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* ReadingsAreOffTheScale: Gruul is a level 10 non-hero unit, while the most powerful standard neutral creeps are level 6 (due to the mod's condensed levels for non-hero units).



* DoubleEdgedBuff: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.



* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.

to:

* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.



* DoubleEdgedBuff: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.



* ShedArmorGainSpeed: Amok increases the Frenzied Rylak's attack speed and damage taken.

to:

* ShedArmorGainSpeed: DoubleEdgedBuff: Amok increases the Frenzied Rylak's attack speed and damage taken.



* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

to:

* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

Added: 4039

Changed: 9602

Removed: 828

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* OneUp: When corporeal, the Death Knight comes back to (un)life when killed, though this ability has a very long cooldown.

to:

* OneUp: AutoRevive: When corporeal, the Death Knight comes back to (un)life when killed, though this ability has a very long cooldown.



* UndergroundMonkey: This unit is a retextured, weaker version of the Gronnling, which serves as the Ogres' main artillery unit.

to:

* UndergroundMonkey: This unit is a retextured, weaker version of the Gronnling, which serves as the Ogres' main artillery unit.



* AttackSpeedBuff: Giant Herders can use Bloodlust to increase the attack and movement speed of friendly units.



* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

to:

* ManaBurn: The Eye of Augari's Warped's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.



!!Felhunter
->'''Level:''' 2

to:

!!Felhunter
!!Stalker
->'''Level:''' 21



* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Sister of Torment

to:

* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Sister of Torment
StealthExpert: Stalkers are always invisible when not attacking.

!!Sporehost



* EnemyExchangeProgram: The Sister of Torment can use Dominate to permanently take control of an enemy unit.

!!Returned
->'''Level:''' 2

to:

* EnemyExchangeProgram: DeathActivatedSuperpower: A Deathbloom emerges from the corpse of a killed Sporehost.
* HealingFactor:
The Sister of Torment can use Dominate to permanently take control of an enemy unit.

!!Returned
Sporehost's Bloomhide passively regenerates 1% maximum HP per second.
* PoisonousPerson: The Sporehost's attack poisons enemies, dealing damage over time.

!!Overgrown
->'''Level:''' 24



* DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless
->'''Level:''' 2

to:

* DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts the movement and attack speed
AntiStructure: Though they deal Normal instead of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double
Siege damage, Overgrown have a damage from magic.

!!Restless
bonus against buildings.
* HealingFactor: The Overgrown's Bloomhide passively regenerates 1% maximum HP per second.

!!Genesaur
->'''Level:''' 26



* DemBones: Undead skeletons animated by magic.
* PoisonedWeapons: Restless' arrows are laced with poison, which deal damage over time to living foes.
* WeakToMagic: Restless take double damage from magic.

!!Marshblood
->'''Level:''' 3

to:

* DemBones: Undead skeletons animated by magic.
* PoisonedWeapons: Restless' arrows are laced with poison, which deal
AntiStructure: On top of its Siege damage over time to living foes.
* WeakToMagic: Restless take double
type, the Destroyer also deals bonus damage from magic.

!!Marshblood
to buildings.
* EliteMooks: At level 6, the Genesaur is one of the strongest non-hero units in the mod. In Chainbreakers (Act I Prologue), a Genesaur is treated akin to a boss.
* HealingFactor: The Genesaur's Bloomhide passively regenerates 1% maximum HP per second.

!!Felhunter
->'''Level:''' 32



* DamageIncreasingDebuff: The Marshblood's attacks reduce the armor of the target.

!!Wildblaze
->'''Level:''' 3

to:

* DamageIncreasingDebuff: ManaBurn: The Marshblood's Felhunter's attacks reduce remove the armor of target's mana and deal bonus damage equal to the target.

!!Wildblaze
burnt mana if applicable.

!!Sister of Torment
->'''Level:''' 32



* ManaBurn: The Wildblaze's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Felspark
->'''Level:''' 3

to:

* ManaBurn: EnemyExchangeProgram: The Wildblaze's attacks remove the target's mana and deal bonus damage equal Sister of Torment can use Dominate to the burnt mana if applicable.

!!Felspark
permanently take control of an enemy unit.

!!Unseen Defiler
->'''Level:''' 35



* ResistantToMagic: The Felspark takes less damage from Piercing and Magic attacks.

!!Adamant
->'''Level:''' 3

to:

* ResistantToMagic: EnemySummoner: The Felspark takes less damage from Piercing and Magic attacks.

!!Adamant
Unseen Defiler's Dark Army summons an army of 12 weak Bone Warriors.

!!Returned
->'''Level:''' 32



* RockMonster: The Adamant is a fel-corrupted earth elemental, made out of boulders.
[[/folder]]

!Heroes
[[folder:Draenei]]
!!Exarch
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Hataaru

to:

* RockMonster: The Adamant is a fel-corrupted earth elemental, made out DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts the movement and attack speed
of boulders.
[[/folder]]

!Heroes
[[folder:Draenei]]
!!Exarch
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Hataaru
nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless
->'''Level:''' 2



* CastFromHitPoints: Purifying Light also deals damage to the Exarch depending on how many targets got dispelled.
* EnemySummoner: The Exarch can use United We Stand to summon Sun Keeper allies.
* MookCommander: When Exemplar of the Host is active, the Exarch boosts the armor of all nearby allies.
* StatusBuffDispel: Purifying Light dispels buffs and debuffs from all units in the area.

!!Arbiter
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Dammarun\\
'''NPC campaign character:''' Velen

to:

* CastFromHitPoints: Purifying Light also deals DemBones: Undead skeletons animated by magic.
* PoisonedWeapons: Restless' arrows are laced with poison, which deal
damage over time to the Exarch depending on how many targets got dispelled.
living foes.
* EnemySummoner: The Exarch can use United We Stand to summon Sun Keeper allies.
* MookCommander: When Exemplar of the Host is active, the Exarch boosts the armor of all nearby allies.
* StatusBuffDispel: Purifying Light dispels buffs and debuffs
WeakToMagic: Restless take double damage from all units in the area.

!!Arbiter
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Dammarun\\
'''NPC campaign character:''' Velen
magic.

!!Eternal
->'''Level:''' 5



* DamageIncreasingDebuff: Enemies standing near an Orb of Truth lose some armor.
* MookCommander: Hand of the Prophet boosts the mana regeneration of all nearby non-Bulky friendly units.
* SeeTheInvisible: The Arbiter's Orb of Truth can detect invisible enemy units.

!!Consul
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Zolaana, Avelarii

to:

* DamageIncreasingDebuff: Enemies standing near an Orb of Truth lose some armor.
AutoRevive: An Eternal comes back to (un)life when killed, though this ability has a very long cooldown.
* DemBones: Undead skeletons animated by magic.
* MookCommander: Hand of The Eternal's Shadowsight increases the Prophet boosts the mana regeneration damage of all nearby non-Bulky friendly melee units.
* SeeTheInvisible: The Arbiter's Orb of Truth can detect invisible enemy units.

!!Consul
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Zolaana, Avelarii
WeakToMagic: Eternals take double damage from magic.

!!Marshblood
->'''Level:''' 3



* BlackMage: Most of the Consul's spells are themed around blasting the hell out of the enemy with arcane energy.
* ManaBurn: Overflowing Energy burns the target's mana, then deals it as damage.
* OrbitalBombardment: Light's Judgement calls an orbital strike at a location, dealing damage over time when channelling is sustained and large burst damage in a greater area when channelling stops.
* {{Teleportation}}: The Consul's Beacon of Hope can teleport friendly units to itself.

!!Prelate
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Yrel, Tavraas

to:

* BlackMage: Most DamageIncreasingDebuff: The Marshblood's attacks reduce the armor of the Consul's spells are themed around blasting the hell out of the enemy with arcane energy.
* ManaBurn: Overflowing Energy burns the target's mana, then deals it as damage.
* OrbitalBombardment: Light's Judgement calls an orbital strike at a location, dealing damage over time when channelling is sustained and large burst damage in a greater area when channelling stops.
* {{Teleportation}}: The Consul's Beacon of Hope can teleport friendly units to itself.

!!Prelate
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Yrel, Tavraas
target.

!!Wildblaze
->'''Level:''' 3



* HumanResources: Glory of the Light causes killed enemies to restore health and mana to nearby allies, in addition to leaving no corpses behind.
* ManaShield: Shield of Faith allows the Prelate to use his mana pool to absorb damage taken, and grows more efficient the more points are put into it.
* {{Synchronization}}: When the Prelate takes damage, it's also reflected onto enemies affected by Templar's Verdict.
[[/folder]]

[[folder:Orcs]]
!!Packleader
->'''Primary attribute:''' Strength\\
'''NPC campaign character:''' Grommash Hellscream, Varok Saurfang, Dal'rend Blackhand

to:

* HumanResources: Glory of ManaBurn: The Wildblaze's attacks remove the Light causes killed enemies to restore health and target's mana to nearby allies, in addition to leaving no corpses behind.
* ManaShield: Shield of Faith allows the Prelate to use his mana pool to absorb
and deal bonus damage taken, and grows more efficient equal to the more points are put into it.
* {{Synchronization}}: When the Prelate takes damage, it's also reflected onto enemies affected by Templar's Verdict.
[[/folder]]

[[folder:Orcs]]
!!Packleader
->'''Primary attribute:''' Strength\\
'''NPC campaign character:''' Grommash Hellscream, Varok Saurfang, Dal'rend Blackhand
burnt mana if applicable.

!!Felspark
->'''Level:''' 3



* CombatMedic: The Packleader's Clan Banner gives a significant boost to nearby non-Shadow allies' health regeneration. The rest of his kit is all about cleaving enemies to bits.
* CriticalHit: Sweeping Strikes gives the Packleader a chance to deal bonus damage to the target and surrounding units when attacking.
* SpinAttack: When using Whirlwind, the Packleader spins with his sword held out, damaging foes around him.
* SpinToDeflectStuff: Whirlwind at least deflects magic while the Packleader is spinning.

!!Netherlord
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Gul'dan, Teron'gor\\
'''NPC campaign character:''' Gurran

to:

* CombatMedic: ResistantToMagic: The Packleader's Clan Banner gives a significant boost to nearby non-Shadow allies' health regeneration. The rest of his kit is all about cleaving enemies to bits.
* CriticalHit: Sweeping Strikes gives the Packleader a chance to deal bonus
Felspark takes less damage to the target from Piercing and surrounding units when attacking.
* SpinAttack: When using Whirlwind, the Packleader spins with his sword held out, damaging foes around him.
* SpinToDeflectStuff: Whirlwind at least deflects magic while the Packleader is spinning.

!!Netherlord
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Gul'dan, Teron'gor\\
'''NPC campaign character:''' Gurran
Magic attacks.

!!Adamant
->'''Level:''' 3



* DefeatEqualsExplosion: Soul Blaze causes an affected Shadow unit to explode upon death, dealing damage to nearby enemies.
* MookCommander: The Well of Souls boosts the damage of nearby Shadow units.
* SicklyGreenGlow: All of the Netherlord's abilities glow green with fel fire.
* WeakToMagic: The Well of Souls is always ethereal, immune to physical damage but taking extra magical damage.

!!Slayer

to:

* DefeatEqualsExplosion: Soul Blaze causes an affected Shadow unit to explode upon death, dealing damage to nearby enemies.
* MookCommander:
RockMonster: The Well Adamant is a fel-corrupted earth elemental, made out of Souls boosts the damage of nearby Shadow units.
* SicklyGreenGlow: All of the Netherlord's abilities glow green with fel fire.
* WeakToMagic: The Well of Souls is always ethereal, immune to physical damage but taking extra magical damage.

!!Slayer
boulders.
[[/folder]]

!Heroes
[[folder:Draenei]]
!!Exarch



'''Playable campaign character:''' Orgrim Doomhammer, Arnak Bladeweaver\\
'''NPC campaign character:''' Blackhand, Maim Blackhand

to:

'''Playable campaign character:''' Orgrim Doomhammer, Arnak Bladeweaver\\
'''NPC campaign character:''' Blackhand, Maim Blackhand
Hataaru



* DamageIncreasingDebuff: Sundering Blow inflicts a debuff that reduces the target's armor.
* FlamingSword: Burning Blade temporarily ignites the Slayer's sword, increasing damage and attack speed and burning attacked enemies.
* LifeDrain: His ultimate Bloodthirst passively heals the Slayer for all of his inflicted damage.
* OneHitKill: Flawless Execution grants the Slayer a very small chance to instantly kill a non-Hero, non-Bulky enemy when attacking.

!!Shadowblade
->'''Primary attribute:''' Agility\\
'''Playable campaign character:''' Garona Halforcen, Draka

to:

* DamageIncreasingDebuff: Sundering Blow inflicts a debuff that reduces the target's armor.
* FlamingSword: Burning Blade temporarily ignites the Slayer's sword, increasing
CastFromHitPoints: Purifying Light also deals damage to the Exarch depending on how many targets got dispelled.
* EnemySummoner: The Exarch can use United We Stand to summon Sun Keeper allies.
* MookCommander: When Exemplar of the Host is active, the Exarch boosts the armor of all nearby allies.
* StatusBuffDispel: Purifying Light dispels buffs
and attack speed and burning attacked enemies.
* LifeDrain: His ultimate Bloodthirst passively heals
debuffs from all units in the Slayer for all of his inflicted damage.
* OneHitKill: Flawless Execution grants the Slayer a very small chance to instantly kill a non-Hero, non-Bulky enemy when attacking.

