Your Companions will generally help you fight without needing any input from you, but these .z commands can help you control them to do what you want. They are especially helpful when facing dangerous enemies in dungeons, but are also useful for everyday questing. With .z commands, you can tell your Companions what to attack, how to position themselves, what AI strategy they should take, what they should try to CC or focus fire, and much more.
Commands are typed into the chat. Any command directed at the Companions must contain the prefix .z followed by the desired command. By typing .z in chat you will be given a list of all of the available commands.
In addition to .z commands, you can also check out the Whispers page for some more in-depth ways to command your Companions.
The simplest way to control the Companions is with a custom addon created especially for this server called the Companions Control Panel. This addon can replicate the function of all the commands listed on this page without needing to type in chat or remember their syntax. Though it can be helpful to make a few macros so you can keybind the most common commands, there are a lot of other lesser-used commands that the addon is more convenient for.
You can also assign a keybind for the Addon to quickly open or close the interface. To do so, open the Key Bindings interface in the ingame menu and scroll down to the entry marked "Companions Control Panel."
You can download the addon by clicking here. This is version 2.7, released March 1, 2022. For potential updates, join our Discord and check the #announcements channel.
Understanding Commands
The following information will help you understand some important details of using these commands. This might be a little too much information when you're just learning, so feel free to skip ahead to the List of Commands.
Targeting
.z commands can have a variety of effects. Some will affect all your Companions at once. Others will only affect the Companion you are targeting. And some of them even feature dynamic targeting: if you're targeting a Companion, it will affect only that Companion; but if you aren't targeting a Companion, it will affect all your Companions at once.
You can tell how many Companions a .z command will affect by looking at the graphic on the right side of every command in this list. If "One" or "All" are highlighted in green, the command will only ever affect one or all Companions respectively. But if both "One" and "All" are highlighted in blue, the command will affect your Companions dynamically based on what you have targeted.
If a command with dynamic targeting also allows optional arguments to select who the command will affect (like only a certain role or class), dynamically targeting a Companion to only affect that Companion will take priority over any argument.
Syntax
Some commands have additional arguments, which can be either mandatory or optional.
- Arguments in red are mandatory. You need to include this argument for the command to do anything.
- Arguments in green are optional. The command will do something even if only some or none of these arguments are included.
If you want to use multiple arguments with a command, such as with .z pause or .z add, they must be listed in the order specified here, from left to right. If you use the CCP addon, you don't need to remember the order as it will do it for you automatically. This is mainly a consideration when writing macros.
.z start
☐ One | ☑ All |
Orders your Companions to attack your target.
Even without using this command, the companions will automatically assist you when you get into a fight, or even just right-click an enemy regardless of your range from them. The difference with using this command is that it immediately reactivates them out of any stay, stop, or pause commands you had placed on them, and forces them to swap to your target.
.z stop
☐ One | ☑ All |
Orders your Companions to stop attacking, and sets them in passive mode.
While in passive mode, Companions will still help out with instant-cast heals and dispels. A good time to use this command is when running through mobs you don't wish to fight, to prevent companions from automatically fighting back when they get attacked.
.z pause [duration] [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Pauses your Companion.
When a Companion is paused, they won't do anything at all, and will remain completely frozen for the duration, or until you .z unpause or .z start them.
Optional arguments include:
The CCP addon. The top will select all healers. The bottom will select everyone except tanks. |
- The duration of the pause in seconds (if omitted, the default is 300 seconds, or 5 minutes)
- The role or class of the Companion you want to pause. Valid roles include tank, healer, dps, mdps (melee dps), or rdps (ranged dps)
- not, to pause all Companions to come to you EXCEPT for Companions in the role or class specified in the prior argument
This command, and all others on this page with the blue "dynamic" graphic in the upper right, has dynamic targeting based upon your current target: If you have one of your Companions targeted, only that Companion will be paused. Otherwise, all Companions will be paused. As mentioned in the Targeting section, dynamically targeting a single Companion will be prioritized over any role/class selection arguments.
When using the addon, not is represented by a checkbox next to the role/class selector. When the box is unchecked, that means not is in effect.
.z pause (while targeting a Companion) | Pauses the targeted Companion for 300 seconds. |
.z pause (while not targeting a Companion | Pauses all Companions for 300 seconds. |
.z pause mage (while not targeting a Companion) | Pauses all Mages for 300 seconds. |
.z pause 60 (while targeting a Companion) | Pauses the targeted Companion for 60 seconds. |
.z pause 45 mage (while not targeting a Companion) | Pauses all Mages for 45 seconds. |
.z pause 30 tank not (while not targeting a Companion) | Pauses everyone except Tanks for 30 seconds. |
.z pause 30 tank not (while targeting a Companion) | Pauses the targeted Companion for 30 seconds. (see Targeting: dynamic targeting takes priority over the role/class argument) |
.z pause mage 45 | Syntax error: Arguments out of order (see Syntax: arguments must be listed in the specified order from left to right) |
.z unpause [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Unpauses your Companion.
