Slayer’s Rise at a glance: what you’re actually trying to do
Slayer’s Rise is an epic battleground that mixes three ideas into one match:
- A huge opening clash for early advantage
- A lane push toward the enemy base by removing defenses and key NPCs
- Side objectives (including recruiting neutral forces) that swing fights and open paths
The win condition is not “top the damage meter” or “farm mid.” The win condition is progressing your team through the battleground’s flow faster than the enemy, then closing the match by defeating the opposing Domanaar in the final stage.
If you’ve ever felt trapped in endless stalemates in epic BGs, Slayer’s Rise is designed to discourage that—but only if your team respects the flow. When people ignore objectives, it becomes the same old story: random brawls, no coordination, and a loss that feels confusing. The fix is simple: commit to a plan that matches how the battleground is structured.

The core flow: four stages you should treat like a checklist
Blizzard has described Slayer’s Rise as a staged battle. Thinking in stages is the easiest way to get 40 strangers to do the same thing without voice chat.
Stage 1: Clash at the Path of Predation and Recruiting Neutral Forces
This is the opening collision and your first opportunity to build momentum. It’s also where many matches are decided—because the team that secures the early advantage tends to reach later objectives first.
Stage 2: Hatespire
This is the next major objective phase. Even if you don’t know every detail yet, your mindset should be: “We won Stage 1, now we convert it into map progress.”
Stage 3: Bastion of Might (Horde) or Bastion of Valor (Alliance) and Disable Ethereal Defenses
This is where teams often throw by splitting too hard or tunneling on kills. This stage screams: play the objective, protect the objective-doers, and don’t get baited.
Stage 4: Domanaar Battle
This is your finish line. It’s the point where discipline matters most: half your raid can’t be chasing random fights while the other half is trying to end. You either coordinate a clean end or you gift the enemy a comeback.
If you remember one sentence, make it this: each stage has one main job—do that job, then move on.
The first two minutes: how to start every match like a winning team
The opening of Slayer’s Rise includes a huge fight over an initial control point near the middle that provides an early advantage. This moment is where solo-queue teams tend to “auto-lose” because everyone does something different.
Here’s the clean opening that works for both pugs and premades:
1) Declare a main plan in raid chat immediately
One short message is enough:
- “Everyone to mid for first control. 8 peel for recruit/side objectives. 6 hold back to defend if needed.”
Even if only half the players follow it, that’s still better than total chaos.
2) Build three groups in your head (even if you can’t formally assign them)
- Main stack (about 24–30 players): wins the first brawl
- Objective squad (about 6–10 players): starts early recruiting / side progress, then rejoins
- Flex/response (about 4–6 players): rotates to plug leaks, peel healers, stop backcaps, escort, or reinforce a breaking lane
3) Win the mid fight by playing “front-to-back,” not “dive and die”
In 40v40, the team that keeps healers alive and deletes overextended enemies wins. Your goal isn’t to outplay 40 people—it’s to avoid feeding.
Practical rules that win mid:
- Don’t chase through their backline alone. You’re not “pressuring,” you’re donating a death.
- Hit what’s in front of you until a real kill call appears.
- Use defensives early when you’re focused. Getting healed from 10% is slower than not dropping to 10% at all.
- Protect healers like they are the objective, because they are.
4) As soon as you gain advantage, you must convert it
This is the most important part. The biggest throw in epic BGs is “winning mid” but staying there until the enemy respawns and resets the fight.
Your conversion cue:
- If the enemy is retreating or wiping, push progress immediately (toward lane objectives and recruiting) while leaving a small group to secure what you just earned.
Roles that make 40v40 feel organized (even in solo queue)
You don’t need perfect composition or voice comms to run roles. You need clear jobs. If you can get even 10–15 players to “play a role,” the whole match becomes easier.
The Vanguard (pushers)
Job: move the lane forward, pressure defenses, and force the enemy to respond.
Who fits: tanks, durable melee, specs with strong sustained pressure, players who don’t panic.
The Backline Core (healers + peelers)
Job: keep the raid alive and stop enemy dives.