!!Shadowblade
area.

!!Arbiter
->'''Primary attribute:''' Agility\\
Intelligence\\
'''Playable campaign character:''' Garona Halforcen, DrakaDammarun\\
'''NPC campaign character:''' Velen



* BreakablePowerUp: The healing provided by Crimson Vial will be lost if the Shadowblade takes damage, making it useless in a fight.
* FlechetteStorm: Grapeshot detonates a bomb on the Shadowblade's position, which explodes into shrapnel, dealing damage to all nearby enemies.
* HealThyself: Activating Crimson Vial causes the Shadowblade to rapidly regenerate health, though it only works out of combat.
* PoisonedWeapons: Lifebane adds poison to the Shadowblade's attacks, which deals damage over time and slows down movement.
[[/folder]]

[[folder:Ogres]]
!!Slavedriver
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Barbaros\\
'''NPC campaign character:''' Gug'rokk

to:

* BreakablePowerUp: The healing provided by Crimson Vial will be lost if DamageIncreasingDebuff: Enemies standing near an Orb of Truth lose some armor.
* MookCommander: Hand of
the Shadowblade takes damage, making it useless in a fight.
* FlechetteStorm: Grapeshot detonates a bomb on
Prophet boosts the Shadowblade's position, which explodes into shrapnel, dealing damage to mana regeneration of all nearby enemies.
non-Bulky friendly units.
* HealThyself: Activating Crimson Vial causes the Shadowblade to rapidly regenerate health, though it only works out SeeTheInvisible: The Arbiter's Orb of combat.
* PoisonedWeapons: Lifebane adds poison to the Shadowblade's attacks, which deals damage over time and slows down movement.
[[/folder]]

[[folder:Ogres]]
!!Slavedriver
Truth can detect invisible enemy units.

!!Consul
->'''Primary attribute:''' Strength\\
Intelligence\\
'''Playable campaign character:''' Barbaros\\
'''NPC campaign character:''' Gug'rokk
Zolaana, Avelarii



* AnimateDead: The Slavedriver's ultimate Nobody Allowed You to Die reanimates friendly non-Bulky corpses near him and makes them invulnerable. All units raised this way are flagged as Undead.
* EnemyExchangeProgram: Breaking the Spirit gives the Slavedriver a chance to take control of an enemy when attacking.
* EnemySummoner: A Slavedriver can use Empire's Due to summon a random combination of slaves. Though they don't have timed life, their health regeneration is negative, so they'll still eventually die.
* YouCantKillWhatsAlreadyDead: Units brought to unlife by Nobody Allowed You to Die are invulnerable during their timed life.

!!Prophet of Ruin
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Rogaar, Cho'gall\\
'''NPC campaign character:''' Talazar

to:

* AnimateDead: BlackMage: Most of the Consul's spells are themed around blasting the hell out of the enemy with arcane energy.
* ManaBurn: Overflowing Energy burns the target's mana, then deals it as damage.
* OrbitalBombardment: Light's Judgement calls an orbital strike at a location, dealing damage over time when channelling is sustained and large burst damage in a greater area when channelling stops.
* {{Teleportation}}:
The Slavedriver's ultimate Nobody Allowed You to Die reanimates Consul's Beacon of Hope can teleport friendly non-Bulky corpses near him and makes them invulnerable. All units raised this way are flagged as Undead.
* EnemyExchangeProgram: Breaking the Spirit gives the Slavedriver a chance
to take control of an enemy when attacking.
* EnemySummoner: A Slavedriver can use Empire's Due to summon a random combination of slaves. Though they don't have timed life, their health regeneration is negative, so they'll still eventually die.
* YouCantKillWhatsAlreadyDead: Units brought to unlife by Nobody Allowed You to Die are invulnerable during their timed life.

!!Prophet of Ruin
itself.

!!Prelate
->'''Primary attribute:''' Intelligence\\
Strength\\
'''Playable campaign character:''' Rogaar, Cho'gall\\
'''NPC campaign character:''' Talazar
Yrel, Tavraas



* BlackMage: The Prophet of Ruin is a spellcaster who mainly serves to burn grouped enemies with magma.
* DamageIncreasingDebuff: As its name would indicate, Melt Armor reduces the armor of afflicted enemies.
* MagmaMan: All of the Prophet of Ruin's skills have something to do with magma.

!!Warbringer

to:

* BlackMage: The Prophet HumanResources: Glory of Ruin is a spellcaster who mainly serves to burn grouped the Light causes killed enemies with magma.
to restore health and mana to nearby allies, in addition to leaving no corpses behind.
* DamageIncreasingDebuff: As its name would indicate, Melt Armor reduces ManaShield: Shield of Faith allows the armor of afflicted enemies.
* MagmaMan: All of
Prelate to use his mana pool to absorb damage taken, and grows more efficient the Prophet of Ruin's skills have something to do with magma.

!!Warbringer
more points are put into it.
* {{Synchronization}}: When the Prelate takes damage, it's also reflected onto enemies affected by Templar's Verdict.
[[/folder]]

[[folder:Orcs]]
!!Packleader



'''Playable campaign character:''' Oct'aug, Durotan

to:

'''Playable '''NPC campaign character:''' Oct'aug, DurotanGrommash Hellscream, Varok Saurfang, Dal'rend Blackhand



* BrutishCharacterBrutishWeapon: The Warbringer, who only serves to fight and kill, wields a simple massive club.
* NoSell: The Warbringer's ultimate passively grants him magic immunity.
* ThrowingYourSwordAlwaysWorks: Stonecrusher has the Warbringer throw an axe to stun an enemy and deal damage.
* UnskilledButStrong: The Warbringer's Proving Strength and No Tricks, No Magic Toys are two of the simplest hero abilities in the game, forgoing any fancy effects in favour of simple stat boosts and magic immunity.

!!Butcher
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Sawtooth

to:

* BrutishCharacterBrutishWeapon: CombatMedic: The Warbringer, who only serves Packleader's Clan Banner gives a significant boost to fight nearby non-Shadow allies' health regeneration. The rest of his kit is all about cleaving enemies to bits.
* CriticalHit: Sweeping Strikes gives the Packleader a chance to deal bonus damage to the target
and kill, wields a simple massive club.
surrounding units when attacking.
* NoSell: The Warbringer's ultimate passively grants him SpinAttack: When using Whirlwind, the Packleader spins with his sword held out, damaging foes around him.
* SpinToDeflectStuff: Whirlwind at least deflects
magic immunity.
* ThrowingYourSwordAlwaysWorks: Stonecrusher has
while the Warbringer throw an axe to stun an enemy and deal damage.
* UnskilledButStrong: The Warbringer's Proving Strength and No Tricks, No Magic Toys are two of the simplest hero abilities in the game, forgoing any fancy effects in favour of simple stat boosts and magic immunity.

!!Butcher
Packleader is spinning.

!!Netherlord
->'''Primary attribute:''' Strength\\
Intelligence\\
'''Playable campaign character:''' SawtoothGul'dan, Teron'gor\\
'''NPC campaign character:''' Gurran



* BattleTrophy: Grisly Trophy turns an enemy corpse into a trophy that weakens nearby foes.
* BreakablePowerUp: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.
* CombatMedic: The Butcher is a melee fighter who can also heal his allies with Tastes Good!
* HyperactiveMetabolism: The Butcher can consume a corpse to heal himself and feed meat to heal friendly units.
* LifeDrain: When Fresh Meat! is active, the Butcher's attacks heal him by half of the damage dealt.
* WeaponsOfTheirTrade: The Butcher fights with a massive butcher's cleaver.

to:

* BattleTrophy: Grisly Trophy turns DefeatEqualsExplosion: Soul Blaze causes an enemy corpse into a trophy that weakens affected Shadow unit to explode upon death, dealing damage to nearby foes.
enemies.
* MookCommander: The Well of Souls boosts the damage of nearby Shadow units.
* SicklyGreenGlow: All of the Netherlord's abilities glow green with fel fire.
* WeakToMagic: The Well of Souls is always ethereal, immune to physical damage but taking extra magical damage.

!!Slayer
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Orgrim Doomhammer, Arnak Bladeweaver\\
'''NPC campaign character:''' Blackhand, Maim Blackhand
----
* DamageIncreasingDebuff: Sundering Blow inflicts a debuff that reduces the target's armor.
* FlamingSword: Burning Blade temporarily ignites the Slayer's sword, increasing damage and attack speed and burning attacked enemies.
* LifeDrain: His ultimate Bloodthirst passively heals the Slayer for all of his inflicted damage.
* OneHitKill: Flawless Execution grants the Slayer a very small chance to instantly kill a non-Hero, non-Bulky enemy when attacking.

!!Shadowblade
->'''Primary attribute:''' Agility\\
'''Playable campaign character:''' Garona Halforcen, Draka
----
* BreakablePowerUp: The healing provided by Tastes Good! Crimson Vial will be lost if the recipient Shadowblade takes damage, making it useless in a fight.
* CombatMedic: The Butcher is FlechetteStorm: Grapeshot detonates a melee fighter who can also heal his allies with Tastes Good!
* HyperactiveMetabolism: The Butcher can consume a corpse to heal himself and feed meat to heal friendly units.
* LifeDrain: When Fresh Meat! is active,
bomb on the Butcher's attacks heal him by half of the Shadowblade's position, which explodes into shrapnel, dealing damage dealt.
to all nearby enemies.
* WeaponsOfTheirTrade: The Butcher fights with a massive butcher's cleaver.HealThyself: Activating Crimson Vial causes the Shadowblade to rapidly regenerate health, though it only works out of combat.
* PoisonedWeapons: Lifebane adds poison to the Shadowblade's attacks, which deals damage over time and slows down movement.


Added DiffLines:


[[folder:Ogres]]
!!Slavedriver
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Barbaros\\
'''NPC campaign character:''' Gug'rokk
----
* AnimateDead: The Slavedriver's ultimate Nobody Allowed You to Die reanimates friendly non-Bulky corpses near him and makes them invulnerable. All units raised this way are flagged as Undead.
* EnemyExchangeProgram: Breaking the Spirit gives the Slavedriver a chance to take control of an enemy when attacking.
* EnemySummoner: A Slavedriver can use Empire's Due to summon a random combination of slaves. Though they don't have timed life, their health regeneration is negative, so they'll still eventually die.
* YouCantKillWhatsAlreadyDead: Units brought to unlife by Nobody Allowed You to Die are invulnerable during their timed life.

!!Prophet of Ruin
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Rogaar, Cho'gall\\
'''NPC campaign character:''' Talazar
----
* BlackMage: The Prophet of Ruin is a spellcaster who mainly serves to burn grouped enemies with magma.
* DamageIncreasingDebuff: As its name would indicate, Melt Armor reduces the armor of afflicted enemies.
* MagmaMan: All of the Prophet of Ruin's skills have something to do with magma.

!!Warbringer
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Oct'aug, Durotan
----
* BrutishCharacterBrutishWeapon: The Warbringer, who only serves to fight and kill, wields a simple massive club.
* NoSell: The Warbringer's ultimate passively grants him magic immunity.
* ThrowingYourSwordAlwaysWorks: Stonecrusher has the Warbringer throw an axe to stun an enemy and deal damage.
* UnskilledButStrong: The Warbringer's Proving Strength and No Tricks, No Magic Toys are two of the simplest hero abilities in the game, forgoing any fancy effects in favour of simple stat boosts and magic immunity.

!!Butcher
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Sawtooth
----
* BattleTrophy: Grisly Trophy turns an enemy corpse into a trophy that weakens nearby foes.
* BreakablePowerUp: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.
* CombatMedic: The Butcher is a melee fighter who can also heal his allies with Tastes Good!
* HyperactiveMetabolism: The Butcher can consume a corpse to heal himself and feed meat to heal friendly units.
* LifeDrain: When Fresh Meat! is active, the Butcher's attacks heal him by half of the damage dealt.
* WeaponsOfTheirTrade: The Butcher fights with a massive butcher's cleaver.
[[/folder]]

Added: 1754

Changed: 17

Is there an issue? Send a MessageReason:
None


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->'''Level:''' 2



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->'''Level:''' 2



->'''Level:''' 5



->'''Level:''' 3



->'''Level:''' 5



->'''Level:''' 1



->'''Level:''' 3



->'''Level:''' 1



->'''Level:''' 1



->'''Level:''' 1



->'''Level:''' 1



->'''Level:''' 2



->'''Level:''' 2



->'''Level:''' 2



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!!Shadowspeaker

to:

!!Shadowspeaker!!Fireshot
->'''Level:''' 2


Added DiffLines:

* AntiStructure: The Fireshot wields a long-ranged crossbow that outranges defensives structures, has the Siege damage type and deals further bonus damage to buildings.
* LuckilyMyShieldWillProtectMe: The Fireshot's Blackrock Shield passively reduces all damage taken from Magic and Piercing attacks.
* AntiVehicle: The Fireshot's attacks deal bonus damage to mechanical units.