Optional arguments include the role or class selections as well as not to exclude those selections, and work the same way as the ones in .z pause.
.z unpause (while targeting a Companion) | Unpauses the targeted Companion. |
.z unpause (while not targeting a Companion) | Unpauses all Companions. |
.z unpause dps (while not targeting a Companion) | Unpauses all DPS. |
.z unpause rogue not (while not targeting a Companion) | Unpauses everyone except Rogues. |
.z unpause rogue not (while targeting a Companion) | Unpauses the targeted Companion. (see Targeting: dynamic targeting takes priority over the role/class argument) |
.z pull [duration]
☐ One | ☑ All |
Orders Tank Companions to attack, and pauses DPS Companions for a few seconds.
A handy combination of a .z start on your tank and a short .z pause on your DPS. Healers will be unaffected and still continue to heal. Very useful if your Tank Companion is struggling with holding aggro, so they can have a few seconds to gather the mobs up and apply some threat.
Just like with .z pause, you can prematurely end the pause and instruct DPS to immediately attack with .z unpause or .z start.
Optional arguments include the pause's duration (if omitted, the default duration is 10 seconds).
.z pull | Pauses DPS for 10 seconds and sends Tank Companions in to attack. |
.z pull 25 | Pauses DPS for 25 seconds and sends Tank Companions in to attack. |
.z pull back 10 | Pauses DPS for 10 seconds and sends Tank Companions in to attack and come back to you. Use this for corner pulling |
.z aoe
☐ One | ☑ All |
Orders your Companions to use AoE spells on the selected target.
Even without using the command, companions will evaluate on their own if it's a good situation for AoE, and will usually AoE efficiently, but this can be useful for forcing them to AoE. Some situations you might want to use it is if you want every mob to die at the same time, or if you want to force healers to use their mana on AoEing for extra dps (like making a resto druid use Hurricane).
Keep in mind this command is a holdover from the old - and much less intelligent - original playerbots, and so it can be a bit less useful than desired. It works by telling your companions to use any enemy-affecting AoE spells they have, including non-damaging AoE spells such as Psychic Scream, so be wary of using it in crowded areas if you have a priest/warrior/warlock in your group.
.z come [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Orders your Companions to come to your location.
The first time you use this command while your Companions are spread out, your Companions will attempt to return to their formation. If you use it again while they are already in formation, they will attempt to stack on top of you.
Optional arguments work the same way as the ones in .z pause, and include the role or class selections as well as not to exclude those selections.
.z come (while targeting a companion) | The targeted Companion will come to your location. |
.z come (while not targeting a companion) | All Companions will come to your location. |
.z come rdps (while not targeting a companion) | All Ranged DPS will come to your location. |
.z come hunter not (while not targeting a companion) | Everyone except Hunters will come to your location. |
.z stay [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Orders your Companions to hold their current position.
Optional arguments include the same ones as in .z come, and work the same way.
.z comestay [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Orders your Companions to come to your location and stay there.
A combination of .z come and .z stay. This command is perhaps the most useful one of all, and you should use it often to safely make your way through crowded dungeons. You can use it well in many different situations such as corner pulling, getting the Companions past mobs they might otherwise aggro, or just generally making sure they're not sitting where they're not supposed to.
In the heat of combat, one major advantage of using this over .z come is that .z come will only give a momentary instruction to come to your location, but nothing will stop them from immediately running back to the enemy they were just fighting. On the other hand, .z comestay will force them to come all the way to your location, even if they need to stop fighting for a few seconds. Healers may still prioritize healing injured players/companions, but you can spam this command a few times to force them to come to you instead of healing.
Optional arguments include the same ones as in .z come, and work the same way.
.z move [role/class] (not)
☑ One | ☑ All |
DYNAMIC |
Allows your Companions to move again.
If you have made your Companions stay then you have 2 options to get them moving again, either with .z come or this command. Practically, it usually doesn't matter which you use, because companions will always attempt to follow you, but there are some minor differences - if your companions were on their way somewhere, such as to attack an enemy, before you made them stay, then .z move will allow them to continue directly there instead of trying to return to you first. As well, .z come will allow them to phase through the air/environment to reach you (sometimes necessary, since they can't jump over gaps), while .z move will enforce their normal pathing.
