Building Your Team

Arena Teams are very similar to guilds in that they are persistent groups of players with their own name and their own symbol, but there are also some differences between teams and guilds. There are three different types of teams, one for each type of match you can fight in the Arena: two players versus two players (2v2), 3v3, and 5v5. Unlike guilds, you can be in several different teams at the same time, but you can be in only one team of a certain type; for example, you can't be in two different 3v3 teams, but you can be in a 2v2 and in a 5v5 team. Also, you need to be at least level 70 before you can join or create an Arena Team.


Creating a team for the Arena System works just like creating a guild. First you need to purchase a team charter from an Arena Promoter, name your team, and then collect enough signatures to start a team (one additional signature for a 2v2 team, two for a 3v3, and four for a 5v5). Once you have all the signatures you need, you can turn in your completed team charter. You will now need to pick a flag for your team, which also works pretty much like creating a tabard for your guild – the main difference is that you don't have to pay for your flag design.


A team can include up to twice the number of characters required to start the team, which means you can have benchwarmers that fill in if your main gladiators are not available

Fighting in the Arena

Once you have your team set up, it's time to prove your might in the Arena. You will need to enter the queue for the Arena like you enter the queue for a battleground: talk to an Arena Battlemaster and select the type of match you want to queue for. You can select a ranked game or a skirmish, a practice fight that won't impact your Team Rating. Once your team is in the queue, the matchmaking system will start looking for other teams with a suitable ranking for you to play against. When it finds a match for you, both teams are teleported into the arena...


Fights in the Arena are subject to a set of special rules. You'll find the most important ones listed below. We recommend you familiarize yourself with these rules before you enter your first match.

Warmup At the beginning of each match, both teams are placed in separate holding areas, similar to battlegrounds like Arathi Basin or Warsong Gulch.

  • Any existing buffs and conjured items will be purged or deleted upon entering. This is to ensure outside buffs are not used, and no conjured items from players not actually in your group are being used.
  • Your health and mana are set to full.
  • While your buffs are removed, your debuffs are not. This is to prevent players from using arena matches to clear their debuffs.
  • Mana/Rage/Energy costs are reduced to zero in the holding area so that teams can buff up and prepare for the match.
  • Soul Shard costs are reduced to zero so that warlocks can summon Healthstones for their party without needing to bring an excessive number of stones for their group. This also means that warlocks can summon pets during this period without using a soul shard.
  • Pets are dismissed upon entering an arena. Players must re-summon, otherwise they'd be able to summon their long-cooldown pets before entering.

Team Flags Each player automatically carries a flag that indicates what team they are on. Your team's insignia will be on this flag, so make sure to pick a cool and impressive banner that will strike fear in the hearts of your enemies.

Let the games begin! Each arena match is one battle. After one match is over, you will fight different players in your next match. Keep in mind that each time you fight, you will have no information about who your opponents are or what their class composition is until the match begins.

Death in the Arena When a character dies in an Arena instance, they'll be able to run around and "spectate" as a ghost. However, they will not be able to resurrect. The release spirit window says "You have died. Release spirit to enter Spectator Mode." Once the player has released, a message appears in the chat window stating, "You are in Spectator Mode. To abandon this battle, right-click the Arena icon on the minimap and select 'Leave Battle'."

Victory Conditions Every Arena match is a game of Last Man Standing, meaning that the match ends once all characters on one team have died, with the other team being the winner.

Post-Match Summary After the fight is over, a scoreboard appears with the following info:

  • Player names
  • Team names
  • Killing Blows per player
  • Damage Done per player
  • Healing Done per player
  • Rating adjustment per team

Other Information

  • No consumables other than bandages and conjured items can be used while in the arena.
  • Abilities/spells/items with cooldowns longer than 15 minutes cannot be used while in the arena. This also applies to resurrection.
  • There is no time limit for arena matches.
  • There is a power-up that allows you to see stealthed or invisible players, but you lose 15% of your health for picking it up. This allows you to combat players who attempt to hide to delay the match.
  • When players enter the Arena, all cooldowns on spells or items that have 15 minutes or less are reset. This allows them to have all their abilities available when the fight begins

 

 

 

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