Faction Champions The Faction Champions is the collective term used by Blizzard to represent the third encounter in the Trial of the Crusader raid dungeon . Players encounter members of the opposite faction in PvP Arena - styled combat . Members . Most of the champions have 2 , 400 , 000 health in the 25 - man version ; some have only 1 , 900 , 000 . In the 10 - man version most have 403 , 200 health and some have 322 , 600 . Heroic Mode . On the heroic version of Faction Champions , they have 2 . 6M or 3 . 2M health each . Every champion also hits for more damage , is untauntable , and has a PvP trinket at their disposal ( with a cooldown of 5 minutes ) . Crowd control and being alert about being targeted is very crucial to survival . The Opponents . This encounter is much like an arena match vs . 10 ( or 6 at 10 - man ) quasi - player NPCs . The opponents act very much like a good arena team , and some ( but not all ) PvP mechanics are applied to the NPCs . For example : Strategy . Prior to the encounter , everybody should switch to PvP mode . Everyone should plan on taking hits , so stamina / resilience gear helps . As always , it is a balancing act between how much pvp and pve gear you should use . As with any arena match , picking a damage target and focusing it down is critical . While one target is picked to be killed , all other enemy combatants should be controlled by whatever mechanics are available , including CC and focused distractions ( e . g . , keeping a warrior on the rogue NPC to disarm , hamstring , intercept , stun etc . ) . The NPCs reset their aggro tables every 9 seconds . This frequently leads to the damage dealers ganging up on a single raid member ; fortunately , healers do not get disproportionately frequently targeted . The NPCs are generally very difficult to tank . The resulting very chaotic nature of this fight ( especially early on when all 10 NPCs are alive ) , requires fast and smart decision by every single raid member . When one or more of the melee champions targets a soft target , that target needs to run , fear , snare , escape , anything to stay alive . To facilitate these maneuvers , it is best not to clump together . Every second that a champion is traveling to its target is a second that it is not doing damage . PvP trinkets are recommended in case you are targeted with blind or have to eat an entire fear . A few seconds of not dispelling / interrupting is all it takes to undo a minute ' s worth of dps . Tremor totem and fear ward are a must . Hunters should use frost trap to slow the NPCs . Hunter pets should attack the enemy pets - The NPC healers treat pets and summoned pets ( Treants and the like ) as players , so do not kill those . Merely keep attacking them and the healers will waste heals on them . If you are fortunate enough to have several NPC ' s pets to attack , the fight will be much easier . Another aspect of this encounter at odds with an arena match is that all opponents and their classes are known ahead of time , so it is possible to create a variety of control macros that target specific roles by name . This is strongly recommended . It is often very difficult to pick a control target from within the crowd while at the same time healing or dealing damage , and evading . Every class with a control ability should be using it as often as possible , including healers . Because of diminishing returns , it ' s a good idea to regularly switch the control target . The fight becomes exponentially easier as each champion is killed , so getting the first one down quickly greatly increases the odds of winning . All cooldowns , including Bloodlust / Heroism , should be used immediately . The priority of targets is dependent on raid makeup , but usually the most effective strategy is to kill the healers first . The healers and their abilities are : The most effective healer is the restoration druid , mainly because most of his casts are instant and not interruptable . A common strategy is to put interrupters on the other healers and burn the druid down first . If there are competent warlocks dispellers in the raid which can keep the druid banished , and dispel the Hots on the kill target , you can something else first ( usually the rogue or warrior ) . Remember that the banishes are subject to diminishing returns , so this approach should only be chosen if the other focus target dies before the druid becomes immune to banish . After the restoration druid is dead , one of the other healers is usually chosen next . The shaman uses a powerful earth shield which makes him slightly more dangerous than the priest ; in addition , he casts Hex and powerful totems . Fortunately , he has no self - rez . After all the healers are dead or locked down by rogues / warriors , the next highest priority should be the melee DPS . The rogue is the most dangerous followed by the warrior , the retribution paladin , and the death knight . Once the first couple are dead the fight becomes several orders of magnitude simpler and boils down to a burn phase . Keep the DPS champions chasing and the raid healers alive . Players assigned to distraction on various enemies should continue distracting until their target is picked for the kill . Distraction players must watch their target ' s target and call out who they ' re pursuing . Two of the most important abilities in this encounter are offensive dispelling and spell interrupts . All of the champions are susceptible to spell interrupts , and offensive dispel is critical to cut through the healers ' effects . Another strong ability to remember is mass dispel , which can remove Divine Shields and Ice Blocks , both of which are used by enemy champions . Mortal Strike and Wound Poison also help a lot . The death knight and rogue use disease and poison effects so Cleansing Totem s should be down . Class roles . If a raid finds that they ' re having trouble surviving , it might be best to save all forms of crowd control for self defense . The first two minutes or so of the encounter are usually the most critical . Once the first healer is down ( usually the Resto Druid ) the fight becomes significantly easier .