Optional arguments include the same ones as in .z come, and work the same way.
.z follow
☐ One | ☑ All |
Orders your Companions to follow the targeted player or Companion.
Your companions will now follow your target, and will interpret any .z come or .z comestay commands you use to approach the target instead of you. You still retain all direct control over your Companions with all .z commands and whispers. This command will only work if everyone involved is out of combat and within 30 yards of each other.
This .z command only works on all Companions at once. If you want to specify a single Companion to follow someone, see the set follow whisper command.
.z unfollow
☐ One | ☑ All |
Orders your Companions to follow you again.
.z set [role]
☑ One | ☐ All |
Switches your Companion's role.
This is useful for changing the rotation and strategy of Companions with multiple specs. For example, you can change a tank bear druid into a melee cat dps, or a dps shadow priest into a healer. Keep in mind the only thing that changes is their AI strategy, not their gear or talents.
Valid roles include tank, healer, dps, mdps (melee dps), and rdps (ranged dps).
.z set healer | Targeted Companion will be set as a Healer and will focus on healing, even if they were hired as a different role. |
.z set boomkin | Syntax error: Role not specified (see Syntax: arguments in red are mandatory) |
.z focusmark [raidmark]
☑ One | ☑ All |
DYNAMIC |
Assigns a raid mark for your Companions to focus their damage on.
By default, companions will focus their damage on mobs marked with the skull raidmark. This command allows you to change it to another mark.
This also works for healer companions. If you assign a healer companion a focus mark, then put that mark onto a friendly group member, they will focus on healing that character. This usually isn't necessary, but it's an option.
Be aware that this will make your companions to focus entirely on the target who has the mark, and to ignore all other targets.
You can assign multiple focus marks and they will respect them in the order in which you assigned them.
To clear the assigned focus marks you can use (.z clear focusmark)
.z focusmark cross (while targeting a Companion) | The targeted Companion will focus their damage on the enemy marked with a cross . |
.z focusmark circle (while not targeting a Companion) | All Companions will focus their damage on the enemy marked with a circle . |
.z focusmark star (while targeting a healer Companion) | The targeted healer Companion will focus their healing on the friendly character marked with a star . |
.z ccmark [raidmark]
☑ One | ☑ All |
DYNAMIC |
Assigns a raid mark for your Companions to attempt to crowd control.
By default, companions will attempt to use crowd control abilities on any valid mob marked with the moon raidmark. If that target is being attacked or has dots applied then it is not considered valid for CC.
All companions with assigned CC marks will avoid attacking mobs who are raid marked as such, for the reason of preventing accidentally breaking CC or invalidating the targets for future CC.
You can assign multiple CC marks and they will respect them in the order in which you assigned them.
To clear the assigned CC marks you can use (.z clear ccmark).z ccmark square (while targeting a Companion) | The targeted Companion will now attempt to CC square in addition to the default of moon . |
.z ccmark triangle (while targeting the same Companion from the previous example) | The targeted Companion will now attempt to CC triangle , square , and moon . |
.z clear (focusmark/ccmark)
☑ One | ☑ All |
DYNAMIC |
Removes raidmark assignments from your Companions.
Optional arguments include focusmark or ccmark to clear that type of mark. If these arguments are omitted, both types of marks will be cleared.
Note that this will fully remove the assignment, not just set it back to the defaults of skull and moon . When you use this, the Companion will no longer heed raidmarks until they are reassigned. This can be valuable for tank Companions to ensure they spread their threat around instead of focusing on the skull with all the other DPS, or for CC-using Companions to ensure each mark results in a different CC..z clear ccmark (while targeting a Companion) | Removes CC mark assignments from the targeted Companion. |
.z clear (while not targeting a Companion) | Removes both focus mark and CC mark assignments from all Companions. Your Companions will now ignore all raidmarks. |
.z toggle aoe
☑ One | ☑ All |
DYNAMIC |
Toggles whether your Companions are allowed to use their AOE abilities.
Companions will already automatically avoid using AoE abilities in most situations you wouldn't want to use them (like around CCed enemies), but this allows you to force them to never use them. An example of a situation you might want to use this command is when you want to prevent AOE abilities that don't break CC.
.z add [class] [role] [spec] [race] [gender]
☑ One | ☐ All |
Adds a Companion of the specified class to your party.
Companions can only be hired at a <Companions> representative npc, found standing next to every innkeeper in the game, as well as all the starting areas. Speaking to the npc will allow you to hire a Companion through dialogue options. However, you can also use this command while standing near the npc to hire without having to go through their dialogue - for example, if you have a preferred group you always like to run with, you could make a macro with .z add to quickly hire them. You will automatically be charged the hiring fee either way.
