Battlegrounds

Arathi Basin: Five Bases, the Resource Curve, Rotation

The reference node map: five bases, a resource race to 1500, and a non-linear scoring curve that makes the fourth base worth chasing in Blitz. The opening, who defends, and why the old three-base rule is wrong in Blitz.

by Antosha6 min read
Arathi Basin: Five Bases, the Resource Curve, Rotation guide cover

What Arathi Basin is

Arathi Basin is the reference node map: five bases to hold, a resource race to 1500, and no flags or objectives to run. You win by controlling more of the map than the enemy for longer, and every other node battleground in the game is a variation on this one. It runs 15v15 as a random battleground and 8v8 in Battleground Blitz.

The five bases

Stables, Blacksmith, Gold Mine, Lumber Mill and Farm. Blacksmith sits dead centre with two bridges leading to it, which makes it the most contested and the hardest to hold. The other four ring the map: Stables and Farm sit near the two starting bases, Gold Mine and Lumber Mill on the far corners.

Alliance start at Trollbane Hall, nearest Stables; Horde start at Defiler's Den, nearest Farm. That geography decides the opening: the base by your start is the one you cap first and defend cheapest.

How scoring works, and why it is not linear

Holding bases generates resources on a tick, and the rate climbs steeply with each base, not evenly. On the random battleground the per-tick rate runs roughly 1, 1.5, 2, 3.5, 30 for one through five bases held. Two bases is not twice one base; five bases is a landslide.

That curve is the whole game. A team that holds three bases beats a team that holds two, but a team that can pressure a fourth is worth far more than the node count suggests, because the top of the curve is where the resources actually are.

The Blitz curve changes the math

Blitz uses a different, published curve: 7, 10, 15, 50, 65 resources for one through five bases held. The shape is what matters. The jump from three bases to four is 15 to 50, more than triple, where on the base map the big jump was saved for the fifth base.

The opening

One player caps the base nearest your start and stays to defend it. The rest go to Blacksmith, because the centre is the base neither team owns by geography and the one that decides who is ahead after the first minute.

From there the game is rotation: reinforce a contested base before it flips, not after, and never leave a captured base with nobody on it. A base with no defender is a base about to be taken.

Who defends and who rotates

Defending a base alone against one attacker, and taking a base alone against a lone defender, are both survivability-and-control jobs rather than damage jobs. The specialisations that do them well in Blitz right now are the shortlist:

PvP tier list

rating first · top segment 1950+ · 7,660 playersMeta
SAugmentation EvokerPreservation EvokerBalance DruidDevastation EvokerArcane Mage
AMistweaver MonkMarksmanship HunterDiscipline PriestBrewmaster MonkHoly PriestAffliction WarlockProtection WarriorRetribution PaladinDestruction WarlockSubtlety RogueGuardian DruidAssassination RogueDevourer Demon HunterProtection PaladinArms WarriorSurvival Hunter
BUnholy Death KnightOutlaw RogueFire MageShadow PriestElemental ShamanVengeance Demon HunterFury WarriorRestoration ShamanFeral DruidWindwalker Monk
CEnhancement ShamanFrost Death KnightFrost MageHavoc Demon HunterDemonology WarlockRestoration DruidBeast Mastery HunterHoly PaladinBlood Death Knight

Stealth specialisations have an extra role no tier list captures: a ninja cap on a lightly defended corner base while both teams fight over Blacksmith is among the cheapest resources on the map.

What losing teams do

  • They zerg Blacksmith and forget the corners. The centre is one base of five. A team that wins it and nothing else loses.
  • They leave a capped base empty. A node with no defender flips the moment a stealther taps it, and back-capping an undefended base is the most common way a lead evaporates.
  • They stop at three in Blitz. The Blitz curve rewards the fourth base heavily; treating three as the ceiling leaves half your income on the table.
  • They rotate late. A base takes time to flip, so a defender who leaves after seeing the flag change arrives at the next fight already behind.

What Blitz changes here

Arathi Basin is in the Blitz pool, confirmed by Battleground Blitzest.

  • 8v8 instead of 15v15, and the resource curve above.
  • The node cycle: a 4 second cast starts a capture, you hold it 30 seconds without the enemy recapturing, and it then generates for 45 seconds during which the enemy cannot take it. A shielded base does not need defending; leave when the shield goes up and return before it drops.
  • Initial node spawns are staggered. Blacksmith, Gold Mine and Lumber Mill spawn 4 seconds later than Stables and Farm at the opening, so the two near-base nodes are up first.
  • The mount speed buff is at full value here. Swift Pursuit runs at 100% on Arathi Basin and Deepwind Gorge, and only 75% on every other map, so rotations are genuinely faster here than on the smaller battlegrounds.