Who fits: healers, ranged with slows/roots, melee with strong peel tools.
The Objective Squad (recruit/side objective crew)
Job: do the tasks that make pushing easier—recruit neutral forces and complete side objectives—then rejoin the main push.
Who fits: mobile classes, stealth classes, small coordinated duos/trios.
The Flex Response Team (firefighters)
Job: rotate to whatever is threatening to lose the match: a collapsing fight, a sneaky flank, a defense failure, or an enemy group trying to stall your progress.
Who fits: players who can move fast, self-sustain, and survive outnumbered.
The Defense Anchor (minimal defenders)
Job: stall, delay, and force the enemy to commit more players than they want to commit.
Who fits: durable classes, players who are calm under pressure, anyone who understands that “stalling” is winning time.
A simple truth: most epic BG losses come from having zero defenders or too many defenders. You want the minimum number of defenders that prevents disasters, not a mini-raid sitting in your base “just in case.”
Stage 1 playbook: win Path of Predation without trapping your team in a forever-fight
Stage 1 is explicitly described as the clash at the Path of Predation plus recruiting neutral forces. That tells you exactly how to play it: fight, then split, then move.
Your Stage 1 priorities, in order:
- Secure the opening advantage at the control point
- Start recruiting neutral forces early (small squad)
- Transition your main stack into lane progress
How many people should split for recruiting?
In a premade: 8–10 is usually enough.
In a pug: 6–8 is safer, because you can’t rely on everyone to commit.
When do you split?
Split as soon as the first fight is stable—meaning your healers are not being crushed and your main group is not scattering. If you split too early, you lose mid. If you split too late, you win mid but gain nothing.
How to prevent the most common Stage 1 throw
The throw is: your team wins the first fight, then half the raid chases kills while the other half starts objectives, and you end up with two weak groups that both lose.
Fix: use one sentence in chat:
- “STOP CHASING. Stack and push lane. Small squad only for recruit.”
If you want to be extra effective, add:
- “If you’re alone, you’re wrong. Re-stack.”
Recruiting neutral forces: the hidden win lever most teams ignore
Blizzard has said recruiting neutral NPC forces is part of how you push your lane. That usually means your team can get extra bodies, pressure, or utility that changes how hard it is to break defenses.
Think of recruiting like this: it’s not side content. It’s power.
When recruiting is worth it
Recruiting is best when:
- your main fight is stable and can hold without you
- you’re stuck in a slow push and need extra momentum
- the enemy is over-committing to one area (you can recruit uncontested)
- you have a small squad that can do it quickly and survive
When recruiting is NOT worth it
Recruiting is a trap when:
- your team is losing mid and needs every body
- your healers are being farmed and you need peel
- you’re at a moment where a clean push would break an objective, and splitting slows it down
The best recruiting squad is not “random volunteers”
The best squad is:
- 1 stealth or high-mobility player (scout, route)
- 1 durable player (doesn’t die if jumped)
- 1 burst player (wins small fights)
- optional 1 healer if the route is dangerous
If you can’t build that, you can still recruit—but accept that deaths will happen. The key is: don’t feed 8 players into a side objective. If the enemy contests hard, disengage and rejoin the main stack.
Stage 2 playbook: Hatespire is where momentum becomes a lead
Stage 2 is labeled “Hatespire,” which tells us it’s a named objective phase and likely a major battleground location. Your job in Stage 2 is simple: arrive first with a stacked raid and force the enemy to fight on your terms.
Stage 2 rules that win games:
- Arrive stacked. “Half arriving now, half arriving later” equals losing.
- Pick one lane focus. Split-lane pushing is powerful only if you can coordinate it. Most teams can’t.
- Control space, not kills. In epic BGs, controlling where the enemy can stand is more valuable than padding damage.
- Force rez waves. If you win a fight, push immediately while they’re respawning.
What your Flex Response Team should do here
This is where flex players shine:
- hunt down enemy flank groups trying to backcap or disrupt
- escort your objective squad back to the raid if they’re being chased
- protect healers from dives
- deny enemy attempts to stall
The best “pug-friendly” call for Stage 2
- “STACK HATESPIRE. DON’T TRICKLE. WAIT FOR REZ WAVE THEN PUSH.”
