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ArenaCoach Detection Rules

See exactly what costs you games.

We don't just track your damage. We track your decisions. Explore the exact mistake patterns our engine tracked over the last 30 days.

18
Active Rules
2,460,386
Mistakes Detected
177,434
Matches Analyzed

Rule Categories

Control Detection

4 RULES // 509,850 DETECTIONS

Engine Analysis

Diminishing returns only go to half duration now, there's no third application. If your Mage Polymorphs the healer and you break it immediately, the next Poly is half duration and then they're immune. Your entire Polymorph chain gone off one broken CC. It gets worse when you think about how hard it can be for your teammate to land that CC in the first place. Your Mage is getting trained, finally finds the window to sheep, and you break it. Now they have to survive long enough to try again at half duration. Some CC have long cooldowns too. Freezing Trap is 25 seconds, Blind is two minutes. Break a Blind on the healer and you've burned a major cooldown for nothing. Arena is about momentum. The enemy team plays their CC clean while yours keeps getting broken, and you fall behind in trades with no way to catch up.

Pattern Signature

Your Mage lands a Dragon's Breath on the enemy healer and starts casting Polymorph to chain out of it. You hit the healer during the Dragon's Breath, breaking it before the Poly lands. The healer is free, avoids the Polymorph, the setup is wasted, and the Polymorph chain never happens. The Mage now has to find another window to CC, except the healer isn't letting them get a free sheep.

Engine Analysis

CC, especially stuns with fixed cooldowns, is how your team generates momentum. If you waste one, you're locked out of a chance to build momentum for 30 seconds to over a minute depending on the ability. Without CC you can't set up kills. Momentum shifts in arena come from CC chains and coordination. Every time you let a stun or trap get wasted, you put your team behind and take away your own ability to create pressure until it comes back up.

Pattern Signature

A Ret Paladin charges over to a Disc Priest and immediately presses Hammer of Justice. The Priest uses Fade to immune the stun. HoJ is gone for 30 seconds and the Priest is free to out heal your damage. Alternatively, a Hunter harpoons to a Shaman and instantly presses Freezing Trap. The Shaman uses Grounding Totem and immunes the trap. The Hunter didn't try to play around it and now trap is on cooldown with nothing to show for it.

Engine Analysis

Tracking DRs is not optional if you want to climb. If a target is on full stun DR, pressing another stun into them completely wastes your CC's cooldown for no reason. You're not getting outplayed, you're not getting baited, you just didn't track what was already on the target. The fix is simple: watch what's been landing and look at your arena frames. If your teammate used a half duration stun on a target, the one after that is immune.

Pattern Signature

You Hammer of Justice the enemy healer. Your Holy Priest then uses Chastise on the enemy healer at half duration because stun DR is already running. Now when your HoJ comes off cooldown, the enemy healer is immune to stuns for a few more seconds. You HoJ them too quickly, wasting your stun. If you had looked at your arena frames to check DRs and held your stun, this mistake would not happen.

Engine Analysis

Overlapping CC on the same DR is a double loss. Your second CC lands at half duration because DR scales it down, and the DR moves to immune so the next CC in that category gets nothing. Chained properly, two 4 second stuns give ~6 seconds of continuous lockdown. Overlapped, you cut the first one short, get a half-duration second one, and lock your team out of stuns entirely on that target for the rest of the DR window.

Pattern Signature

Let the first CC run most of its duration, then press yours as it's ending to prevent a gap and so your own CC doesn't overlap with the first. This is one of the most common low-rated mistakes and one of the clearest tells of a player's awareness level. Watch your teammates' CCs. Don't press until you can see the first one about to drop, or simply use your CC on another target that isn't on DR.

Resources Detection

1 RULES // 261,390 DETECTIONS

Engine Analysis

Arena matches can last just a couple of minutes. Some end in under one. If you're holding onto your CC and not getting it out quickly, you're not building momentum fast enough. The teams that win are usually the ones getting the most CC out, the most offensive usage, the ones that get stuff going straight away. Every CC you use is a chance to swing momentum your way, force a trinket, or lock someone down long enough to create a kill window. If you're sitting on your crowd control, you're missing out on additional uses over the course of the game. The total number of times you use your CC matters, and holding it for too long cuts directly into that.

