without a healer |
Hunters are the class creators agreed on most, and one ranked the Night Elf Hunter above every other pick because Shadowmeld removes its one weakness: getting camped after a death. Forever made them stronger in the open world than they were in Classic. Traps now work in combat, so Scatter Shot into Freezing Trap is a real escape in the middle of a fight, and Entrapment roots whoever triggers a trap. The new pet abilities add disarms, webs and healing reduction. Eagle Eye scouts far ahead, Track Humanoids shows nearby players on the minimap, and Aspect of the Cheetah adds 30% speed to chase a target on foot. The datamined October 28 hotfix to Aspect of the Hawk would lower Hunter damage if Blizzard confirms it, but it leaves the pet, traps and tracking that win world fights untouched.
Druids are the hardest class to kill in the open world. Every shift into Cat Form or Travel Form frees you from roots and slows, Rejuvenation heals you on the run, and Prowl lets you wait out a group and come back. Feral burst is lower than a Rogue's or a Hunter's, which keeps Druids out of the top spot for ganking, but no class gets away more often. The one counter players found in the beta is a Hunter with a pet, Concussive Shot and Hunter's Mark who refuses to let go.
Rogues still control the start of almost every fight they choose: Stealth, Sap, Cheap Shot, Kidney Shot, Blind and Vanish decide whether a fight happens at all. They fall to A tier for two reasons. Hunters were buffed and Rogues mostly received bug fixes, and Forever adds more ways to see a Rogue: Perception on Humans, Hunter's Mark, Faerie Fire and damage over time effects that break Sap and Blind. A Druid tagged with Faerie Fire can still shift and run; a revealed Rogue usually can't.
Frost Mage is the hardest class to catch if it does not want to fight. Frost Nova, Blink and Polymorph turn any melee opener into a reset, and Ice Block, Ice Barrier and Cold Snap buy the time to bandage and drink. Ice Lance deals 300% more damage to frozen targets as of the October 31 hotfixes, but it now has an 8-second cooldown, so plan on one big hit per freeze rather than a chain of them. Fire and Arcane lose most of that toolkit, so on a PvP ruleset, Frost is the spec to level as.
Elemental Shaman has some of the best burst in the game with Lava Burst, Earth Shock and Purge, which makes it a very good ganker. It struggles the moment it is the target: Ghost Wolf is its only movement tool and nothing in its kit breaks a slow. Enhancement is fine while leveling, but creators rated it weak in open world PvP at the top end.
Soul Link Warlocks are the best duelists in Forever and can even win a 1v2 against careless players, but they have no way to move faster or break a slow. Their escape kit is Death Coil into Fear, Curse of Exhaustion on the chaser and a Hearthstone. Shadow Priests are in the same spot: Psychic Scream, Silence and Power Word: Shield win the fight in front of them, and a good one can drop Shadowform to heal and walk away from a single attacker. Neither class gets away easily after it dies.
Paladins are very hard to kill and very easy to leave. Divine Shield, Lay on Hands, Blessing of Freedom and Blessing of Protection keep a Paladin alive through three health bars, and a Divine Shield into a Hearthstone is still the safest exit in the game. What Paladins can't do is catch someone who runs, so they rank low for ganking and well for staying alive.
Warrior is the weakest solo class in the open world, exactly as in Classic. A first Charge and Hamstring can still kill a caster, and Mortal Strike wins fights, but two players can slow and kite a lone Warrior forever. Warriors climb several tiers with a healer behind them, which is why the Warrior and Priest pair stays a classic world PvP duo.
If you are still picking a main for the launch on November 4, our WoW Forever class guides explain how each of the nine classes plays at every level.
Ganking is picking a fight you have already won: a target fighting mobs, at low health, alone. The best gankers either open from stealth or kill from range before the target can react, and they can find targets quickly enough to keep the session moving.
Warlocks, Priests and Warriors can kill a careless player just as well, but they can't choose their fights, so they get chased off by the first group that answers a call for help in general chat.
Players who spent the beta in contested zones kept coming back to the same few habits.
Most players on a PvP ruleset are not looking for fights. They want to finish a quest without dying three times. For them, the best class is the one with the most ways out, and the ranking looks different from the ganking list above.