“Trickling” is the #1 way pugs lose. Your goal is to stop it.
Stage 3 playbook: Bastions + Ethereal defenses (how not to throw)
Stage 3 calls out something extremely important: Disable Ethereal Defenses. Anytime an objective is named that clearly, it means that killing random players is not enough—you must interact with the stage mechanic.
Stage 3 is where matches flip, because teams that were “winning fights” suddenly stop progressing when they ignore the defenses.
Your Stage 3 priorities:
- Keep the main raid together to win the big fight
- Identify who is doing the defense-disabling objective
- Protect those players like they are carrying the win condition
- Prevent the enemy from stalling you with constant harassment
How to assign the defense-disabling job (fast and simple)
Even in a pug, you can do this:
- “Need 6 players to do Ethereal Defenses objective. Everyone else stack and protect.”
Who should volunteer?
- players with mobility and survivability
- players who can avoid dying while focused
- ideally not all your healers or all your tanks—keep your fight core intact
A practical protection rule
If you are not one of the objective-doers, your job is:
- kill enemy players who are attacking the objective-doers
- Not “farm mid,” not “chase a rogue to nowhere,” not “1v3 on the road.”
Bastion of Might / Bastion of Valor: what your team mindset should be
Because the stage references different bastions for each faction side, you should treat the area as a “gate” phase: break the defenses, secure the foothold, then move forward.
Your mantra:
- “We don’t need to win every fight. We need to complete the defense objective and keep moving.”
Stage 4 playbook: the Domanaar battle (how to end clean)
Stage 4 is the Domanaar battle—your finish. This is where epic BGs often become comedy: half the raid hits the boss, half fights outside, and the match drags for 15 minutes until someone gives up.
Your Stage 4 priorities:
- Make sure the raid is actually ready to end (don’t start with 12 people)
- Assign a small defense stall group
- Commit the rest to the end condition
The cleanest Stage 4 split
- End group: 28–34 players on the Domanaar objective
- Stall group: 6–12 players outside to slow the enemy’s counterpush
If you do the reverse (small end group, huge outside fight), you lose. Boss-end phases reward commitment.
How to choose the stall group
Pick players who can waste enemy time: tanks, specs with slows/roots, durable healers, anyone who can survive outnumbered and retreat.
Their job is not to “win a fight.” Their job is to:
- slow enemy reinforcements
- peel for your end group if the enemy dives in
- buy 30–90 seconds of time
The one sentence that ends Stage 4 arguments
- “If you’re not stalling, you’re on the boss. No mid fight.”
How to win fights in Slayer’s Rise without turning it into a deathmatch
Even though objectives win the match, you still need to fight well. Epic BG teamfighting is about structure more than mechanics.
Front-to-back is king
Hit what’s in front of you unless a real kill call exists. Diving deep without support is the fastest way to lose healers and collapse.
Peel wins more than hero plays
If you save your healer from a melee train, you effectively “killed” the enemy’s push. A healer who lives keeps 10+ people alive. That’s bigger than one flashy kill.
Stop chasing low-health targets across the map
Every chase creates two problems:
- you leave the objective fight
- you split your damage so nothing actually dies
If someone runs away, let them run—unless they are an objective carrier or a critical defender.
Rez waves decide the pacing
In 40v40, you don’t win by getting 1 kill at a time. You win by creating a wipe or near-wipe, then pushing while the enemy is respawning. That’s why regrouping and not trickling is so important.
Defense done right: how to hold without wasting half your raid
Defense is necessary in epic BGs, but over-defending is a quiet loss. You want delay, not a permanent camp.
The “minimum defense” mindset
- If the enemy sends 5 players, you answer with 5–7.
- If the enemy sends 10, you answer with 10–14.
- If the enemy sends 20, you don’t “match 20.” You call it out and punish by pushing harder elsewhere—unless the objective absolutely requires an emergency response.