Pattern Signature

A Rogue holds onto Blind for over a minute. Because of that, the enemy healer hasn't been forced to trinket. Meanwhile, the Rogue's own healer already used trinket early because the enemy team ran two CC chains in the first 30 seconds. Now the Rogue's team is behind in cooldown trades and can't put the enemy under real pressure because they haven't forced anything out of the healer. That Blind sitting unused for a minute is a minute where the game is slipping away.

Lethal Detection

3 RULES // 380,341 DETECTIONS

Engine Analysis

This is probably the single most common mistake that leads to losses in arena. There's no worse way to lose a game than dying with a defensive available. It's the most frustrating thing that can happen, even in serious rated 3v3 with a proper team. Nothing tilts teammates more than watching someone die with cooldowns still up. If you had pressed it and stayed alive, you stay in the game and maybe you win. Dying like this is the most avoidable loss condition in arena and it should be the first mistake anyone tries to eradicate from their play.

Pattern Signature

A Windwalker Monk gets swapped to by a Rogue and Mage. The enemy team lands CC on the entire team, and the Monk's healer is sitting in a full Polymorph without trinket, so no healers can happen. The Monk has PvP trinket and Touch of Karma available the whole time but doesn't press either. They die in the stun. Trinketing into Karma would have kept them alive long enough for their healer to come out of CC and keep the game going.

Engine Analysis

There's no scenario where pressing an immunity before dying would have been the wrong call. This usually happens because of tunnel vision. You're spamming damage, not paying attention to how low you're getting, and by the time you realize you're about to die you try to press it but you're stuck on a global from the damage ability you just used. That split second costs you the game. This even happens to good players. The other version is pure tunnel vision where you don't even notice your health until you're already dead. Either way, the fix is the same: start holding your global when you're taking heavy damage and dropping low. Pay attention to what's happening to you, not just what you're doing to them.

Pattern Signature

A Ret Paladin is pushed in and doing huge damage. The enemy team is under pressure but so is the Ret. They keep spamming damage abilities without watching their own health. They drop low, realize too late, and try to Divine Shield, but they just used an ability and are stuck on the global cooldown. They die before the bubble goes off. If they had held their global and been aware of the incoming damage, they press Divine Shield half a second earlier and live.

Engine Analysis

If your teammate dies and you had an ability that could have kept them alive, you're equally responsible for that death. You can't just blame your teammate for dying when you were sitting on a cooldown that would have saved them. This is one of the ways you carry in arena. Using your tools to keep your team alive is just as important as doing damage. It's not as bad as dying with your own defensives up, but it's up there. You could have kept the game going and you didn't. Take equal responsibility.

Pattern Signature

A Resto Druid is playing with a Warrior. The Warrior is taking heavy damage and the enemy team has popped offensive cooldowns. The Druid is free from CC the entire time but doesn't press Ironbark. The Warrior dies. Alternatively, a Ret Paladin's teammate gets stunned with no trinket while their healer is in CC. The Ret has Blessing of Protection and Lay on Hands both available and presses neither. The teammate dies in the stun. The Ret is fully to blame.

Survival Detection

2 RULES // 259,715 DETECTIONS

Engine Analysis

Healers tanking CC is how kills happen. While you're sat in a Polymorph or Fear, your team has no healing and the enemy team gets a ton of momentum. If you had a tool that could have prevented it (an interrupt, Fade, etc.), pressing it keeps you out of CC and stops your team from falling behind.

Pattern Signature

You're a Resto Shaman with a Warrior who's at 60% health under heavy pressure from a Mage and Rogue. The Mage starts casting Polymorph on you. You have Grounding Totem off cooldown the entire cast. Instead of dropping it, you keep healing through. The Poly lands, you sit the full duration, and your Warrior dies. Using Grounding Totem here prevents the Polymorph and keeps your team in the game.

Engine Analysis

Minor defensives are meant to be cycled, not sat on. If you're sitting on Barkskin while you drop from 80% to 30%, you missed out on damage reduction that would have kept you in a healthy range and given your healer breathing room. The damage that drops you low is usually the damage you could have reduced with the defensive you never pressed.