!!Shadowspeaker
->'''Level:''' 3
----


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->'''Level:''' 4


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* AttackSpeedBuff: The vast majority of non-spellcaster, non-mechanical orc units (regardless of whether belong to the Orc faction or not, except the Shadowblade and Drake Rider) can use Blood Fury, an autocast ability that temporarily increases attack speed.

to:

* AttackSpeedBuff: The vast majority of non-spellcaster, non-mechanical orc units (regardless of whether belong to the Orc faction or not, except the Shadowblade and Shadowblade, Drake Rider) Rider and all Twilight's Hammer variants) can use Blood Fury, an autocast ability that temporarily increases attack speed.



* CriticalHit: A Grunt has a chance to deal double damage when attacking Heroes.
* MookCommander: A Grunt boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.

to:

* CriticalHit: A Grunt has a chance to deal double damage when attacking Heroes.
Heroes. Savages can also do this when attacking Resistant enemies.
* HyperactiveMetabolism: The Pale Scavenger can eat a corpse to heal themselves with the Eat Your Fill ability.
* LuckilyMyShieldWillProtectMe: When Blackrock Bulwark is activated, the Scarshield raises his shield to take less damage from Magic and Piercing attacks at the cost of speed.
* MookCommander: A Grunt boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
units. Bloodclaws boost armor (of all nearby allies) instead, while Savages lack this ability.



* ElementalWeapon: Inciters throw flaming javelins that ignite enemy units and buildings, dealing damage over time.




to:

* LuckilyMyShieldWillProtectMe: When Blackrock Bulwark is activated, the Inciter raises his shield to take less damage from Magic and Piercing attacks at the cost of speed.
* PoisonedWeapons: Instead of javelins, Pale Stingers fire Poison Arrows (which is also a passive ability).



* LuckilyMyShieldWillProtectMe: The Terrorizer's Blackrock Shield passively reduces all damage taken from Magic and Piercing attacks.



->'''Variants:''' Fireshot



* {{Necromancer}}: Necrotic Bolts cause enemies to be reanimated as Bone Warriors.

to:

* {{Necromancer}}: Necrotic Bolts cause enemies to be reanimated as Bone Warriors.Warriors (or Bone Archers and Desecrated Bones, for the Corpse Burner and Pale Desecrator variants respectively).




to:

* LuckilyMyShieldWillProtectMe: When Blackrock Bulwark is activated, the Behemoth raises his shield to take less damage from Magic and Piercing attacks at the cost of speed.



->'''Variants:''' Sythegore Raider

to:

->'''Variants:''' Sythegore RaiderRaider, Wolf Lord



* JavelinThrower: Unlike standard Raiders, Wolf Lords are ranged units armed with javelins.



!!Daemon

to:

!!Daemon!!Bone Warrior
->'''Variants:''' Bone Archer, Desecrated Bones



* ArrowsOnFire: Branding Iron passively sets a Bone Archer's arrows on fire, dealing damage over time to attacked enemies.
* DemBones: Bone Warriors are undead skeletons created from killed enemies.
* WeakToMagic: Bone Warriors take double damage from magic.

!!Daemon
----



* AttackReflector: Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.

to:

* AttackReflector: Standard Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.



* HyperactiveMetabolism: Giant Eaters can consume corpses to heal themselves.

to:

* HyperactiveMetabolism: Giant Eaters (but not Void-Blessed) can consume corpses to heal themselves.



* EliteMooks:

to:

* EliteMooks: As the most elite unit in an army that is already focused on quality over quantity, the Gronn is the only standard level 4 non-naval, non-mercenary unit that can be trained in a melee game.



!!Impaler

to:

!!Impaler!!Gronnslayer



* ResistantToMagic: Gronnslayers take less damage from magical attacks and spells.

!!Impaler
----



!!Felhunter

to:

!!Felhunter!!Sargerei



* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Returned

to:

* ManaBurn: The Felhunter's attacks remove UnskilledButStrong: Though they're technically classified as warlocks, the target's Sargerei's only 'spell' is Chaos Bolt, which simply consumes mana and deal bonus damage equal to the burnt mana if applicable.

!!Returned
strengthen their (already fairly strong) attack.

!!Felsworn



* DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless

to:

* DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts
CastFromHitPoints: Their Helblaze ability deals damage to both nearby enemies and the movement Felsworn themselves until cancelled.
* TheRedMage: In addition to hitting hard with their right-click attacks, Felsworns can heal allies with Fel Skin and boost their mana regeneration
and attack speed with Mouth of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless
the Legion.

!!Felhunter


Added DiffLines:

* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Sister of Torment
----
* EnemyExchangeProgram: The Sister of Torment can use Dominate to permanently take control of an enemy unit.

!!Returned
----


Added DiffLines:

* MookCommander: A Returned boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless
----
* DemBones: Undead skeletons animated by magic.

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* AttackSpeedBuff: The vast majority of non-spellcaster, non-mechanical orc units (regardless of whether belong to the Orc faction or not, except the Shadowblade and Drake Rider) can use Blood Fury, an autocast ability that temporarily increases attack speed.



->'''Variants:''' Siege Worker, Pale Wretch



->'''Variants:''' Scarshield, Pale Scavenger, Savage, Bloodclaw



->'''Variants:''' Inciter, Pale Stinger



->'''Variants:''' Terrorizer, Pale Eviscerator



->'''Variants:''' Fireshot



->'''Variants:''' Corpse Burner, Pale Desecrator



->'''Variants:''' Hellcaller



* PlayingWithFire: The Hellcaller variant exchanges Eye of Kilrogg with Firebolt, which deals damage and stuns an enemy.



->'''Variants:''' Behemoth, Pale Bloodgorger



->'''Variants:''' Sythegore Raider



->'''Variants:''' Twilight Magus



* AttackSpeedBuff: Magi can use Bloodlust to increase the attack and movement speed of friendly units.



->'''Variants:''' Void-Blessed



* AttackSpeedBuff: Handmaidens can use Bloodlust to increase the attack and movement speed of friendly units.



!!Impaler

to:

!!Impaler!!She-Wolf


Added DiffLines:

* AmazonBrigade: If the name didn't make it clear, every She-Wolf is female.
* SeeTheInvisible: She-Wolves can detect invisible enemy units.
* StealthExpert: She-Wolves are always invisible when not attacking.

!!Impaler
----

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* HealingFactor: Unusually for a building, the Dragon Roost can be upgraded with health regeneration.



* UndergroundMonkey: In the campaign, many Orc units come in variants, each corresponding to one or more clans, that slightly differ from the standard melee version. For example, Blackrock units attack faster at range and have shields to protect them from Piercing and Magic attacks, while Twilight's Hammer units are produced, attack and move quickly but are otherwise weaker.

to:

* UndergroundMonkey: In the campaign, many Orc units come in variants, each corresponding to one or more clans, that slightly differ from the standard melee version. For example, Blackrock units attack faster at range and usually have shields to protect them from Piercing and Magic attacks, while Twilight's Hammer units are produced, attack and move quickly but are otherwise weaker.



* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.

to:

* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.structures in exchange for having no minimum range.



* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.

to:

* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.
structures in exchange for having no minimum range.



* EliteMooks:



->'''Primary attribute:''' Strength\\

to:

->'''Primary attribute:''' Strength\\Intelligence\\



->'''Primary attribute:''' Strength\\

to:

->'''Primary attribute:''' Strength\\Agility\\

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An Ogre slaver in charge of Bloodmaul Slag Mine, previously only found in Alternate Draenor. The heroes [[spoiler:lead a Gladiator Revolt against him]].



An Ogre slaver in charge of Bloodmaul Slag Mine, previously only found in Alternate Draenor. The heroes [[spoiler:lead a Gladiator Revolt against him]].



* StarterVillain: he is the Big Bad of the prologue's arc and [[spoiler:is KilledOffForReal there, explaining his further Main Universe absence]].
* SlaveryIsASpecialKindOfEvil: a Slavedriver and also one of the most vile and sadistic characters.

to:

* StarterVillain: he is the Big Bad of the prologue's arc and [[spoiler:is KilledOffForReal there, explaining his further Main Universe absence]].
* SlaveryIsASpecialKindOfEvil: Gug'rokk is a Slavedriver notorious slave trader and also one of the most vile and sadistic characters.
* StarterVillain: Gug'rokk is the main villain of the very first mission in the campaign, and the first to be defeated by Arnak and Wulnar.



The Majordomo of Gorthenon and the ruling Lord Regent of the Gorian Empire. The fancy title and impeccable manners don't make him much different from other warlords, though.



The Majordomo of Gorthenon and the ruling Lord Regent of the Gorian Empire. The fancy title and impeccable manners don't make him much different from other warlords, though.



* NonIndicativeName: He's the ''least'' barbarous of all ogre characters in the campaign.

to:

* KarmicDeath: If Yrel chooses to wipe out the Bladespire, Barbaros is torn apart by the slaves he's oppressed for his entire life.
* NonIndicativeName: He's Barbaros is the ''least'' barbarous of all ogre characters in the campaign.



* BreakablePowerUps: The healing provided by Crimson Vial will be lost if the Shadowblade takes damage, making it useless in a fight.
* FlechetteStorm: Grapeshot

to:

* BreakablePowerUps: BreakablePowerUp: The healing provided by Crimson Vial will be lost if the Shadowblade takes damage, making it useless in a fight.
* FlechetteStorm: GrapeshotGrapeshot detonates a bomb on the Shadowblade's position, which explodes into shrapnel, dealing damage to all nearby enemies.



* BreakablePowerUps: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.

to:

* BreakablePowerUps: BreakablePowerUp: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.

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* MightyGlacier: Compared to other basic melee units, the Peacekeeper is very sturdy and hits hard but also moves fairly slowly.



* BreakablePowerUp: The healing provided by Renew will be lost if the recipient takes any damage.



* InvisibilityCloak: Cloaking Fog turns the Lucent invisible until it attacks, allowing it to carry soldiers past enemy ships.

to:

* InvisibilityCloak: In the campaign, Cloaking Fog turns the Lucent invisible until it attacks, allowing it to carry soldiers past enemy ships.
* ManaShield: In melee games, Cloaking Fog causes damage taken by the Lucent to be partially redirected to its mana pool.



* KungFuProofMook: Imperators are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.

to:

* KungFuProofMook: Imperators are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.
Heroes. In Fel Hath No Fury (Act I Chapter 3), the player needs to unearth a Lightbringer to sink the Imperator blocking the landing zone, since the starting fleet consists entirely of Lucents, which deal Magic damage and are thus completely harmless to the Imperator.



!!Handmaiden

to:

!!Handmaiden!!Ruinous Calamity



* ElementalEmbodiment: The Ruinous Calamity is an elemental creature made out of earth and fire.
* MookCommander: The Ruinous Calamity increases nearby allies' HP regeneration.
* PlayingWithFire: Being a fire elemental, the Ruinous Calamity attacks by setting enemies on fire and passively burns foes in close proximity.
* ResistantToMagic: Ruinous Calamities take less damage from spells and magical attacks.

!!Handmaiden
----



!!Returned

to:

!!Returned!!Felhunter


Added DiffLines:

* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Returned
----


Added DiffLines:


!Heroes
[[folder:Draenei]]
!!Exarch
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Hataaru
----
* CastFromHitPoints: Purifying Light also deals damage to the Exarch depending on how many targets got dispelled.
* EnemySummoner: The Exarch can use United We Stand to summon Sun Keeper allies.
* MookCommander: When Exemplar of the Host is active, the Exarch boosts the armor of all nearby allies.
* StatusBuffDispel: Purifying Light dispels buffs and debuffs from all units in the area.

!!Arbiter
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Dammarun\\
'''NPC campaign character:''' Velen
----
* DamageIncreasingDebuff: Enemies standing near an Orb of Truth lose some armor.
* MookCommander: Hand of the Prophet boosts the mana regeneration of all nearby non-Bulky friendly units.
* SeeTheInvisible: The Arbiter's Orb of Truth can detect invisible enemy units.

!!Consul
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Zolaana, Avelarii
----
* BlackMage: Most of the Consul's spells are themed around blasting the hell out of the enemy with arcane energy.
* ManaBurn: Overflowing Energy burns the target's mana, then deals it as damage.
* OrbitalBombardment: Light's Judgement calls an orbital strike at a location, dealing damage over time when channelling is sustained and large burst damage in a greater area when channelling stops.
* {{Teleportation}}: The Consul's Beacon of Hope can teleport friendly units to itself.