The only mandatory argument here is class. The other arguments can be specified or can be left blank, in which case you will get something randomized for that argument.
.z add warrior tank default human male | Adds a male human tank warrior Companion to your party with the default spec. |
.z add warrior tank default human | Adds a human tank warrior Companion with a random gender to your party. |
.z add warrior | Adds a warrior Companion with a random role/race/gender and default spec to your party. |
.z add male human tank warrior | Syntax error: Arguments out of order (see Syntax: arguments must be listed in the specified order from left to right) |
.z add warrior tequila sunrise on a beach somewhere | Adds a warrior Companion with a random role/race/gender to your party. |
.z add tequila sunrise on a beach somewhere | Syntax error: Expected class or role (see Syntax: arguments in red are mandatory) |
.z add [role]
☑ One | ☐ All |
Adds a Companion of the specified role to your party.
If you enjoy a bit more randomness, you can specify only the companion's role, which will give you a Companion of the specified role but everything else is Random. This is a fun way to get used to the Companion AI of the different classes and explore their synergies. The <Companions> representatives also offer this option through their dialogue options.
Valid roles are tank, healer, dps, meleedps, and rangedps.
.z add tank | Adds a tank Companion with a random class/race/gender to your party. |
.z add tank gnome | Adds a tank Companion with a random class/race/gender to your party. (Unlike with .z add class, this command does not have optional arguments) |
.z remove
☑ One | ☐ All |
Removes your Companion from the party.
There are three methods of removing Companions from the party:
- This command
- Kicking them out of the party
- Leaving the party yourself
You will usually use one of the latter two options, but this command will allow you to remove one of your companions even if you are not the group's leader. For this reason, this command is mainly used if you're in a group with other real players but are not the group's leader.
Removed companions will immediately cease to exist.
.z remove | Removes all companions. |
.z remove while targeting a single companion | Removes a single companion. |
.z remove all transferred | Removes all transferred companions. |
.z transfer [playername]
☑ One | ☐ All |
Allows you to transfer your companions to another player.
Owner - represents the person who has hired the Companion. This is the person who will get reimbursed should the server restart. They are also the only ones who can transfer and untransfer their own Companions. The Owner cannot be changed.
Master - represents the person who has full control over the Companion. At hiring, the Owner and the Master are the same person. The transfer command allows you to transfer the Master status to a different player, permanently.
Partner - represents the person whom the Companion was set to follow, temporarily. A Partner is someone who is granted a great deal of temporary control over the Companion but not as powerful as a Master would be. For example, a Partner could not use the .z remove command on a Companion who is following them. And, a Partner can only be set and exist while in the same group as the Master.
The most powerful and important role is the Master, because the entire Companion logic is based on it. For example, if a Partner were to go offline, then the Companion would go back to working for the Master. If an Owner were to go offline and the Master was a different player, then nothing would happen. But, if the Master were to go offline, then the Companion would try to despawn and stop functioning altogether.
Transfer specifications:
- A Companion can only be transferred once.
- To transfer, nobody can be in combat, either the Owner, the new Master or the Companion. And the new Master must be within 30 yards range.
- The transfer duration is unlimited.
- The .z untransfer range is unlimited.
- For now, the Companion can be transferred to a player of any level.
.z transfer playername | Transfers all companions to another player. |
.z transfer playername while targeting a single companion | Transfers a single companion to another player. |
.z untransfer | Untransfers the companions and recovers them back to the owner. |
.z use
☑ One | ☑ All |
DYNAMIC |
Objects are things in the world that give you the little gear cursor when you mouse over them. This will tell your companions to use the object.
Perhaps the most common use for this command is to make your Rogue companions open locked doors or chests for you. Other common uses include clicking a warlock summoning portal, making your Companions click the altar in Uldaman or Upper Blackrock Spire to progress with the dungeon, or making your Companions use the buffing orb in Blackfathom Deeps. The possibilities are endless.
.z use | Companions will use the nearest object. |
.z who
☑ One | ☑ All |
DYNAMIC |
This will provide you with information about the Companions in your group.
.z who | Displays information about user licenses and companions roles. But without their marks and state. |
.z who users | Displays only licenses info for real players. |
.z who details | Displays all the relevant information about the companions. |
.z toggle [helm/cloak]
☑ One | ☑ All |
DYNAMIC |
Toggles visual display of your Companion's helm or cloak.
This command is just for fun. Tired of seeing that goofy turban on your warlock Companion? Use this command to make them hide it!
Optional arguments include helm or cloak. If these arguments are omitted, both helm and cloak will be toggled.
For more ways to command your Companions, please see the Whispers page.