Stalling tools beat damage tools
Roots, slows, knockbacks, and line-of-sight play are how small groups stall bigger ones. If you’re a defender, your best play is often to keep enemies busy, not to die trying to top damage.
The defender’s golden rule
If you are outnumbered and you can’t win:
- stall, call for help, and retreat to a safer choke
- Dying instantly gives the enemy free momentum.
Solo queue survival: how to lead without voice chat
You can lead Slayer’s Rise as a random player if you do two things: write short calls and repeat them.
The only three chat calls you need
- “STACK (objective). DON’T TRICKLE.”
- “SMALL SQUAD FOR RECRUIT. EVERYONE ELSE PUSH.”
- “STAGE 4: STALL GROUP OUTSIDE. REST END.”
Short, repetitive, and clear.
Use raid markers and simple target language
Even without voice:
- marking a healer train target or a key defender helps
- calling “focus their healers” is weaker than “focus skull”
- calling “peel our healers” is often the difference between winning and wiping
Don’t argue with the battleground
You will see bad plays. Don’t type essays. Write one clean instruction and move on. Every extra sentence is less time pushing the objective.
Premade strategy: how to turn “good players” into a winning machine
Premades don’t win because they have better gear. They win because they reduce chaos.
Build a simple squad structure before you queue
- 1 raid lead / shotcaller
- 2 squad leads (objective squad + flex response)
- assigned healers per group (so no squad is healer-less)
Script the opening
Have a default plan that never changes unless you scout something unusual:
- main stack wins the first control point
- objective squad recruits early
- flex squad counters flanks and protects healers
- once advantage is secured, you transition immediately into lane push
Make “objective protection” a job, not a suggestion
If you treat Stage 3 defense-disabling as “someone will do it,” you’ll lose to teams that treat it as the win condition.
Punish enemy over-commitment
If the enemy sends a huge group to stall a side objective, you don’t mirror it—you slam the main objective with numbers and force them to respond.
“Side objectives” mindset: how to choose what matters without knowing every detail
Blizzard has said Slayer’s Rise includes side objectives to keep action moving, and recruiting neutral forces is specifically called out. The safest way to play side objectives—especially while the battleground evolves in testing—is to follow a decision rule:
Do side objectives when they create one of these outcomes:
- faster lane progress
- easier defense-breaking
- safer pushes (less enemy pressure)
- stronger final stage (more support, more tempo)
Skip side objectives when they create one of these outcomes:
- your main raid loses the primary fight because you split too hard
- your healers are overwhelmed and need peel
- your team is on a timer to convert a wipe into progress
Side objectives are not “always do them” and not “never do them.” They are tempo tools.
Class and role tips that matter in 40v40 (quick, practical)
You don’t need a perfect spec to win Slayer’s Rise. You need to do the right job for your role.
If you’re a tank
- be the anchor for your main stack: stand where your team wants to stand
- disrupt enemy pushes by forcing them to fight in a bad position
- volunteer for stall duty in Stage 4 if your raid needs it
- don’t run off alone chasing kills—your value is control and survivability
If you’re a healer
- prioritize positioning over padding: living is your biggest output increase
- stay near peelers, not alone
- call when you’re being trained (even in chat)
- use defensives early and often—40v40 focus fire can erase you fast
If you’re melee DPS
- your job is to delete overextended targets and protect healers
- don’t tunnel the far backline unless your team is with you
- if a rogue or melee train is on your healers, peel first—kills come from stability
If you’re ranged DPS
- control space with slows, roots, and pressure
- punish enemy tricklers and isolated targets
- keep sightlines that let you hit both the frontline and the divers
- don’t drift too far from your healers—range does not mean “solo”
If you’re stealth or high mobility
- you are perfect for objective squads and flex response
- your value is information and disruption: scouting, stopping flanks, forcing reactions
- avoid ego fights—your job is impact, not duels
Common mistakes that lose Slayer’s Rise (and the fixes)
Mistake: winning the first fight, then staying mid until it resets
Fix: the moment you win, you push progress. Leave only a small hold group.
Mistake: splitting 20/20 for “two pushes” with no coordination
Fix: one main push until you are clearly ahead, then you can split with purpose.
