Leveling with someone is the most comfortable way to reach 60 in WoW Forever: you kill faster, you cover each other and elite quests stop being a wall. But not every pair brings the same things. This guide doesn't say which class is "the best" (we don't do rankings). It says what the classes cover for each other, so you can pick a partner knowing what you're getting into.
In short: play on the same faction (you can't group Horde with Alliance); if one of you can tank or heal, the duo gets much stronger and you can run dungeons as two; quests give their full experience to each of you; and in a group, quest drops have bad luck protection.
What changes when you play as a pair
| What happens | Why it matters | |
|---|---|---|
| Each of you gets the full quest experience | It's most of the experience you earn while leveling: going together really pays off | |
| Kill experience is split between you, as in Classic | You kill twice as fast, so it evens out | |
| Bad luck protection while grouped (new in Forever) | No more waiting for "that boar never drops its meat" | |
| Share button in the quest log | You catch up without going back to the quest giver | |
| Elite quests become doable | Many give good gear and plenty of experience | |
| If one of you resurrects, the other skips the run from the graveyard | Priests, paladins, shamans and druids can resurrect |
Two things worth knowing:
- The experience needed to level is Classic's. A rumor said Forever had lowered it, but Wowhead debunked it.
- Dungeon quests give less bonus experience since October 1 (Blizzard cut it in half). Dungeons as a duo are still worth it for the loot and the kill experience, but don't expect to level on their quests alone.
What matters most: a tank or a healer in the pair
In Forever four classes can heal (
priest,
paladin,
shaman and
druid) and three can tank (
warrior,
paladin and
druid). If one of you brings either, you'll hardly need to stop to eat and drink, and you can enter dungeons of your level as two (or fill the group with passing players).
That's why the pairs below start with tank + healer. The others work too, but lean more on crowd control and fast kills.
Pairs that complement each other
The characters in the images are the ones we use on the site for each class; race changes nothing of what's said here. All that matters is that you're on the same faction.
Warrior +
Priest: the classic pair


The warrior holds and hits; the priest heals and protects. It's the most "by the book" pair for two-player dungeons or group elites.
| Who | What they bring |
|---|---|
Heads up: a warrior struggles alone with nobody to heal him; with a priest at his side, this becomes one of the fastest pairs. Both factions have warriors and priests, so this works for everyone.
Paladin + any damage class


The paladin is the wildcard: he can tank, he can heal and he always buffs his partner with blessings and auras. Pair him with someone who deals a lot of damage and you get a duo that almost never dies.
| Who | What they bring |
|---|---|
| Damage partner | What works best next to a paladin: rogue, mage, hunter or warlock (damage the paladin lacks) |
In Forever paladins exist on both factions (the Undead one can be a paladin too), so this pair works for Horde and Alliance.
Shaman +
Warrior or
Rogue
The shaman is damage and healing at once, with totems that help both of you. With a melee fighter beside him, he performs very well.
| Who | What they bring |
|---|---|
| Steady damage, and whoever holds the enemies while the shaman heals |
In Forever there are also shamans on the Alliance (dwarves, for example), so this pair isn't Horde-only.
Druid + anyone
The druid does it all: bear form to tank, cat form to hit, healing and ranged damage. It's the most flexible pair: it adapts to whatever the other player plays.
| Who | What they bring |
|---|---|
Mage +
Mage (or mage + priest): group killing


Two mages gather enemies and freeze and burn them at once: it's the fastest way to clear zones packed with mobs, and also the riskiest if something goes wrong.
| Who | What they bring |
|---|---|
If one of you is a priest instead of a mage, you lose some area damage but gain heals and resurrection.
Hunter or
Warlock + anyone


Hunters and warlocks bring their own tank: the pet or the demon. That makes any partner a good fit, because the creature soaks up the hits while you both attack.
| Who | What they bring |
|---|---|
| A pet that tanks, |
|
| A demon that tanks, |
What each class can control (for when you get swarmed)
The more control the pair has, the fewer deaths. This is what each class can take an enemy out of combat with:
| Class | Control | Works on |
|---|---|---|
| Humanoids and beasts | ||
| Humanoids, out of combat | ||
| Almost everything / demons and elementals | ||
| Undead | ||
| Beasts and dragonkin | ||
| Almost everything |
And to interrupt spells:
Kick (rogue),
Pummel (warrior),
Counterspell (mage) and
Earth Shock (shaman).
If you play different races: where to start
Each race starts in its own zone. If you want to play together from level 1, the simplest thing is to pick two races that start in the same place:
| Faction | Starting zone | Races |
|---|---|---|
| Alliance | Elwynn Forest | Human |
| Alliance | Dun Morogh | Dwarf and gnome |
| Alliance | Teldrassil | Night elf |
| Horde | Durotar | Orc and troll |
| Horde | Tirisfal Glades | Undead |
| Horde | Mulgore | Tauren |
| Both | Zephras Isle | Skyborne (you choose a faction) |
Otherwise, each of you does your first levels and you meet around 10 in a zone of the same range. The leveling route tells you, by faction and race, which zone comes at each level and which quests to pick up in order.
Tips for leveling as a duo
- Pick up quests at the same time. If one of you is ahead, share the ones you can; for the rest, the more advanced player waits in town.
- Decide who heals or tanks. Even if you both deal damage, agree on who holds the enemies when a lot of them come.
- Use dungeons for gear, not for leveling. Their quests give less bonus experience since October 1, but the loot from dungeons of your level is some of the best you'll see.
- Bring food and bandages. Food that leaves you well fed gives 5% more experience per kill in Forever.
- Split the professions. One of you can gather (herbalism or mining) and the other craft with it: see the professions to start with guide.
- If you want to decide quickly what to play, the randomizer has a group mode: it rolls for both of you at once, on a single faction and with roles if you want a tank and a healer.
Frequently asked questions
Can you level as a duo with someone from the other faction in WoW Forever?
No. To group up you must be on the same faction, so Horde with Horde or Alliance with Alliance. In the PvP ruleset, an account can also only have characters of one faction.
Do you gain less experience leveling as a pair?
For kills, yes: each enemy's experience is split between the two of you, as in Classic. For quests, no: each of you gets the full experience. Since you kill faster and can do elites, it usually evens out overall.
Which class pair is the best for duo leveling?
We don't do rankings. What you notice most is having one of the two able to tank or heal: warrior with priest, paladin with any damage class, shaman with a melee fighter or druid with anyone are pairs that complement each other very well.
Is there bad luck protection on quests if I'm in a group?
Yes. In Forever, quest items dropped by enemies have bad luck protection while you're grouped, so you won't get stuck on an item that never drops.
Is it worth running dungeons as two?
If one of you tanks and the other heals, yes: you can enter dungeons of your level or fill the group with passing players. Since October 1 their quests give less bonus experience, but the gear they drop makes up for it.



