Comps
Comp planning, not a best-team list
I will not name a best 2v2 or a best 3v3. The independent comp tool reads the specs and spells you pick. It says outright that it does not estimate a win rate, assign a tier, or verify a control chain. I am taking that warning seriously.
The following are editorial role examples, not restrictions imposed by the client: a 2v2 can be healer plus damage or double damage. A premade can also choose two healers. A 3v3 adds a third body, so target swaps and control coverage matter more. The queue tries to separate healers when possible. An extra healer waits only while another player can take that place; otherwise the match proceeds. A premade party chooses its own healers and they are excluded from this balancing rule. This is not a one-healer cap. The 0.21 control rule applies to each caster using a particular spell: recasting it on a new enemy releases that caster’s previous target. It is not a team-wide limit on all control.
Prep is 40 seconds. You can still edit talents there, and the edit resets buffs, resources and cooldowns. Use the bracket pages for the queue rules and the class pages for the actual spells. The two comp pages below are role sketches, marked as editorial, not as measured teams.
2v2 sketches
Healer plus melee, or healer plus caster. Roles only.
3v3 sketches
A third player for control or a second damage type.
Questions
What is the best 2v2?
No public win rate. I will not name one.
Do healers get split?
The queue tries to split them, but proceeds without an alternative player. Premade parties choose their own healers and are exempt.
Can I change talents in the ready room?
Yes, for 40 seconds. The change resets buffs, resources and cooldowns.
Last checked: 2026-10-30. Public client notes through v0.21.1; not a live server version check. Sources: Official game · Official client changelog (single primary source) · Independent database (single source for spell names).