!!Prelate
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Yrel, Tavraas
----
* HumanResources: Glory of the Light causes killed enemies to restore health and mana to nearby allies, in addition to leaving no corpses behind.
* ManaShield: Shield of Faith allows the Prelate to use his mana pool to absorb damage taken, and grows more efficient the more points are put into it.
* {{Synchronization}}: When the Prelate takes damage, it's also reflected onto enemies affected by Templar's Verdict.
[[/folder]]

[[folder:Orcs]]
!!Packleader
->'''Primary attribute:''' Strength\\
'''NPC campaign character:''' Grommash Hellscream, Varok Saurfang, Dal'rend Blackhand
----
* CombatMedic: The Packleader's Clan Banner gives a significant boost to nearby non-Shadow allies' health regeneration. The rest of his kit is all about cleaving enemies to bits.
* CriticalHit: Sweeping Strikes gives the Packleader a chance to deal bonus damage to the target and surrounding units when attacking.
* SpinAttack: When using Whirlwind, the Packleader spins with his sword held out, damaging foes around him.
* SpinToDeflectStuff: Whirlwind at least deflects magic while the Packleader is spinning.

!!Netherlord
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Gul'dan, Teron'gor\\
'''NPC campaign character:''' Gurran
----
* DefeatEqualsExplosion: Soul Blaze causes an affected Shadow unit to explode upon death, dealing damage to nearby enemies.
* MookCommander: The Well of Souls boosts the damage of nearby Shadow units.
* SicklyGreenGlow: All of the Netherlord's abilities glow green with fel fire.
* WeakToMagic: The Well of Souls is always ethereal, immune to physical damage but taking extra magical damage.

!!Slayer
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Orgrim Doomhammer, Arnak Bladeweaver\\
'''NPC campaign character:''' Blackhand, Maim Blackhand
----
* DamageIncreasingDebuff: Sundering Blow inflicts a debuff that reduces the target's armor.
* FlamingSword: Burning Blade temporarily ignites the Slayer's sword, increasing damage and attack speed and burning attacked enemies.
* LifeDrain: His ultimate Bloodthirst passively heals the Slayer for all of his inflicted damage.
* OneHitKill: Flawless Execution grants the Slayer a very small chance to instantly kill a non-Hero, non-Bulky enemy when attacking.

!!Shadowblade
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Garona Halforcen, Draka
----
* BreakablePowerUps: The healing provided by Crimson Vial will be lost if the Shadowblade takes damage, making it useless in a fight.
* FlechetteStorm: Grapeshot
* HealThyself: Activating Crimson Vial causes the Shadowblade to rapidly regenerate health, though it only works out of combat.
* PoisonedWeapons: Lifebane adds poison to the Shadowblade's attacks, which deals damage over time and slows down movement.
[[/folder]]

[[folder:Ogres]]
!!Slavedriver
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Barbaros\\
'''NPC campaign character:''' Gug'rokk
----
* AnimateDead: The Slavedriver's ultimate Nobody Allowed You to Die reanimates friendly non-Bulky corpses near him and makes them invulnerable. All units raised this way are flagged as Undead.
* EnemyExchangeProgram: Breaking the Spirit gives the Slavedriver a chance to take control of an enemy when attacking.
* EnemySummoner: A Slavedriver can use Empire's Due to summon a random combination of slaves. Though they don't have timed life, their health regeneration is negative, so they'll still eventually die.
* YouCantKillWhatsAlreadyDead: Units brought to unlife by Nobody Allowed You to Die are invulnerable during their timed life.

!!Prophet of Ruin
->'''Primary attribute:''' Intelligence\\
'''Playable campaign character:''' Rogaar, Cho'gall\\
'''NPC campaign character:''' Talazar
----
* BlackMage: The Prophet of Ruin is a spellcaster who mainly serves to burn grouped enemies with magma.
* DamageIncreasingDebuff: As its name would indicate, Melt Armor reduces the armor of afflicted enemies.
* MagmaMan: All of the Prophet of Ruin's skills have something to do with magma.

!!Warbringer
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Oct'aug, Durotan
----
* BrutishCharacterBrutishWeapon: The Warbringer, who only serves to fight and kill, wields a simple massive club.
* NoSell: The Warbringer's ultimate passively grants him magic immunity.
* ThrowingYourSwordAlwaysWorks: Stonecrusher has the Warbringer throw an axe to stun an enemy and deal damage.
* UnskilledButStrong: The Warbringer's Proving Strength and No Tricks, No Magic Toys are two of the simplest hero abilities in the game, forgoing any fancy effects in favour of simple stat boosts and magic immunity.

!!Butcher
->'''Primary attribute:''' Strength\\
'''Playable campaign character:''' Sawtooth
----
* BattleTrophy: Grisly Trophy turns an enemy corpse into a trophy that weakens nearby foes.
* BreakablePowerUps: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.
* CombatMedic: The Butcher is a melee fighter who can also heal his allies with Tastes Good!
* HyperactiveMetabolism: The Butcher can consume a corpse to heal himself and feed meat to heal friendly units.
* LifeDrain: When Fresh Meat! is active, the Butcher's attacks heal him by half of the damage dealt.
* WeaponsOfTheirTrade: The Butcher fights with a massive butcher's cleaver.
[[/folder]]

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to:

* UndergroundMonkey: In the campaign, many Orc units come in variants, each corresponding to one or more clans, that slightly differ from the standard melee version. For example, Blackrock units attack faster at range and have shields to protect them from Piercing and Magic attacks, while Twilight's Hammer units are produced, attack and move quickly but are otherwise weaker.



* UndergroundMonkey: In the campaign, the Twilight's Hammer is an orc clan that also has access to two variants of Ogre units: the Twilight Magus (which is exactly like a Magus except it's classified as a Shadow unit) and the Void-Blessed (a Giant Eater that empowers friendly Shadow units instead).



!Special Units
[[folder:General Tropes]]

to:

!Special Units
[[folder:General Tropes]]
[[folder:Neutral Units]]
----



[[/folder]]

[[folder:Orcs]]

to:

[[/folder]]

[[folder:Orcs]]

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* TheEngineer: The Soulpriest is a spellcaster unit, albeit one whose spells mostly help friendly mechanical units (Soul Conduit lets them share damage and last longer in battle, and Eternal Servitude restores destroyed ones to functionality).



* MiniMecha: The Vigilant is a bipedal walker towering over its comrades.



!!Brute

to:

!!Brute!!Death Knight



* OneUp: When corporeal, the Death Knight comes back to (un)life when killed, though this ability has a very long cooldown.
* BlackMage: Whereas the Necrolyte and Warlock serve a more supportive role, the Death Knight is a purely offensive spellcaster.
* DualModeUnit: In corporeal mode, the Death Knight can fight and come back to unlife when killed. In ethereal mode, he cannot attack or be attacked, increases the melee damage of nearby allies and is invisible, but takes extra magical damage, loses mana every second, has reduced sight range and counts as a Summoned unit.
* MookCommander: An ethereal Death Knight boosts the damage of nearby friendly melee units.
* NonHumanUndead: Undead orc warlocks and necrolytes possessing the bodies of fallen human knights.
* SeeTheInvisible: Death Knights can detect invisible enemies when in ethereal form.

!!Brute
----



!!Hired Gronnling

to:

!!Hired Gronnling!!Dragon Whelp



* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.
* UndergroundMonkey: This unit is a retextured, weaker version of the Gronnling, which serves as the Ogres' main artillery unit.

!!Boarder

to:

* AntiStructure: The Gronnling's rocks deal Siege damage and FragileSpeedster: Dragon Whelps are fast, but have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.
little health and damage.
* UndergroundMonkey: This unit is a retextured, weaker version of the Gronnling, which serves as the Ogres' main artillery unit.

!!Boarder
PlayingWithFire: The Dragon Whelp's breath sets attacked enemies on fire.

!!Drake Rider



* HooksAndCrooks: The Boarder attacks with grappling hooks, which slow the attack and movement speed of enemies.

!!Destroyer

to:

* HooksAndCrooks: DragonRider: As indicated by its name, this unit is an orc warrior riding on the back of a red drake.
* PlayingWithFire:
The Boarder attacks with grappling hooks, which slow the attack and movement speed of enemies.

!!Destroyer
Drake's breath sets attacked enemies on fire.

!!Pathfinder



* AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage to buildings.
* AntiVehicle: The Destroyer's attacks deal bonus damage to mechanical units.
* CastFromMoney: The Destroyer's Depth Charge ability costs gold to use.
* DelayedExplosion: The Depth Charge explodes 5 seconds after being planted, unless destroyed manually first.
* SeaMine: The Destroyer can plant an invisible Depth Charge, which detonates when destroyed or its duration runs out.

!!Juggernaught

to:

* AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage CriticalHit: A Pathfinder has a chance to buildings.
* AntiVehicle: The Destroyer's attacks
deal bonus damage to mechanical units.
double damage.
* CastFromMoney: The Destroyer's Depth Charge ability costs gold to use.
* DelayedExplosion: The Depth Charge explodes 5 seconds after being planted, unless destroyed manually first.
* SeaMine: The Destroyer
SeeTheInvisible: Pathfinders can plant an spot invisible Depth Charge, which detonates when destroyed or its duration runs out.

!!Juggernaught
enemies.
* StealthExpert: Pathfinders are permanently invisible unless attacking.

!!Zeppelin



* MoreDakka: When using Covering Fire, the Juggernaught repeatedly bombards the area with multiple shells.
* SiegeEngines: The Juggernaught's cannon deals Siege damage and boasts a massive range exceeding any defensive structure.

!!Daemon

to:

* MoreDakka: When using Covering Fire, the Juggernaught repeatedly bombards the area with multiple shells.
NitroBoost: A Zeppelin can use Nitro Boost to give itself a quick, temporary boost to movement speed.
* SiegeEngines: SeeTheInvisible: The Juggernaught's cannon deals Siege damage and boasts a massive range exceeding any defensive structure.

!!Daemon
Zeppelin's sensors can detect invisible enemy units.

!!Hired Gronnling



* BigRedDevil: The Daemon is the standard red demon with a pair of bat wings.
* HumanResources: The Daemonic Circle can sacrifice friendly units to fill its mana pool. Without the Summoning Focus upgrade, this is mandatory if you want to summon a Daemon (without doing so, the Daemonic Circle will expire before it accumulates enough mana).
* KungFuProofMook: Daemons are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.
* OlderThanTheyThink: Daemons of WC1 era were retconned into always having been standard Doomguards in later games. However, in the mod, they look very close to their depiction in 1994, and look more like Fel-infused (or possessed) orcs that grew horns and wings than actual Legion demons.
[[/folder]]

[[folder:Ogres]]

to:

* BigRedDevil: AntiStructure: The Daemon is the Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard red demon with a pair of bat wings.
* HumanResources: The Daemonic Circle can sacrifice friendly units to fill its mana pool. Without the Summoning Focus upgrade, this is mandatory if you want to summon a Daemon (without doing so, the Daemonic Circle will expire before it accumulates enough mana).
* KungFuProofMook: Daemons are immune to all spells and magical effects, and are affected by other abilities as if
siege engines they were Heroes.
cannot outrange defensive structures.
* OlderThanTheyThink: Daemons UndergroundMonkey: This unit is a retextured, weaker version of WC1 era were retconned into always having been standard Doomguards in later games. However, in the mod, they look very close to their depiction in 1994, and look more like Fel-infused (or possessed) orcs that grew horns and wings than actual Legion demons.
[[/folder]]

[[folder:Ogres]]
Gronnling, which serves as the Ogres' main artillery unit.

!!Boarder



* MechanicallyUnusualFighter: Unlike other defensive structures, the Storm Pillar technically does not have an attack. Instead, it has a passive ability that causes nearby enemies to be constantly struck by lightning, meaning that it cannot be controlled.
* SlaveMooks: A good portion of the Ogre roster consists of enslaved creatures like saberons, gronnlings, ogrons and gronns, the latter two of which are much more powerful than their masters.
* WeatherControlMachine: The Storm Pillar creates a thunderstorm around itself, which slows down and strikes enemies that approach.

!!Drudge

to:

* MechanicallyUnusualFighter: Unlike other defensive structures, the Storm Pillar technically does not have an attack. Instead, it has a passive ability that causes nearby enemies to be constantly struck by lightning, meaning that it cannot be controlled.
* SlaveMooks: A good portion of the Ogre roster consists of enslaved creatures like saberons, gronnlings, ogrons and gronns, the latter two of
HooksAndCrooks: The Boarder attacks with grappling hooks, which are much more powerful than their masters.
* WeatherControlMachine: The Storm Pillar creates a thunderstorm around itself, which slows down
slow the attack and strikes enemies that approach.

!!Drudge
movement speed of enemies.

!!Destroyer



* WorkerUnit: Drudges gather gold and lumber and build and repair Ogre buildings, though unlike most other workers they're actually capable of fighting (and even have an upgrade that improves their damage).

!!Basher

to:

* WorkerUnit: Drudges gather AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage to buildings.
* AntiVehicle: The Destroyer's attacks deal bonus damage to mechanical units.
* CastFromMoney: The Destroyer's Depth Charge ability costs
gold and lumber and build and repair Ogre buildings, though unlike most other workers they're actually capable of fighting (and even have to use.
* DelayedExplosion: The Depth Charge explodes 5 seconds after being planted, unless destroyed manually first.
* SeaMine: The Destroyer can plant
an upgrade that improves their damage).

!!Basher
invisible Depth Charge, which detonates when destroyed or its duration runs out.

!!Juggernaught



* HyperactiveMetabolism: Bashers can consume corpses to heal themselves.
* PowerFist: The Basher fights with a pair of spiked gauntlets.