Pattern Signature

You're a Feral getting trained by a Ret and Warrior. Your healer gets feared and can't heal you for a few seconds. During that time, you drop to 20% health before using Barkskin. Your healer then trinkets at the end of the fear to try and save you. Pressing Barkskin three seconds earlier keeps you in a safer range, and your healer doesn't have to trinket to save you.

Utility Detection

3 RULES // 200,686 DETECTIONS

Engine Analysis

Hex is crowd control. If you're letting the enemy Shaman hex your team freely and not decursing, that's one of the worst mistakes you can make. It's also one of the most frustrating things to deal with as a teammate. If you're playing with someone who has decurse and they just let you sit the full hex, they're not paying attention. Their head is in the clouds. On the other hand, when your teammate insta-decurses you, especially in shuffle with randoms, it feels great. You feel pumped and you can just keep playing. Decurse is free. There's no cooldown trade, no cost. It's really silly not to do it.

Pattern Signature

An enemy Elemental Shaman hexes your DPS teammate right as they pop offensive cooldowns. You're a Mage with Remove Curse off cooldown and you're not in any CC. Instead of decursing, you just keep doing damage, completely unaware. Your teammate sits the full 8-second hex, wastes their burst window, and the enemy team takes zero pressure during what should have been a kill attempt.

Engine Analysis

If the enemy team can land CC on your teammates and your healer just doesn't dispel, they're stopping pressure for free. Imagine you get feared by a Warlock. Your healer doesn't dispel you. You get feared far away, then you get bashed out of it into a DR Cyclone. Now you're stuck out of position, your healer is nowhere near you, and the enemy team is pressuring your team while you can't do anything. One undispelled CC can snowball into a disaster. At a basic level, this is stuff like a Mage casting Polymorph on you and your healer just sitting there watching it happen. At a higher level, it gets more nuanced. Think about an RMP setting up a go where the Mage Dragon's Breaths both DPS to set up cross-CC on the healer. A really good healer sees the setup coming and dispels the Dragon's Breath instantly, freeing a DPS to peel and shut down the whole go. A slow healer lets it ride and the setup lands clean. This isn't just a low rated mistake. Fast, aware dispelling is one of the things that separates good healers from great ones.

Pattern Signature

An RMP team is setting up a kill. The Mage Dragon's Breaths both DPS on the enemy team to lock them down while the Rogue stuns the healer for the mage to Polymorph them. A fast healer dispels the Dragon's Breath immediately, freeing one DPS to stop the Polymorph and disrupt the setup. A slow healer lets both DPS sit in the full Dragon's Breath, the cross-CC lands on the healer, and the kill goes through uncontested.

Engine Analysis

Sanctuary is one of the main reasons your healer wants a Ret on their team. If you're not using it, you're not providing the support utility that justifies your spot. From the healer's perspective, this is incredibly frustrating. They might not trinket a stun because they're expecting the Sanctuary. Then it doesn't come, they overlap cooldowns trying to survive, or they just die. Your healer gets kidney shot and you're off doing damage ignoring it. They eat a full CC chain that leads into more CC. Now they have to burn trinket or a defensive they shouldn't have needed to use. Or worse, you end up having to bubble because you dropped low and your healer couldn't heal you, all because you didn't Sanctuary them 10 seconds ago. Just Sanctuary them straight away. It's a baseline thing that every Ret needs to do.

Pattern Signature

Your healer gets swapped to a with a Kidney Shot, no trinket available and no defensive to press during it. You're free, Sanctuary is off cooldown, and one button press gets them out. You don't press it. The stun runs its full duration, the enemy team follows up, and your healer dies. Sanctuary would have saved them and it cost you nothing.

Disruption Detection

1 RULES // 589,668 DETECTIONS

Engine Analysis

Missing your kick is bad on two levels. First, your interrupt is on cooldown for 15 to 24 seconds depending on your class, so you can't stop anything dangerous that comes next. Second, because of Precognition, the enemy player is now uninterruptible for a few seconds. So not only can you not kick them, your teammates can't either. They just get to freecast. If you're a melee tunneling a caster, your interrupt is one of the main reasons you're even a threat to them. Casters already have an inherent advantage because they can position wherever they want and always deal damage. If you're getting faked constantly, you're removing one of the tools that makes you dangerous to them. You don't want to be the kind of player that's easy to fake. You need to play the mind game properly and not be so predictable that casters just bait your kick every time.