Every class has at least one way out, but they cover very different situations. Knowing yours before the fight starts is half of surviving on a PvP ruleset.
| Class | Escape tools | What still kills you |
|---|---|---|
| Druid | Cat Form, Travel Form, Prowl, Dash, Entangling Roots | A Hunter with a pet and Concussive Shot on you |
| Mage | Blink, Frost Nova, Polymorph, Ice Block | A Rogue who opens while Blink is on cooldown |
| Hunter | Feign Death, Scatter Shot, Freezing Trap, Aspect of the Cheetah | Being camped at your body after a death |
| Rogue | Vanish, Sprint, Evasion, Blind, Gouge | Being revealed by Hunter's Mark or Faerie Fire |
| Paladin | Divine Shield, Blessing of Freedom, Lay on Hands, Hammer of Justice | A group that waits out your shield |
| Priest | Psychic Scream, Power Word: Shield, Shadow Word: Death | Anything that keeps you slowed |
| Warlock | Death Coil, Fear, Howl of Terror, Curse of Exhaustion | Melee that stays on you and interrupts your fears |
| Shaman | Frost Shock, Earthbind Totem, Grounding Totem, Ghost Wolf | Any class that keeps you slowed while it hits you |
| Warrior | Intercept, Intimidating Shout, Piercing Howl | Two ranged players who kite you |
A few class tricks are worth knowing on top of the table. A Shadow Priest who is blinded by a Rogue can cast Shadow Word: Death on a target that will survive it: the backlash damage breaks Blind. Since the October 31 hotfixes, that backlash costs 30% of your maximum health, so use it only when you can afford the hit. A Rogue who sees enemies in a busy zone can sit in Stealth and wait, then come back five minutes later somewhere else. And a Druid who has been revealed can still shift out of every root and keep running.
Several racials were reworked on October 26 and 27, and a few of them matter more in the open world than anywhere else. Speed racials are the big change, because players walk until level 40, when Forever sells the first mount together with riding training.
The best race for each class, PvP included, is in our WoW Forever race tier list.
World PvP has no rules about consumables or gadgets, so a well-prepared player can win a matchup their class should lose. A Warrior with a Free Action Potion and a grenade is a different opponent from a Warrior with an empty bag. This is what creators carried in the beta, roughly from cheapest to most expensive.
Engineering is still the strongest PvP profession. The Goblin Rocket Helmet charges an enemy and knocks it out for 30 seconds, which makes it a get-out-of-jail card when someone opens on you, and Goblin Rocket Boots add a big burst of speed, though they can explode. Forever also adds new gadgets: Stealthman 52 gives any class out-of-combat stealth for up to a minute, and the Gnomish Poultryizer turns a target into a chicken for 15 seconds at level 60.
Non-engineers get something too. Forever adds SAF-T devices that anyone can use, such as the SAF-T Copper Bomb, a 1-second stun bomb, and the SAF-T Nitro Boosts belt at level 55. Their effects are weaker than the engineering versions, but they close part of the gap.
Forever runs each ruleset as one world for your region and splits busy zones into layers, copies of a zone with their own players. In the beta, this changed world PvP more than any class change. Players turned in a quest, changed layers and landed in the middle of thirty enemies, or lost the Rogue who had just killed them before they could answer. A fight in Ashenvale drew several hundred players, but the people in it estimated it at about 70% Horde.
Layer caps, rare spawns and the layering fixes Blizzard announced on October 23 are covered in our WoW Forever realms and layering guide.
None of these need gear or gold, and together they save more corpse runs than any class pick.
If you plan to level with a friend on the PvP ruleset, our WoW Forever duo leveling tier list ranks the pairs that hold up best in world PvP. If you would rather skip the contested zones altogether, our WoW Forever leveling service can take your character to 60.
World PvP happens where both factions need the same thing: a quest hub, a dungeon entrance, a boat or a road. Forever keeps the Classic hotspots and adds new ones. The Riverglades is a new level 35-45 zone for both factions, nine new dungeons put entrances in places nobody used to visit, and new boat routes bring Alliance traffic through Southshore and both factions through a neutral port. There are no flying mounts, so every route runs over the ground.
The table lists the zones where creators expect the most fights, with the levels at which each zone sees the most players and the Forever change that makes it busier or quieter than in Classic.