!!Tracker

to:

* HyperactiveMetabolism: Bashers can consume corpses to heal themselves.
* PowerFist: The Basher fights
MoreDakka: When using Covering Fire, the Juggernaught repeatedly bombards the area with multiple shells.
* SiegeEngines: The Juggernaught's cannon deals Siege damage and boasts
a pair of spiked gauntlets.

!!Tracker
massive range exceeding any defensive structure.

!!Daemon



* SeeTheInvisible: Trackers can see invisible enemies in a small distance.

!!Gladiator

to:

* SeeTheInvisible: Trackers BigRedDevil: The Daemon is the standard red demon with a pair of bat wings.
* HumanResources: The Daemonic Circle
can see invisible enemies sacrifice friendly units to fill its mana pool. Without the Summoning Focus upgrade, this is mandatory if you want to summon a Daemon (without doing so, the Daemonic Circle will expire before it accumulates enough mana).
* KungFuProofMook: Daemons are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.
* OlderThanTheyThink: Daemons of WC1 era were retconned into always having been standard Doomguards
in a small distance.

!!Gladiator
later games. However, in the mod, they look very close to their depiction in 1994, and look more like Fel-infused (or possessed) orcs that grew horns and wings than actual Legion demons.
[[/folder]]

[[folder:Ogres]]



* AntiAir: While Gladiators cannot attack air units, their Throwing Net ability forces air units to the ground and renders them immobile, making the target vulnerable to melee units.
* InescapableNet: Gladiators can throw a net to immobilise enemies and confine flying ones to the ground.

!!War Hog

to:

* AntiAir: While Gladiators cannot attack air units, their Throwing Net MechanicallyUnusualFighter: Unlike other defensive structures, the Storm Pillar technically does not have an attack. Instead, it has a passive ability forces air units to the ground and renders them immobile, making the target vulnerable to melee units.
* InescapableNet: Gladiators can throw a net to immobilise
that causes nearby enemies to be constantly struck by lightning, meaning that it cannot be controlled.
* SlaveMooks: A good portion of the Ogre roster consists of enslaved creatures like saberons, gronnlings, ogrons
and confine flying ones to gronns, the ground.

!!War Hog
latter two of which are much more powerful than their masters.
* WeatherControlMachine: The Storm Pillar creates a thunderstorm around itself, which slows down and strikes enemies that approach.

!!Drudge



* FullBoarAction: War Hogs are ogres who ride gigantic boars (larger than elephant-sized elekks), wear pig snout shaped masks, and reuse Roadhog's voicelines from ''VideoGame/{{Overwatch}}''.
* MookCommander: A War Hog increases the Armor of nearby friendly units if they're Bulky, or their movement and attack speed if they're not.
* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.

!!Magus

to:

* FullBoarAction: War Hogs are ogres who ride gigantic boars (larger than elephant-sized elekks), wear pig snout shaped masks, WorkerUnit: Drudges gather gold and reuse Roadhog's voicelines from ''VideoGame/{{Overwatch}}''.
* MookCommander: A War Hog increases the Armor of nearby friendly units if
lumber and build and repair Ogre buildings, though unlike most other workers they're Bulky, or actually capable of fighting (and even have an upgrade that improves their movement and attack speed if they're not.
* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.

!!Magus
damage).

!!Basher



* DefogOfWar: Haunting Oculus creates an immobile Oculus to observe the area from above.
* TrapMaster: The Magus can create a Rune of Blood, an invisible trap that will detonate when destroyed or stepped on.

!!Geomancer

to:

* DefogOfWar: Haunting Oculus creates an immobile Oculus HyperactiveMetabolism: Bashers can consume corpses to observe the area from above.
heal themselves.
* TrapMaster: PowerFist: The Magus can create Basher fights with a Rune pair of Blood, an invisible trap that will detonate when destroyed or stepped on.

!!Geomancer
spiked gauntlets.

!!Tracker



* AntiStructure: Geomancers deal Siege damage and outrange defensive structures, and their Earthquake spell also deals damage to buildings.
* BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
* DishingOutDirt: Geomancers can create earthquakes, surround allies in stone barriers, and entangle enemies in stone with their right-click attack.
* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor and dealing damage over time.

!!Keg Keeper

to:

* AntiStructure: Geomancers deal Siege damage and outrange defensive structures, and their Earthquake spell also deals damage to buildings.
* BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
* DishingOutDirt: Geomancers
SeeTheInvisible: Trackers can create earthquakes, surround allies in stone barriers, and entangle see invisible enemies in stone with their right-click attack.
* ElementalArmor: Stone Bulwark surrounds
a friendly unit in stone, increasing armor and dealing damage over time.

!!Keg Keeper
small distance.

!!Gladiator



* BoozeBasedBuff: Keg Keepers heal allies with abilities called Potent Hooch and Barrel of Grog, and their passive ability is called Drunk Beyond Pain.
* BoozeFlamethrower: The Keg Keeper's standard attack involves using a bottle of alcohol as an impromptu flamethrower.
* CombatMedic: The Keg Keeper's main role is to heal allies, though like all Ogres he's no slouch in combat either.
* HealingFactor: Their Drunk Beyond Pain passive ability causes Keg Keepers to heal 2% of their maximum HP per second.

!!Beastbreaker

to:

* BoozeBasedBuff: Keg Keepers heal allies with abilities called Potent Hooch and Barrel of Grog, and AntiAir: While Gladiators cannot attack air units, their passive Throwing Net ability is called Drunk Beyond Pain.
* BoozeFlamethrower: The Keg Keeper's standard attack involves using a bottle of alcohol as an impromptu flamethrower.
* CombatMedic: The Keg Keeper's main role is
forces air units to heal allies, though like all Ogres he's no slouch in combat either.
* HealingFactor: Their Drunk Beyond Pain passive ability causes Keg Keepers
the ground and renders them immobile, making the target vulnerable to heal 2% of their maximum HP per second.

!!Beastbreaker
melee units.
* InescapableNet: Gladiators can throw a net to immobilise enemies and confine flying ones to the ground.

!!War Hog



* TheBeastmaster: Beastbreakers are hunters who specialise in handling beasts.
* EnemySummoner: The Beastbreaker's three abilities all summon various kinds of animal minions.

!!Gronnling

to:

* TheBeastmaster: Beastbreakers FullBoarAction: War Hogs are hunters ogres who specialise in handling beasts.
ride gigantic boars (larger than elephant-sized elekks), wear pig snout shaped masks, and reuse Roadhog's voicelines from ''VideoGame/{{Overwatch}}''.
* EnemySummoner: The Beastbreaker's three abilities all summon various kinds MookCommander: A War Hog increases the Armor of animal minions.

!!Gronnling
nearby friendly units if they're Bulky, or their movement and attack speed if they're not.
* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.

!!Magus



* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.

!!Ogron Siegebreaker

to:

* AntiStructure: DefogOfWar: Haunting Oculus creates an immobile Oculus to observe the area from above.
* TrapMaster:
The Gronnling's rocks deal Siege damage and have Magus can create a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.

!!Ogron Siegebreaker
Rune of Blood, an invisible trap that will detonate when destroyed or stepped on.

!!Geomancer



* BrutishCharacterBrutishWeapon: Befitting their role as frontline muscle, Ogron Siegebreakers wield simple spiked maces.
* DamageIncreasingDebuff: The Ogron Siegebreaker's attacks have a chance to increase the damage taken by the target.
* ShockwaveStomp: Breaker, an ability unlocked by the Rage of the Earth upgrade, has the Ogron Siegebreaker stomp the ground around it, dealing damage and slowing enemies.

!!Giant Eater

to:

* BrutishCharacterBrutishWeapon: Befitting their role as frontline muscle, Ogron Siegebreakers wield simple spiked maces.
* DamageIncreasingDebuff: The Ogron Siegebreaker's attacks have a chance to increase the
AntiStructure: Geomancers deal Siege damage taken by the target.
and outrange defensive structures, and their Earthquake spell also deals damage to buildings.
* ShockwaveStomp: Breaker, an ability unlocked by the Rage of the Earth upgrade, has the Ogron Siegebreaker stomp the ground around it, BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
* DishingOutDirt: Geomancers can create earthquakes, surround allies in stone barriers, and entangle enemies in stone with their right-click attack.
* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor and
dealing damage and slowing enemies.

!!Giant Eater
over time.

!!Keg Keeper



* AttackReflector: Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.
* DamageIncreasingDebuff: The Giant Eater's attack reduces the armor of living enemies.
* HyperactiveMetabolism: Giant Eaters can consume corpses to heal themselves.

!!Gronn

to:

* AttackReflector: Giant Eaters have a chance BoozeBasedBuff: Keg Keepers heal allies with abilities called Potent Hooch and Barrel of reflecting Piercing attacks back at the attacker.
Grog, and their passive ability is called Drunk Beyond Pain.
* DamageIncreasingDebuff: BoozeFlamethrower: The Giant Eater's Keg Keeper's standard attack reduces the armor involves using a bottle of living enemies.
alcohol as an impromptu flamethrower.
* HyperactiveMetabolism: Giant Eaters can consume corpses CombatMedic: The Keg Keeper's main role is to heal themselves.

!!Gronn
allies, though like all Ogres he's no slouch in combat either.
* HealingFactor: Their Drunk Beyond Pain passive ability causes Keg Keepers to heal 2% of their maximum HP per second.

!!Beastbreaker



* AntiStructure: Though they deal Normal instead of Siege damage, Gronns have a damage bonus against buildings.
* MightyGlacier: Gronns hit hard and can be a beast to take down due to their high base armor and passive damage reduction both physical and magical, but they're also very slow.
* ResistantToMagic: Gronns take less damage from magical attacks and spells.

!!Migrant

to:

* AntiStructure: Though they deal Normal instead TheBeastmaster: Beastbreakers are hunters who specialise in handling beasts.
* EnemySummoner: The Beastbreaker's three abilities all summon various kinds
of Siege damage, Gronns have a damage bonus against buildings.
* MightyGlacier: Gronns hit hard and can be a beast to take down due to their high base armor and passive damage reduction both physical and magical, but they're also very slow.
* ResistantToMagic: Gronns take less damage from magical attacks and spells.

!!Migrant
animal minions.

!!Gronnling



* DefenselessTransports: Migrants, the Ogre transport ship, cannot attack.
* MookMaker: Migrants can deploy a Mercenary Port, which sells Ring of Blood units as if they were mercenaries.

!!Flamebringer

to:

* DefenselessTransports: Migrants, the Ogre transport ship, AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot attack.
* MookMaker: Migrants can deploy a Mercenary Port, which sells Ring of Blood units as if they were mercenaries.

!!Flamebringer
outrange defensive structures.

!!Ogron Siegebreaker



* AntiAir: In addition to being able to attack air units, Flamebringers also constantly deal damage to nearby enemy air units and reduce their damage.
* FireBreathingWeapon: Flamebringers are outfitted with an arcane flamethrower.
* ResistantToMagic: Flamebringers take less damage from spells.

!!Imperator

to:

* AntiAir: In addition BrutishCharacterBrutishWeapon: Befitting their role as frontline muscle, Ogron Siegebreakers wield simple spiked maces.
* DamageIncreasingDebuff: The Ogron Siegebreaker's attacks have a chance
to being able to attack air units, Flamebringers also constantly deal increase the damage to nearby enemy air units and reduce their damage.
taken by the target.
* FireBreathingWeapon: Flamebringers are outfitted with ShockwaveStomp: Breaker, an arcane flamethrower.
* ResistantToMagic: Flamebringers take less
ability unlocked by the Rage of the Earth upgrade, has the Ogron Siegebreaker stomp the ground around it, dealing damage from spells.

!!Imperator
and slowing enemies.

!!Giant Eater



* KungFuProofMook: Imperators are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.

!!Slaves

to:

* KungFuProofMook: Imperators are immune AttackReflector: Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.
* DamageIncreasingDebuff: The Giant Eater's attack reduces the armor of living enemies.
* HyperactiveMetabolism: Giant Eaters can consume corpses
to all spells and magical effects, and are affected by other abilities as if they were Heroes.

!!Slaves
heal themselves.

!!Gronn



* BladeBelowTheShoulder: The Slave Fighter's right hand is replaced by a katar.
* TheParalyzer: The Slave Charmer's Distraction ability completely paralyses the target.
* RandomNumberGod: The player has no control over which exact slaves are summoned when Empire's Due is cast, so how much mileage you get from the spell depends on how lucky you are to get the units you need.
* WorkerUnit: Slave Miners and Slave Shorteners are very weak in combat, and serve mostly to harvest gold (for Miners) and lumber (for Shorteners).

!!Living Magma

to:

* BladeBelowTheShoulder: The Slave Fighter's right hand is replaced by AntiStructure: Though they deal Normal instead of Siege damage, Gronns have a katar.
damage bonus against buildings.
* TheParalyzer: The Slave Charmer's Distraction ability completely paralyses the target.
MightyGlacier: Gronns hit hard and can be a beast to take down due to their high base armor and passive damage reduction both physical and magical, but they're also very slow.
* RandomNumberGod: The player has no control over which exact slaves are summoned when Empire's Due is cast, so how much mileage you get ResistantToMagic: Gronns take less damage from the spell depends on how lucky you are to get the units you need.
* WorkerUnit: Slave Miners
magical attacks and Slave Shorteners are very weak in combat, and serve mostly to harvest gold (for Miners) and lumber (for Shorteners).