Mistake: ignoring recruiting because it “feels optional”
Fix: assign a small, fast squad early. If contested, disengage and rejoin.
Mistake: trickling into Stage 2 and Stage 3
Fix: wait for rez wave, then move together. “Stack, don’t trickle.”
Mistake: treating “Disable Ethereal Defenses” like flavor text
Fix: assign objective-doers and protect them. That’s the stage.
Mistake: Stage 4 turns into a giant outside fight
Fix: split into end group + stall group. Commit to the end condition.
Mistake: nobody defends until the enemy is already in your backline
Fix: keep a minimal defense anchor and flex response team. Prevention is cheaper than panic.
Gearing and prep for epic battleground consistency (what actually helps)
You don’t need a perfect PvP set to enjoy Slayer’s Rise, but you do want consistency.
Choose survivability you can feel
Epic BGs create long fights, frequent focus fire, and messy situations. Builds that sacrifice all defense for burst often feel amazing for 10 seconds… then you spend the match running from graveyard.
Practical priorities:
- a defensive talent that you can press often
- mobility that helps you rejoin fights quickly
- sustain tools that reduce healer burden
Play for uptime, not highlight clips
The most valuable player in 40v40 is the one who:
- stays alive
- is present for objectives
- participates in multiple fights per match
If you die constantly, your “damage potential” doesn’t matter.
Bring a minimal consumable kit
Even in battlegrounds, small edges matter—especially when fights drag on:
- food if you’re playing serious sessions
- a few potions for clutch moments (survival > damage in epic BGs)
- don’t over-spend; just be prepared
BoostRoom: turn Slayer’s Rise into steady wins instead of random queues
If you love PvP but hate the lottery feeling of epic battlegrounds, BoostRoom is built for exactly that problem: consistency. Slayer’s Rise rewards teams that coordinate splits, protect objective-doers, and end matches cleanly—skills that are hard to learn in random groups because every match plays differently.
With BoostRoom, you can:
- queue with reliable teammates who actually play the battleground flow
- learn stage-by-stage decision-making through coaching and clear shotcalling
- improve your personal impact (positioning, peel, objective timing) so you win more even in solo queue
- save time by turning “two-hour frustration sessions” into efficient progress sessions
If your goal is to enjoy Slayer’s Rise while actually improving (not just hoping the other team is worse), BoostRoom is the shortcut to structured PvP.
FAQ
Is Slayer’s Rise just “another Ashran”?
It’s a large-scale epic battleground, but it’s explicitly built around a staged push-pull flow and recruiting neutral forces, rather than endless mid brawls. If your team respects the stages, it feels more directed than older “fight forever” maps.
What should I do if my team refuses to leave the first fight?
Type one clear call: “We won mid—push lane now. Small squad only for recruit.” Then move with whoever follows. Even 15–20 players doing the right thing can create momentum.
How many players should go for recruiting neutral forces?
Usually 6–10 is enough. The exact number depends on how contested it is. If the enemy commits hard, disengage and regroup—don’t feed half your raid into a side task.
What’s the biggest throw in Stage 3?
Ignoring the “Disable Ethereal Defenses” objective. Assign a group to do it and protect them. Treat it like carrying a flag: it’s the stage win condition.
How do we end matches faster in Stage 4?
Split into two jobs: a large end group committed to finishing, and a small stall group outside to slow reinforcements. Don’t let the whole raid get baited into an outside fight.
I’m not a leader—can I still help my team win?
Yes. Pick one job and do it well: peel for healers, join the objective squad, or be a calm defender who stalls. Epic BGs are won by players who do useful jobs consistently.
Does Slayer’s Rise also exist as outdoor PvP?
Yes. The area used as the battleground is also accessible as an outdoor section in the Voidstorm zone with PvP objectives and a neutral hub area, which is great for warmups and world PvP sessions.
How can BoostRoom help with Slayer’s Rise specifically?
BoostRoom helps you learn the battleground’s flow, queue with reliable groups, and build habits that win: clean splits, objective protection, and disciplined finishes.



