Overview: WMP is almost always played with an Arms Warrior, Fire Mage, and Holy Paladin in the current meta. WMP is a hyper-aggressive comp that focuses on the Fire Mage/Holy Paladin synergy and ability to land crowd control, as well as their ability to live a long time with the cooldowns available to them. The Holy Paladin will go for a
Hammer of Justice stun onto the enemy healer in the opener and the Mage will try to
Polymorph off of it. if the HoJ cannot be landed, then the Warrior will use
Intimidating Shout to fear the healer and the Mage will land the Polymorph off that. The Warrior will always
Storm Bolt the kill target and get as much uptime as they can to put out as much single target pressure as possible throughout the game.
Strengths: This composition is very good at training down Death Knights, as well as immobile casters like Shadow Priests and Destruction Warlocks. Shadowplay and TSG are two comps that WMP is very strong against because the Arms Warrior can do a lot of damage to the Death Knight or the Shadow Priest/Destruction Warlock.
Weaknesses: WMP struggles against comps with high consistent damage that have a lot of potential to survive and make the game longer, such as Thunder Cleave.