!!Living Magma
spells.

!!Migrant



* DefeatEqualsExplosion: When a Living Magma dies, it explodes dealing damage to everything nearby.
* RockMonster: A Living Magma is made entirely out of volcanic rock and lava.

!!Broken Wolf

to:

* DefeatEqualsExplosion: When DefenselessTransports: Migrants, the Ogre transport ship, cannot attack.
* MookMaker: Migrants can deploy
a Living Magma dies, it explodes dealing damage to everything nearby.
* RockMonster: A Living Magma is made entirely out
Mercenary Port, which sells Ring of volcanic rock and lava.

!!Broken Wolf
Blood units as if they were mercenaries.

!!Flamebringer



* MookCommander: A Broken Wolf increases the damage and armor of nearby allies.

!!Carrion Roc

to:

* MookCommander: A Broken Wolf increases the AntiAir: In addition to being able to attack air units, Flamebringers also constantly deal damage and armor of to nearby allies.

!!Carrion Roc
enemy air units and reduce their damage.
* FireBreathingWeapon: Flamebringers are outfitted with an arcane flamethrower.
* ResistantToMagic: Flamebringers take less damage from spells.

!!Imperator



* EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance to blind enemies, causing them to miss most attacks.
* SeeTheInvisible: Carrion Rocs can detect invisible enemies.

!!Frenzied Rylak

to:

* EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance KungFuProofMook: Imperators are immune to blind enemies, causing them to miss most attacks.
* SeeTheInvisible: Carrion Rocs can detect invisible enemies.

!!Frenzied Rylak
all spells and magical effects, and are affected by other abilities as if they were Heroes.

!!Slaves



* ShedArmorGainSpeed: Amok increases the Frenzied Rylak's attack speed and damage taken.

!!Handmaiden

to:

* ShedArmorGainSpeed: Amok increases BladeBelowTheShoulder: The Slave Fighter's right hand is replaced by a katar.
* TheParalyzer: The Slave Charmer's Distraction ability completely paralyses
the Frenzied Rylak's attack speed target.
* RandomNumberGod: The player has no control over which exact slaves are summoned when Empire's Due is cast, so how much mileage you get from the spell depends on how lucky you are to get the units you need.
* WorkerUnit: Slave Miners
and damage taken.

!!Handmaiden
Slave Shorteners are very weak in combat, and serve mostly to harvest gold (for Miners) and lumber (for Shorteners).

!!Living Magma



* AmazonBrigade: All Handmaidens are female.
[[/folder]]

[[folder:Creeps]]

to:

* AmazonBrigade: All Handmaidens are female.
[[/folder]]

[[folder:Creeps]]
DefeatEqualsExplosion: When a Living Magma dies, it explodes dealing damage to everything nearby.
* RockMonster: A Living Magma is made entirely out of volcanic rock and lava.

!!Broken Wolf



* MercenaryUnits: Mercenary Camps allow players, regardless of race, to recruit certain creeps into your army.
* NeutralsCrittersAndCreeps: Like vanilla creeps, these units, hostile to all players, guard gold mines and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.

!!Barbarian

to:

* MercenaryUnits: Mercenary Camps allow players, regardless of race, to recruit certain creeps into your army.
* NeutralsCrittersAndCreeps: Like vanilla creeps, these units, hostile to all players, guard gold mines
MookCommander: A Broken Wolf increases the damage and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.

!!Barbarian
armor of nearby allies.

!!Carrion Roc



* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee and artillery units.
* InescapableNet: Barbarians can throw a net to immobilise enemies and ground flying ones.
* ThrowingYourSwordAlwaysWorks: Barbarians attack with throwing axes.

!!Nomad

to:

* AntiAir: Their Throwing Net ability forces air units EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance to the ground and renders blind enemies, causing them immobile and vulnerable to melee and artillery units.
miss most attacks.
* InescapableNet: Barbarians SeeTheInvisible: Carrion Rocs can throw a net to immobilise enemies and ground flying ones.
* ThrowingYourSwordAlwaysWorks: Barbarians attack with throwing axes.

!!Nomad
detect invisible enemies.

!!Frenzied Rylak



* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the Nomad's arrows have a chance to deal bonus damage and never miss.

!!Blademaster

to:

* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, AcidAttack: Frenzied Rylaks attack by spitting acid at close range.
* ShedArmorGainSpeed: Amok increases
the Nomad's arrows have a chance to deal bonus Frenzied Rylak's attack speed and damage and never miss.

!!Blademaster
taken.

!!Handmaiden



* CriticalHit: The Blademaster's attacks have a chance to deal triple damage.
* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

!!Beastlord

to:

* CriticalHit: AmazonBrigade: All Handmaidens are female.
[[/folder]]

!Special Units
[[folder:General Tropes]]
* MercenaryUnits: Mercenary Camps allow players, regardless of race, to recruit certain creeps into your army.
The Blademaster's attacks have a chance pool of available mercenaries depends on the map's tileset.
* NeutralsCrittersAndCreeps: Like the vanilla counterpart, creeps are hostile
to deal triple damage.
* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

!!Beastlord
all players, guard gold mines and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.
[[/folder]]

[[folder:Orcs]]

!!Barbarian



* EnemySummoner: The Beastlord can summon two Prowler pets with Broken Wolves.
* MookCommander: Beastlords increase the armor of nearby friendly units.

!!Impaler

to:

* EnemySummoner: The Beastlord AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee and artillery units.
* InescapableNet: Barbarians
can summon two Prowler pets throw a net to immobilise enemies and ground flying ones.
* ThrowingYourSwordAlwaysWorks: Barbarians attack
with Broken Wolves.
* MookCommander: Beastlords increase the armor of nearby friendly units.

!!Impaler
throwing axes.

!!Nomad



* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee units.
* InescapableNet: Impalers can throw a net to immobilise enemies and ground flying ones.
* JavelinThrower: Impalers attack with thrown javelins.

!!Giant Herder

to:

* AntiAir: Their Throwing Net ability forces air units to CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the ground Nomad's arrows have a chance to deal bonus damage and renders them immobile and vulnerable to melee units.
* InescapableNet: Impalers can throw a net to immobilise enemies and ground flying ones.
* JavelinThrower: Impalers attack with thrown javelins.

!!Giant Herder
never miss.

!!Shadowspeaker



* HorseOfADifferentColor: The Giant Herder is an ogre warrior riding on the back of a clefthoof.
* MookCommander: Giant Herders boost the armor of nearby friendly units, especially if they're Bulky.

!!Warped

to:

* HorseOfADifferentColor: The Giant Herder is an ogre warrior riding on the back of BarrierWarrior: Stone Bulwark greatly boosts a clefthoof.
* MookCommander: Giant Herders boost the armor of nearby
friendly units, especially if they're Bulky.

!!Warped
unit's armor. Unlike the Geomancer's version, it does not deal damage to the target.
* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor.
* MakeMyMonsterGrow: Bloodlust causes a friendly unit to grow in size, attack speed and movement speed.

!!Blademaster



* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Malformed

to:

* ManaBurn: CriticalHit: The Eye of Augari's Blademaster's attacks remove the target's mana and have a chance to deal bonus damage equal to the burnt mana if applicable.

!!Malformed
triple damage.
* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

!!Beastlord



* DoubleWeapon: The Malformed wields a pair of double-ended polearms.
* HealingFactor: The Malformed regenerates health far faster than most organic units can.

!!Lightless

to:

* DoubleWeapon: EnemySummoner: The Malformed wields a pair Beastlord can summon two Prowler pets with Broken Wolves.
* MookCommander: Beastlords increase the armor
of double-ended polearms.
* HealingFactor: The Malformed regenerates health far faster than most organic units can.

!!Lightless
nearby friendly units.

!!Impaler


Added DiffLines:

* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee units.
* InescapableNet: Impalers can throw a net to immobilise enemies and ground flying ones.
* JavelinThrower: Impalers attack with thrown javelins.

!!Giant Herder
----
* HorseOfADifferentColor: The Giant Herder is an ogre warrior riding on the back of a clefthoof.
* MookCommander: Giant Herders boost the armor of nearby friendly units, especially if they're Bulky.

!!Warped
----
* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Malformed
----
* DoubleWeapon: The Malformed wields a pair of double-ended polearms.
* HealingFactor: The Malformed regenerates health far faster than most organic units can.

!!Lightless
----


Added DiffLines:


!!Returned
----
* DemBones: Undead skeletons animated by magic.
* MookCommander: A Returned boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
* WeakToMagic: Returned take double damage from magic.

!!Restless
----
* DemBones: Undead skeletons animated by magic.
* PoisonedWeapons: Restless' arrows are laced with poison, which deal damage over time to living foes.
* WeakToMagic: Restless take double damage from magic.

!!Marshblood
----
* DamageIncreasingDebuff: The Marshblood's attacks reduce the armor of the target.

!!Wildblaze
----
* ManaBurn: The Wildblaze's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Felspark
----
* ResistantToMagic: The Felspark takes less damage from Piercing and Magic attacks.

!!Adamant
----
* RockMonster: The Adamant is a fel-corrupted earth elemental, made out of boulders.

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* BackFromTheDead: Call of the Light resurrects a nearby non-Shadow

to:

* BackFromTheDead: Call of the Light resurrects a nearby non-Shadow ally.



* OlderThanTheyThink: Daemons of WC1 era were retconned into always having been standard Doomguards in later games. However, in the mod, they look very close to their depiction in 1994, and look more like Fel-infused (or possessed) orcs that grew horns and wings than actual Legion demons.



* EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance to blind enemies, causing them to miss moss attacks.

to:

* EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance to blind enemies, causing them to miss moss most attacks.

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* FullBoarAction: War Hogs are ogres riding gigantic boars (larger than elephant-sized elekks) and wearing pig snout shaped masks. They also use edited voice of Roadhog from ''Overwatch''.



* SlaveMooks: a good portion of their roster consists of enslaved creatures like Saberons, Gronnlings, Ogrons and Gronns, latter two are ironically much more powerful than their masters (Gronns being the mightiest land units in the game). The Slavedriver hero can summon orc, half-orc, Succubus and Broken Draenei slaves, and subjugate enemy units.

to:

* SlaveMooks: a good portion of their roster consists of enslaved creatures like Saberons, Gronnlings, Ogrons and Gronns, latter two are ironically much more powerful than their masters (Gronns being the mightiest land units in the game). The Slavedriver hero can summon orc, half-orc, Succubus and Broken Draenei slaves, and subjugate enemy units.


Added DiffLines:

!Units

[[folder:Draenei]]
----
* AntiAir: The Sky Watch's Storm Cloud deals damage and slowing flying enemies in its area of effect.
* DeflectorShields: Impenetrable Dome creates a barrier over the Seat of Light that blocks all damage and spells.
* StatusBuffDispel: The Altar of the Naaru's Rite of Purification removes all buffs from an enemy or debuffs from an ally.
* WeatherControlMachine: The Sky Watch can use Storm Cloud to create a storm that hinders aerial enemies.

!!Artificer
----
* WorkerUnit: Artificers gather gold and lumber, and build, repair and empower Draenei buildings.

!!Shadow Keeper
----
* SeeTheInvisible: Befitting their role as scouts, Shadow Keepers can spot invisible enemies.
* StealthExpert: Shadow Keepers are always invisible when not attacking.
* {{Teleportation}}: Shadow Keepers can teleport a short distance, across units and impassable terrain.

!!Peacekeeper
----
* LuckilyMyShieldWillProtectMe: The Arkonite Shields passive ability reduces Piercing and Magic damage taken.
* MookCommander: A Peacekeeper boosts the Armor of nearby friendly land units.

!!Rangari
----
* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the Rangari's arrows have a chance to deal bonus damage and never miss.
* SeeTheInvisible: The Rangari can see invisible enemies.

!!Vindicator
----
* DefeatEqualsExplosion: When killed, a Vindicator explodes in a blast of light that deals damage to nearby enemies, leaving behind no corpse.
* MookCommander: A Vindicator boosts the health regeneration of nearby friendly units.
* ResistantToMagic: Vindicators take less damage from magical attacks and spells.

!!Irontusk
----
* DamageIncreasingDebuff: After Ironbreaker is researched, non-Bulky enemies standing next to an Irontusk lose 66% of their base armor.
* WarElephants: The Irontusk is a draenei warrior riding an elekk (an elephant-like creature).

!!Sorcerer
----
* BlackMage: Sorcerers deal devastating damage from long range, and can boost the damage of allies, silence enemies or call down arcane meteors.
* MeteorSummoningAttack: Star Pact condenses arcane energy and causes it to rain down like a meteor, dealing massive damage.
* PowerNullifier: Sorcerers can silence enemies with Purge the Corruption.

