Distribution of roles in Warsong Gulch Example of a team composition . Group busy with own flag ( defending it and if failed getting it back ) : Group busy with enemy flag ( stealing and protecting it ) : Condition A : No flag captured - How to capture the enemy flag and defend the own flag . If the enemies have weak defense ( 0 - 2 defenders ) : The Ninja Strategy At higher levels ( about 38 or higher ) hunters and druids occupy key roles in Warsong Gulch : the hunter is an ideal defender of his own flag , supported by DPS ( especially melee : they can pick the flag up faster as they ' re closer to EFC ) , while the feral druid should ninja the enemy flag , supported by a resto druid . If the enemies have moderate defense ( 2 - 4 defenders ) : The Distraction Strategy It ' s very important that both the hunter and the druids communicate to their teammates whether they need more or less support . Ideal support isn ' t provided just by random DPS as for the hunter and more healers as for the druids , but also by CC ( like mages , hunters , warlocks . . . ) for both the hunter and the druids , - CC is useful everywhere . The players supporting the druid should always enter the enemy flagroom first to distract the enemy defenders . If the enemies have strong defense ( 4 or more defenders ) : The Tank Strategy The ninja strategy is the most efficient strategy to capture the enemy flag , unless the enemies turtle . In the latter case , or if there are no druids at all , the one with the most armor ( shield ! ) and HP must capture the enemy flag , escorted by many teammates . Now you actually need to face your enemies , so , dissimilar from the ninja strategy , not only healers and CC provide protection of the FC , but DPS too , to at least diminish his enemies . Healers should start healing from the balcony or roof ( if there are no enemies ) to be less likely attacked , while everyone else must take care to stay in the healers ' sight . The Lure Strategy Ideally , the tank strategy is combined with the Lure Strategy : Use the tank strategy as a way to lure the enemies out of their flagroom . If the tank dies , someone fast ( rogue or druid ) should be ready at the enemy base to take the flag with a sprint . Also a mage can play lure , - one blink and gone . Middle Control Strategy The strategy to control the game from the middle and prevent enemies to cross works only if you ' re decidedly stronger than your opponents . Don ' t ever try to control the middle if you can ' t actually control it . In the worst case your enemies would just farm your graveyard and ninja your undefended flag . Condition B : Both flags captured - How to protect the flagcarrier and get back the own flag . If the FC has arrived securely at his own base but can ' t score because the enemies have also managed to carry off the adversarial flag , he must be protected by someone who can heal and someone who can deal a lot of damage , and one of these must be able to spot humanoids to inform others if they need more help and show incoming enemies by clicking their spots on the map . As for this condition , a warrior or paladin tank can carry the flag as well as a feral druid . The roof is a good place to hide . There ' s only one way in , a narrow entrance , where a hunter can trap the opponents , but there are three ways out , in case the FC has to flee ( as a FC you must always tell your teammates where you go ! ) . The graveyard is usually the best way out : It ' s the place where your guardians ( and other teammates ) are located first after their resurrection , and in case they die again , they can fly to their close bodies to resurrect immediately . The big disadvantage of the graveyard is its distance to the flagroom . The increased period until the FC can score after the own flag has been brought back gives the enemies an increased chance to steal your flag again . Therefore the FC and his guardians should go to the roof again if your base is safe . Once the FC is more damageable and slow , his guardians should prevent the enemies from even coming close to him . Healers should stand somewhere between the guardians and the FC , ready to heal in both directions . The other group consisting of the hunter and other DPS who have unsuccessfully tried to defend their own flag now invade the enemy territory to kill the EFC ( enemy flagcarrier ) and get back their flag . If the EFC is too well defended , group up and wait until he ' s more damageable , then CC his healers and kill the EFC as fast as possible . Real Condition : Stupid players - How to outsmart your enemies . Effectively Warsong Gulch is more like this : Some people try to win the game , while others just farm or let themselves get farmed . If the enemies start killing your people at useless places ( f . e . just below your graveyard ) , make sure that only few of your people stay there and let themselves get killed again and again , just to keep your enemies busy doing something useless while you win the game . If few of your people can distract many enemies from winning the game , you have better chances to be superior where it really depends .