Patch 12.1 on this map

Healing in battlegrounds is down 20% this season and slows were cut a tier across the board. Both make a solo defender more fragile: they heal for less and can slow a fleeing capper less, so a lone base sitter holds for a shorter window than last season. Two defenders on a contested corner is more often the right call than one.

The rules shared across all nine Blitz maps are in our Battleground Blitz guide.

FAQ

What are the five bases in Arathi Basin?

Stables, Blacksmith, Gold Mine, Lumber Mill and Farm. Blacksmith is the central node with two bridges and the most contested. Stables and Farm sit near the two starting bases, Gold Mine and Lumber Mill on the far corners. Alliance start nearest Stables, Horde nearest Farm.

How does scoring work in Arathi Basin?

Holding bases generates resources on a tick, and the rate climbs steeply with each base rather than evenly. On the random battleground it runs roughly 1, 1.5, 2, 3.5, 30 per second for one through five bases. First team to 1500 wins. The steep top of the curve is why controlling more bases matters far more than the node count suggests.

Should you take a fourth base in Blitz?

Yes, when you can hold three without help. The Blitz curve pays 7, 10, 15, 50, 65 resources for one through five bases, so the fourth base jumps from 15 to 50, more than triple. The old advice to take three and never chase a fourth comes from the random battleground and is wrong in Blitz.

What is the opening on Arathi Basin?

One player caps the base nearest your start and defends it; the rest go to Blacksmith, the central node neither team owns by geography. From there it is rotation: reinforce a contested base before it flips, and never leave a captured base with nobody on it.

Is the mount speed buff full value on Arathi Basin?

Yes. Swift Pursuit runs at 100% on Arathi Basin and Deepwind Gorge and only 75% on every other map, so rotations are genuinely faster here. In Blitz, initial node spawns are staggered: Blacksmith, Gold Mine and Lumber Mill come up 4 seconds after Stables and Farm.

What is the most common mistake on Arathi Basin?

Zerging Blacksmith and forgetting the corners. The centre is one base of five, and a team that wins it and nothing else loses. The other frequent error is leaving a captured base empty, which lets a stealther back-cap it and quietly erase a lead.

Related guides

Alterac Valley Guide for Retail WoW: How to Win the Epic BG guide cover
Battlegrounds

Alterac Valley Guide for Retail WoW: How to Win the Epic BG

How to win Alterac Valley in Retail WoW: the 40 vs 40 epic battleground, 700 reinforcements a side and exactly what costs them, the towers and bunkers that weaken the enemy General, the captains, rush or turtle, the achievements and weekly quest, and how Retail AV differs from Korrak's Revenge, Classic and WoW Forever.

6 min read
Isle of Conquest Guide: How to Win WoW's Siege Battleground guide cover
Battlegrounds

Isle of Conquest Guide: How to Win WoW's Siege Battleground

How to win Isle of Conquest in Retail WoW: the 40 vs 40 siege epic battleground, why only vehicles and bombs break the keep gates, what the Docks, Workshop, Hangar, Refinery and Quarry each give, why the Hangar rush was tuned down, a simple game plan for attack and defence, and the achievements and weekly quest.

6 min read
Wintergrasp Guide: Attacking and Defending WoW's Epic Siege guide cover
Battlegrounds

Wintergrasp Guide: Attacking and Defending WoW's Epic Siege

How the Retail Wintergrasp epic battleground works: attackers against defenders on a 30-minute clock, the walls only siege can break, the workshops and vehicles, the southern towers that cut time from the match, how to attack and how to defend, how it differs from the Wrath-era zone battle, and its achievements and weekly quest.

6 min read
Slayer's Rise Guide: Midnight's 40v40 Epic Battleground guide cover
Battlegrounds

Slayer's Rise Guide: Midnight's 40v40 Epic Battleground

How Slayer's Rise works, the 40 vs 40 epic battleground Midnight added in the Voidstorm: which domanaar your faction fights for, the opening control point, the lane push and neutral recruits like the ultradon, the named objectives, all five achievements, and the Enshrouded in War weekly that pays Conquest.

5 min read
Deephaul Ravine: Carts, the Crystal and Two Fronts guide cover
Battlegrounds

Deephaul Ravine: Carts, the Crystal and Two Fronts

The newest battleground and the ninth Blitz map: a hybrid of two mine carts to escort and a central crystal to carry, both feeding one race to 1500. How to read the two fronts, who carries and who escorts, and what Blitz changes.

5 min read
Battle for Gilneas: Three Bases and the Waterworks guide cover
Battlegrounds

Battle for Gilneas: Three Bases and the Waterworks

Arathi Basin compressed to three bases, where losing the centre usually loses the match. The Lighthouse, Waterworks and Mines, why three bases plays faster than five, the standard opening, and the Midnight bridge rework.

6 min read