!!Anchorite
----
* BackFromTheDead: Call of the Light resurrects a nearby non-Shadow
* HealingHands: The Anchorite has two abilities dedicated to healing friendly units in different ways.
* WhiteMage: Like vanilla spellcaster units (which stands out in this mod), Anchorites deal very little damage with their right-click attack, and their spells all revolve around healing and resurrecting friendly units.

!!Soulpriest
----
* AttackReflector: Damage inflicted to a non-Shadow unit by the melee attacks of an enemy standing in a Sacred Ground is partially reflected at the attacker.
* LifeDrain: Allies standing in a Sacred Ground are healed by a percentage of their melee damage.
* ResistantToMagic: Soulpriests take reduced damage from spells and magical attacks.
* {{Synchronization}}: Soul Conduit connects friendly mechanical units and buildings, dividing the damage they take between them.

!!Vigilant
----
* ShieldBash: Vigilants can use Shattering Throw to throw their shield at an enemy, dealing damage and stunning the target.

!!Eye of Augari
----
* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
* SeeTheInvisible: Eyes of Augari can see invisible enemies.

!!Skyguard
----
* AntiAir: In Phase mode, the Skyguard only serves to kill flying enemies.
* CripplingOverspecialization: In Phase mode, the Skyguard is a dedicated anti-air unit and harmless against anything on the ground.
* DamageIncreasingDebuff: The Skyguard's attacks have a chance to inflict a debuff that causes the target to take extra damage.
* DualModeUnit: In its default Phase mode, the Skyguard can move and attack, serving as an anti-air unit. In Conduit mode, it becomes immobile and can repair mechanical units and boost their mana regeneration.
* KungFuProofMook: In Conduit mode, Skyguards are immune to magic.

!!Argunite Battery
----
* DualModeUnit: In the default Battery mode, this unit is a long-ranged artillery piece that can also fire on air units. In Protector mode, it fires short-ranged bursts that hit multiple ground enemies, can shield itself with mana, and moves very slowly.
* ManaShield: The Argunite Protector's Force Barrier causes damage taken to be redirected to its mana pool.
* SiegeEngines: The Argunite Battery is an artillery piece that outranges defensive structures and deals Siege damage.

!!Solar Hawk
----
* AntiStructure: Solar Hawks and their Solar Flare minions deal Siege damage.
* DeathActivatedSuperpower: When a Solar Hawk dies, its corpse is ignited, dealing damage over time to nearby enemies and structures.
* EnemySummoner: Solar Hawks can create Solar Flares from corpses.
* PlayingWithFire: Solar Hawks attack by setting enemies on fire.

!!Argunite Turrets
----
* DiscardAndDraw: All of these buildings are upgraded from the Arkonite Crystal, which serve as the Draenei's source of food, but no longer provides it when upgraded.
* ManaBurn: The Argunite Melter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
* MovingBuildings: The Draenei's Argunite turrets can all shift to Relocation Mode to move, but cannot use Empowered abilities until they return to immobile form.
* StatusBuffDispel: The Argunite Melter's attack removes all positive buffs from an enemy.
* SiegeEngines: The Argunite Mortar, a long-range defensive structure, can also pack up and serve as a siege engine, since it deals Siege damage and outranges every other defensive structure.
* SupportPartyMember: The Argunite Emitter does not attack, instead using Radiance and Energize to restore the HP and MP of friendly units.

!!Lucent
----
* InvisibilityCloak: Cloaking Fog turns the Lucent invisible until it attacks, allowing it to carry soldiers past enemy ships.

!!Awakener
----
* EnemySummoner: An Awakener can summon Sun Keepers to bombard enemies from above.
* RayGun: The Awakener is armed with Apexis crystals, which fire weaponised sunlight.
* SeeTheInvisible: Awakeners can spot nearby invisible enemies.

!!Lightbringer
----
* ArmorPiercingAttack: While the Lightbringer's Unmaker deals magical damage, it bypasses magic immunity.
* DefogOfWar: Guiding Light temporarily reveals the area surrounding a target point, including invisible enemies.
* DualModeUnit: In default Patrol mode, the Lightbringer can move and use Guiding Light, and fires its cannon directly. In Siege mode, it immobilises itself, can use Unmaker, and its weapon is fired indirectly. Patrol mode has better fire rate and can engage enemies at close range, while Siege mode deals splash damage and doubles its (already massive) attack range, offset by a minimum range.
* SiegeEngines: Lightbringers deal Chaos damage (which is not reduced by buildings) and boast the longest range in the game in Siege mode, allowing them to bombard enemy bases from screens away.

!!Sun Keeper
----
* AlwaysAccurateAttack: Sun Keepers cannot miss when attacking Shadow enemies.
[[/folder]]

[[folder:Orcs]]
----
* ArrowsOnFire: In addition to their normal attack, the Hellfire Tower and Maw of Hell passively occasionally fire flaming arrows at all enemies in range.
* DiscardAndDraw:
** The Blood Rage upgrade improves the Blood Fury ability shared by many Orc units, but also permanently reduces their Armor.
** The Ironbound Wood upgrade increases the durability of mechanical units and permanently slows them down.
* SixthRanger: In the Act I campaign (which is set before the invasion of Azeroth), while the Draenei and Ogres have access to all units, the Orc roster is missing those that are tied to races native to Azeroth.

!!Peon
----
* WorkerUnit: Peons gather gold and lumber and build and repair Orc buildings.

!!War Pig
----
* SeeTheInvisible: War Pigs can detect invisible enemies in a small range around themselves.
* SuicideAttack: A War Pig can blow itself up to deal damage to nearby enemies.
* WorkerUnit: Each War Pig increases maximum Food by one, serving as a cheap and instantly-available, albeit very fragile alternative to Pig Farms.

!!Grunt
----
* CriticalHit: A Grunt has a chance to deal double damage when attacking Heroes.
* MookCommander: A Grunt boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.

!!Spearthrower
----
* JavelinThrower: Serving as the basic Orc ranged unit, the Spearthrower's javelins deal relatively high damage, offset by short range and slow attack speed.

!!Marauder
----
* HyperactiveMetabolism: The Marauder can eat a corpse to heal themselves with the Eat Your Fill ability.
* VideoGameStealing: The Marauder's attacks steal resources from enemy land units and structures.

!!Catapult
----
* LongRangeFighter: While the Catapult's maximum range is long, it cannot attack units that get too close.
* SiegeEngines: It is a long-ranged building destroyer that can set targets on fire for extra damage.

!!Necrolyte
----
* {{Necromancer}}: Necrotic Bolts cause enemies to be reanimated as Bone Warriors.
* PowerNullifier: Blood Boil silences the target, in exchange for increasing attack and movement speed.
* SquishyWizard: Necrolytes have Unarmored armor and little HP, making them easy to kill if focused on.
* StatusBuffDispel: Consume Spirits removes all ongoing buffs and debuffs from units in the area, and deals damage to summoned units.

!!Warlock
----
* CombatMedic: The Warlock can heal and boost allies' armor with Fel Skin, and dish out a fair bit of damage with right-click attacks.
* DefogOfWar: The Eye of Kilrogg, summoned by the Warlock's first spell, is a flying unit that cannot attack, but has a very long sight range and can detect invisible enemies while being itself invisible.
* LockedOutOfTheFight: Banishment turns the target invulnerable and unable to act, effectively removing it from the fight for the duration.
* SeeTheInvisible: The Eye of Kilrogg can see invisible enemies.

!!Brute
----
* HealingFactor: Most organic units slowly regenerate HP, but the Brute also has Fel Blood, an upgrade which increases health regeneration.
* LifeDrain: The Brute is healed by a percentage of the damage dealt in melee, and confers a smaller bonus onto nearby allies.

!!Infiltrator
----
* PoisonedWeapons: When attacking, the Infiltrator has a chance to backstab and poison the enemy.
* StealthExpert: Infiltrators are permanently invisible unless attacking.
* VideoGameStealing: The Infiltrator's attacks steal resources from enemy land units.

!!Raider
----
* HorseOfADifferentColor: Raiders ride giant wolves that are as big as horses.
* MookCommander: The Raider boosts movement speed and health regeneration of nearby non-Shadow living friendly units.

!!Hired Gronnling
----
* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.
* UndergroundMonkey: This unit is a retextured, weaker version of the Gronnling, which serves as the Ogres' main artillery unit.

!!Boarder
----
* HooksAndCrooks: The Boarder attacks with grappling hooks, which slow the attack and movement speed of enemies.

!!Destroyer
----
* AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage to buildings.
* AntiVehicle: The Destroyer's attacks deal bonus damage to mechanical units.
* CastFromMoney: The Destroyer's Depth Charge ability costs gold to use.
* DelayedExplosion: The Depth Charge explodes 5 seconds after being planted, unless destroyed manually first.
* SeaMine: The Destroyer can plant an invisible Depth Charge, which detonates when destroyed or its duration runs out.

!!Juggernaught
----
* MoreDakka: When using Covering Fire, the Juggernaught repeatedly bombards the area with multiple shells.
* SiegeEngines: The Juggernaught's cannon deals Siege damage and boasts a massive range exceeding any defensive structure.

!!Daemon
----
* BigRedDevil: The Daemon is the standard red demon with a pair of bat wings.
* HumanResources: The Daemonic Circle can sacrifice friendly units to fill its mana pool. Without the Summoning Focus upgrade, this is mandatory if you want to summon a Daemon (without doing so, the Daemonic Circle will expire before it accumulates enough mana).
* KungFuProofMook: Daemons are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.
[[/folder]]

[[folder:Ogres]]
----
* MechanicallyUnusualFighter: Unlike other defensive structures, the Storm Pillar technically does not have an attack. Instead, it has a passive ability that causes nearby enemies to be constantly struck by lightning, meaning that it cannot be controlled.
* SlaveMooks: A good portion of the Ogre roster consists of enslaved creatures like saberons, gronnlings, ogrons and gronns, the latter two of which are much more powerful than their masters.
* WeatherControlMachine: The Storm Pillar creates a thunderstorm around itself, which slows down and strikes enemies that approach.

!!Drudge
----
* WorkerUnit: Drudges gather gold and lumber and build and repair Ogre buildings, though unlike most other workers they're actually capable of fighting (and even have an upgrade that improves their damage).

!!Basher
----
* HyperactiveMetabolism: Bashers can consume corpses to heal themselves.
* PowerFist: The Basher fights with a pair of spiked gauntlets.

!!Tracker
----
* SeeTheInvisible: Trackers can see invisible enemies in a small distance.

!!Gladiator
----
* AntiAir: While Gladiators cannot attack air units, their Throwing Net ability forces air units to the ground and renders them immobile, making the target vulnerable to melee units.
* InescapableNet: Gladiators can throw a net to immobilise enemies and confine flying ones to the ground.

!!War Hog
----
* FullBoarAction: War Hogs are ogres who ride gigantic boars (larger than elephant-sized elekks), wear pig snout shaped masks, and reuse Roadhog's voicelines from ''VideoGame/{{Overwatch}}''.
* MookCommander: A War Hog increases the Armor of nearby friendly units if they're Bulky, or their movement and attack speed if they're not.
* ShedArmorGainSpeed: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.

!!Magus
----
* DefogOfWar: Haunting Oculus creates an immobile Oculus to observe the area from above.
* TrapMaster: The Magus can create a Rune of Blood, an invisible trap that will detonate when destroyed or stepped on.

!!Geomancer
----
* AntiStructure: Geomancers deal Siege damage and outrange defensive structures, and their Earthquake spell also deals damage to buildings.
* BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
* DishingOutDirt: Geomancers can create earthquakes, surround allies in stone barriers, and entangle enemies in stone with their right-click attack.
* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor and dealing damage over time.

!!Keg Keeper
----
* BoozeBasedBuff: Keg Keepers heal allies with abilities called Potent Hooch and Barrel of Grog, and their passive ability is called Drunk Beyond Pain.
* BoozeFlamethrower: The Keg Keeper's standard attack involves using a bottle of alcohol as an impromptu flamethrower.
* CombatMedic: The Keg Keeper's main role is to heal allies, though like all Ogres he's no slouch in combat either.
* HealingFactor: Their Drunk Beyond Pain passive ability causes Keg Keepers to heal 2% of their maximum HP per second.

!!Beastbreaker
----
* TheBeastmaster: Beastbreakers are hunters who specialise in handling beasts.
* EnemySummoner: The Beastbreaker's three abilities all summon various kinds of animal minions.

!!Gronnling
----
* AntiStructure: The Gronnling's rocks deal Siege damage and have a chance to stun buildings (and non-Bulky enemies), though unlike standard siege engines they cannot outrange defensive structures.

!!Ogron Siegebreaker
----
* BrutishCharacterBrutishWeapon: Befitting their role as frontline muscle, Ogron Siegebreakers wield simple spiked maces.
* DamageIncreasingDebuff: The Ogron Siegebreaker's attacks have a chance to increase the damage taken by the target.
* ShockwaveStomp: Breaker, an ability unlocked by the Rage of the Earth upgrade, has the Ogron Siegebreaker stomp the ground around it, dealing damage and slowing enemies.

!!Giant Eater
----
* AttackReflector: Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.
* DamageIncreasingDebuff: The Giant Eater's attack reduces the armor of living enemies.
* HyperactiveMetabolism: Giant Eaters can consume corpses to heal themselves.