| Levels | Zone | Who hunts whom | Where the fights happen |
|---|---|---|---|
| 15-25 | Redridge Mountains | Horde hunts Alliance | The busiest Alliance leveling zone. Fights around Lakeshire, the gnoll and murloc quests and the long escort from the cave to Lakeshire. The new road to the Riverglades forks off the Redridge road. |
| 15-27 | Stonetalon Mountains | Alliance hunts Horde | Windshear Crag quests, the Charred Vale and the Tauren escort road. |
| 18-30 | Ashenvale | Both factions | The Zoram Strand and the path to Blackfathom Deeps. The largest beta world PvP battle was fought here. |
| 18-30 | Duskwood | Horde hunts Alliance | Raven Hill and the roads around Darkshire, where level 60 players pass on their way south to Stranglethorn Vale. |
| 20-30 | Wetlands | Horde hunts Alliance | Blizzard added many new quests here, and the new Excavation Site dungeon (levels 26-31) sits in the zone. |
| 20-35 | Hillsbrad Foothills | Both factions | Tarren Mill against Southshore, the classic battle. Forever adds a Southshore stop on the Alliance boat from Menethil Harbor to Auberdine, and both factions ride through on the way to the City of Dalaran dungeon. Creators expect fewer players in the fields than in Classic, because Mage area farming there is weaker in Forever. |
| 28-35 | Alterac Mountains | Both factions | The new City of Dalaran dungeon (levels 28-35). In the beta, its entrance was camped so hard that one group needed half an hour of corpse runs just to get in. |
| 25-35 | Thousand Needles | Both factions | The Shimmering Flats, where both factions quest around level 30. |
| 30-45 | Stranglethorn Vale | Both factions | Nesingwary's camp, the troll and pirate quests, Booty Bay and the road to Grom'gol. The new Drowned City dungeon (levels 35-40) lies off the coast. |
| 30-40 | Arathi Highlands | Both factions | Witherbark Village, Faldir's Cove and Stromgarde Keep. Players are spread out, so fights are smaller. |
| 35-45 | Riverglades | Both factions | New zone with more than 150 quests, the Krol'dok Stronghold dungeon (levels 40-45) and Powderfuse Port, the neutral goblin port with a boat from Steamwheedle Port in Tanaris. Nobody has leveled through it at full population yet. |
| 30-40 | Desolace | Both factions | Quiet in Classic, but Blizzard added major new quests, and the new zone Shen'dralas borders it. |
| 35-45 | Dustwallow Marsh | Horde hunts Alliance | The new Alcaz Prison dungeon (levels 48-53) on Alcaz Island, next to Theramore. |
| 43-58 | Searing Gorge and Burning Steppes | Both factions | The entrance to Blackrock Mountain, with Blackrock Depths and Blackrock Spire inside. |
| 53-60 | Eastern Plaguelands | Both factions | Stratholme and the level 60 quests. Chain ganks here are a reason to hearth out and come back later. |
| 60 | Winterspring and Mount Hyjal | Both factions | The road to the endgame zone runs through Darkwhisper Gorge in Winterspring. Both new raids open inside Mount Hyjal on December 9. |
The busiest low-level zones are the ones a single faction depends on. Redridge Mountains has no real alternative for Alliance at its level, so it draws Horde gankers first, while Stonetalon Mountains is the Alliance answer on Kalimdor. Mid-level fights concentrate where both factions share a hub or a dungeon, which in Forever means Hillsbrad Foothills and Alterac Mountains around level 30 more than ever before.
Every new zone and boat route, with exact directions, is in our WoW Forever new zones guide.
These guides cover the rest of PvP in Forever, from picking a ruleset to the ranks you earn in battlegrounds.
These are the questions players ask most about world PvP before launch.
Hunter and Druid. Hunters find and kill targets from range and escape with Feign Death and traps, and Druids get away from almost any fight by shifting. Rogue and Frost Mage follow in A tier.
Hunter and Rogue. The Hunter has range, tracking and a pet that controls the target, and the Rogue picks the moment of every fight from Stealth. Elemental Shaman is the best burst class among the rest.
Druid, then Frost Mage. Both can break free of slows and leave a fight they don't want. Paladins also die rarely, but they can't run from a group.
A Warrior has few ways to escape and no reliable self-healing, so two players can slow and kite it until it dies. With a healer, a Warrior is one of the strongest classes, which is why it ranks well in battlegrounds.
Yes, a small amount per honorable kill. Blizzard has only named battlegrounds and PvP quests as sources of Rank Points, so it isn't confirmed whether world kills move your rank.
No. Layers have a cap per zone, and Blizzard weighs PvP balance when it assigns them, but fights still happen and can be lopsided. Joining a group moves you to the leader's layer, which can pull you out of a camp.
Expect leveling to take longer because of corpse runs, especially in zones like Stranglethorn Vale. If an hour a night is all you have, the Normal ruleset lets you fight only when you choose, with the same battlegrounds and ranks. Our WoW Forever PvP or PvE guide helps you decide before you create a character.
Night Elf for Hunters, Rogues and Druids, because Shadowmeld lets you leave after resurrecting. On the Horde, Undead for Will of the Forsaken and Tauren for Plainsrunning before your first mount at level 40.