Pattern Signature

You're training a Shadow Priest. They start casting Vampiric Touch, you kick early, and they fake it. Now they have Precognition up and freecast Vampiric Touch into Void Eruption. They get Voidform going completely uncontested because you gave them the fake and your teammates can't interrupt through the Precog window either. The Priest goes from being under pressure to pumping damage for free, all off one missed kick.

Pressure Detection

3 RULES // 139,312 DETECTIONS

Engine Analysis

Higher rated players deal more damage. Your win rate actually scales with your DPS output and whiffing abilities like this is one of the things that keeps it low. When you miss a Warbreaker or Wake of Ashes, you're not just losing one ability's worth of damage. You're losing the amplified damage that follows it. Your entire burst window is weaker because of it. This is the kind of thing that adds up over a game and over a session. If you're consistently missing these, your damage will be noticeably lower and your rating will reflect it.

Pattern Signature

A Ret Paladin is training a Windwalker Monk, who's training their healer. The ret's healer creates some distance and the Monk is about to Roll to close the gap. The Ret presses Wake of Ashes right as the Monk rolls away and it hits nothing. All they had to do was hold Wake of Ashes for one second, wait for the Monk to finish moving, catch up to them and then it lands clean. Instead the cooldown is wasted because the Ret wasn't paying attention to what was actually happening in front of them.

Engine Analysis

Damage into a major damage reduction isn't always wrong. Sometimes you have to force the burn. Sometimes there's no swap target. Sometimes the player is already low enough that pushing through is correct. What this mistake catches is the most obvious scenario: the target is healthy, the defensive is up, you're inside your own burst window, and a better target is standing right there. In that exact picture, the right call is to swap target and attempt to force even more defensive cooldowns. Using your burst on a Warrior at 90% health with Ironbark active while the Ret Paladin is standing next to them is one of the clearest ways to waste a go at a high level. This is a decision mistake, not a reflex one.

Pattern Signature

You're a BM Hunter in your Bestial Wrath window. You're pressuring the enemy Feral and they press Barkskin at 90% health. Right next to the Feral is the enemy Warrior with no defensive up and no CC on them you'd break. You press Kill Command into the Feral twice anyway. Both hits get reduced by Barkskin. Meanwhile the Warrior stood there unpressured through your entire burst window. Swapping to the Warrior for those two Kill Commands puts real damage on a legitimate kill target.

Engine Analysis

Damage into an immunity is the worst possible use of your globals. Zero value, no tradeoff, no upside. If the enemy has a buff active that will immune your damage, you either swap to someone else or hold your high-impact damaging abilities until it falls off. To get this right, understand which of your abilities deal the most damage and be ready to swap the moment enemies have an active immunity against your damage kit.

Pattern Signature

You're a BM Hunter on a kill attempt into the enemy Feral. The Feral's Paladin uses Blessing of Protection on them. You press Kill Command, then press Kill Command again a few seconds later. Both are immune. Two of your biggest hits dealt zero, you've used up your charges, and the Feral is back to full health before BoP even drops. You had the full BoP duration to see it, swap to the Paladin, or hold damage. You did neither.

Trinket Detection

1 RULES // 119,424 DETECTIONS

Engine Analysis

Your PvP trinket is one of your most important cooldowns. On a 2 minute cooldown, you get maybe two or three uses across a game, and each one is supposed to be reserved for huge momentum gains, or stopping a kill on yourself or a teammate. Trinketing in a neutral state means you're playing the next few minutes without a tool that was meant to save you or win you the game.

Pattern Signature

You're a Rogue and the enemy Mage Polymorphs you in the opening of the game. Your healer is free, your teammate is at full health, and the enemy team has no cooldowns going. You trinket it anyway. A minute later, the enemy cross CCs you and your team, and without a PvP trinket to rotate through, you die in the go.

Players are averaging 2.7 of these mistakes per match.

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