!!Gronn
----
* AntiStructure: Though they deal Normal instead of Siege damage, Gronns have a damage bonus against buildings.
* MightyGlacier: Gronns hit hard and can be a beast to take down due to their high base armor and passive damage reduction both physical and magical, but they're also very slow.
* ResistantToMagic: Gronns take less damage from magical attacks and spells.

!!Migrant
----
* DefenselessTransports: Migrants, the Ogre transport ship, cannot attack.
* MookMaker: Migrants can deploy a Mercenary Port, which sells Ring of Blood units as if they were mercenaries.

!!Flamebringer
----
* AntiAir: In addition to being able to attack air units, Flamebringers also constantly deal damage to nearby enemy air units and reduce their damage.
* FireBreathingWeapon: Flamebringers are outfitted with an arcane flamethrower.
* ResistantToMagic: Flamebringers take less damage from spells.

!!Imperator
----
* KungFuProofMook: Imperators are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.

!!Slaves
----
* BladeBelowTheShoulder: The Slave Fighter's right hand is replaced by a katar.
* TheParalyzer: The Slave Charmer's Distraction ability completely paralyses the target.
* RandomNumberGod: The player has no control over which exact slaves are summoned when Empire's Due is cast, so how much mileage you get from the spell depends on how lucky you are to get the units you need.
* WorkerUnit: Slave Miners and Slave Shorteners are very weak in combat, and serve mostly to harvest gold (for Miners) and lumber (for Shorteners).

!!Living Magma
----
* DefeatEqualsExplosion: When a Living Magma dies, it explodes dealing damage to everything nearby.
* RockMonster: A Living Magma is made entirely out of volcanic rock and lava.

!!Broken Wolf
----
* MookCommander: A Broken Wolf increases the damage and armor of nearby allies.

!!Carrion Roc
----
* EyeScream: Carrion Rocs' Gouging Quills passive ability, which has a very graphic icon, gives their attacks a chance to blind enemies, causing them to miss moss attacks.
* SeeTheInvisible: Carrion Rocs can detect invisible enemies.

!!Frenzied Rylak
----
* ShedArmorGainSpeed: Amok increases the Frenzied Rylak's attack speed and damage taken.

!!Handmaiden
----
* AmazonBrigade: All Handmaidens are female.
[[/folder]]

[[folder:Creeps]]
----
* MercenaryUnits: Mercenary Camps allow players, regardless of race, to recruit certain creeps into your army.
* NeutralsCrittersAndCreeps: Like vanilla creeps, these units, hostile to all players, guard gold mines and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.

!!Barbarian
----
* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee and artillery units.
* InescapableNet: Barbarians can throw a net to immobilise enemies and ground flying ones.
* ThrowingYourSwordAlwaysWorks: Barbarians attack with throwing axes.

!!Nomad
----
* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the Nomad's arrows have a chance to deal bonus damage and never miss.

!!Blademaster
----
* CriticalHit: The Blademaster's attacks have a chance to deal triple damage.
* KatanasAreJustBetter: The Blademaster wields a katana, going with their samurai motif.

!!Beastlord
----
* EnemySummoner: The Beastlord can summon two Prowler pets with Broken Wolves.
* MookCommander: Beastlords increase the armor of nearby friendly units.

!!Impaler
----
* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee units.
* InescapableNet: Impalers can throw a net to immobilise enemies and ground flying ones.
* JavelinThrower: Impalers attack with thrown javelins.

!!Giant Herder
----
* HorseOfADifferentColor: The Giant Herder is an ogre warrior riding on the back of a clefthoof.
* MookCommander: Giant Herders boost the armor of nearby friendly units, especially if they're Bulky.

!!Warped
----
* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.

!!Malformed
----
* DoubleWeapon: The Malformed wields a pair of double-ended polearms.
* HealingFactor: The Malformed regenerates health far faster than most organic units can.

!!Lightless
----
* DamageIncreasingDebuff: The Lightless' attacks reduce the armor of the target.
[[/folder]]

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* BerserkButton: Do not call him Backstabber, or question his honor. He WILL kill you for that. In honorable combat, of course.




to:

* ALighterShadeOfBlack: He obeys Blackhand and Gul'dan and willingly leads his warriors to slaughter the Draenei, but he is also AFatherToHisMen and has a stronger sense of honor than most other orcs. He also refuses to drink the blood of Mannoroth.
* TheStarscream: is shown at least considering overthrowing Warchief Blackhand.
* TinTyrant: wears the Doomplate and even comments it's much better than fur and bone.



* HopelessBossFight: In the final section of The Dark Side of the Moon (Act I Chapter 2), the objective is not to defeat K'ara, but to flee from it.

to:

* AdvancingBossOfDoom: K'ara cannot be defeated in combat (even if killed with cheats, she just reforms in a few seconds), and the heroes must flee from her.
* HopelessBossFight: In the final section of The Dark Side of the Moon (Act I Chapter 2), the objective is not to defeat K'ara, but to flee from it.
it. Dying to her nets an achievement.

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* BadassPreacher: Yrel is technically a priestess, but wears armor and fights in melee, making her closer to a paladin (which is the class of playable Prelate heroes).
* BloodKnight: she REALLY likes killing evildoers.
-->'''Yrel:''' Believe me, I will kill not in anger or hatred, but in pure, pious joy.



* FantasticRacism: averted. She absolutely hates orcs and would see them wiped from the face of Draenor, but this comes not from racial prejudice as the Horde started unprovoked conquest and genocide first. Yrel is capable of restraining her hatred when dealing with non-Horde orcs, and temporarily puts aside her grudges against ogres.



* PowerGivesYouWings: she has illusionary angelic wings similar to those seen in Warlords of Draenor cinematic, but at all times.
* RealMenLoveJesus: Yrel's a badass fighter and almost a KnightTemplar, but also generally good natured, extremely pious and sincere in her faith.
* SuicidalOverconfidence: [[spoiler:trying to take on Blackhand single-handedly doesn't end well. She survives, but is badly wounded.]]




* TheCult: Many ogres are insane worshippers of the Void. The Prophet of Ruin is a cult leader themed hero.

to:

* TheCult: {{Cult}}: Many ogres are insane worshippers of the Void. The Prophet of Ruin is a cult leader themed hero.



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[[folder:Misc]]
!!K'ara

to:

[[folder:Misc]]
!!K'ara
[[folder:Gorian Empire]]
!!In general



* HopelessBossFight: In the final section of The Dark Side of the Moon (Act I Chapter 2), the objective is not to defeat K'ara, but to flee from it.

!!Gruul

to:

* HopelessBossFight: In the final section BigEater: Comes naturally with being ogres. One of their units is literally named "Giant Eater" (as "eater of Giants"), and some units can devour slain enemies to replenish health. The Dark Side Butcher hero also "heals" allies by feeding them.
* TheCult: Many ogres are insane worshippers
of the Moon (Act I Chapter 2), the objective Void. The Prophet of Ruin is not to defeat K'ara, but to flee a cult leader themed hero.
* FullBoarAction: War Hogs are ogres riding gigantic boars (larger than elephant-sized elekks) and wearing pig snout shaped masks. They also use edited voice of Roadhog
from it.

!!Gruul
''Overwatch''.
* EnemyMine: they are willing to ally with the Draenei against the Orcish Horde, [[spoiler:though this alliance won't last long]].
* OneGenderRace: Averted. Unlike ''Warcraft III'' or ''World of Warcraft'', here it is averted with two named female characters introduced, and female units like Handmaidens are also present.
* OurOgresAreHungrier: They are a combination of caveman-styled feral ogres, Roman-styled imperial ogres and a variety of enslaved giants and monsters.
* TheRemnant: the Gorian Empire is reduced to a few warlords bickering over frozen ruins. Doesn't prevent them from dreaming of restoring their imperial glory.
* SlaveMooks: a good portion of their roster consists of enslaved creatures like Saberons, Gronnlings, Ogrons and Gronns, latter two are ironically much more powerful than their masters (Gronns being the mightiest land units in the game). The Slavedriver hero can summon orc, half-orc, Succubus and Broken Draenei slaves, and subjugate enemy units.

!!Gug'rokk



* RouteBoss: Gruul only appears as a boss in At the Speed of Darkness (Act I Chapter 4) if Yrel chose to side with the Grimfrost clan in the previous mission.
* UnskilledButStrong: Gruul is not treated as a hero and doesn't even have a mana pool or special abilities. What he does have is a massive HP pool and attack damage, befitting a level 10 non-hero unit (for the record, the most powerful neutral creeps in melee mode are level 6 according to the mod's condensed scaling for non-hero units).

to:

* RouteBoss: Gruul An Ogre slaver in charge of Bloodmaul Slag Mine, previously only appears as a boss found in At Alternate Draenor. The heroes [[spoiler:lead a Gladiator Revolt against him]].
* BadBoss: had his servants blinded and crippled for
the Speed of Darkness (Act I Chapter 4) if Yrel chose to side with slighest offenses.
* StarterVillain: he is
the Grimfrost clan Big Bad of the prologue's arc and [[spoiler:is KilledOffForReal there, explaining his further Main Universe absence]].
* SlaveryIsASpecialKindOfEvil: a Slavedriver and also one of the most vile and sadistic characters.

!!Barbaros
----
The Majordomo of Gorthenon and the ruling Lord Regent of the Gorian Empire. The fancy title and impeccable manners don't make him much different from other warlords, though.

* AffablyEvil: For a brutal slaver and warlord, he's extremely calm, polite and eloquent, and almost never loses his composure.
* ImAHumanitarian: Orders a feast made out of defeated orcs' remains.
* NonIndicativeName: He's the ''least'' barbarous of all ogre characters
in the previous mission.
campaign.
* UnskilledButStrong: Gruul SesquipedalianLoquaciousness: Barbaros is not treated slipping into this at times.
цитата
-->'''Barbaros:''' But enough of these intricate contemplations… Your attention
as a hero and military commander is best diverted to dealing with these savages whose clan is unworthy of mentioning. It is one matter on which we could not share more solidarity.
* SympatheticSlaveOwner: Downplayed. Despite being a Slavedriver, he is probably the most sympathetic Gorian ogre... but this still
doesn't even have make him a mana pool or special abilities. What he does have good person. When Yrel is a massive HP pool bothered by how Lost slaves are mistreated by ogres, Barbaros offers only to put them out of their misery.

!!Ginghema
and attack damage, befitting a level 10 non-hero unit (for the record, the most Bhastinde
----
A duo of Ogre sisters. Both are
powerful neutral creeps in melee mode sorceresses and Ginghema was once the consort of Imperator Mar'gok.

* AngstySurvivingTwin: [[spoiler:Bhastinde isn't happy about Ginghema's death.]]
* BigEater: Ginghema comments on Draenei and orcs being tasty morsels. Bhastinde's lair is full of bones, presumably from her devoured victims.
* {{Expy}}: They
are level 6 according probably based on Jinx and Vi from Arcane/League of Legends (Ginghema is a blue-haired Psychopatic Womanchild obsessed with destruction and her more sane sister has pink hair and two large metal fists). Cho'gall even says "You're perfect" to the mod's condensed scaling Ginghema at one point, quoting Silco from Arcane.
* PromotedToLoveInterest: Cho'gall's, of all people. Downplayed as his flirting with Ginghema is most likely another sign of his slipping sanity, [[spoiler:and he lets her die without any regrets]]. Also Ginghema would probably qualify as one
for non-hero units).Imperator Mar'gok too, since he wasn't married in canon.
* RedOniBlueOni: with hair colors reversed. Ginghema is a psychotic killer and Bhastinde is more reserved and calm.


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[[folder:Misc]]
!!K'ara
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* HopelessBossFight: In the final section of The Dark Side of the Moon (Act I Chapter 2), the objective is not to defeat K'ara, but to flee from it.

!!Gruul
----
* RouteBoss: Gruul only appears as a boss in At the Speed of Darkness (Act I Chapter 4) if Yrel chose to side with the Grimfrost clan in the previous mission.
* UnskilledButStrong: Gruul is not treated as a hero and doesn't even have a mana pool or special abilities. What he does have is a massive HP pool and attack damage, befitting a level 10 non-hero unit (for the record, the most powerful neutral creeps in melee mode are level 6 according to the mod's condensed scaling for non-hero units).
[[/folder]]
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!!Arnak Bladeweaver
* TheArmorer: Ironically, he's literally one for Orgrim, but switches sides before he get any gratitude (or lack thereof).
* CameBackWrong: [[spoiler:He is revived in the middle of the campaign as what appears to be a demonic Death Knight equivalent. In the brief time period while his mind is still his own, he gets furious that said revival also tainted him with Fel]].
* DeathSeeker: Arnak is looking for a duel with Grommash Hellscream and doesn't care [[spoiler:about not surviving it. He gets what he wants. This is far from being his end, however.]]
* DefectorFromDecadence: Subverted. While he is not a part of the Horde and takes pride in being clanless, he apparently doesn't see anything wrong with their ideals and way of life.
* DemonicPossession: [[spoiler:Apparently Arnak became a host body to a powerful demon after his revival]].
* HonorBeforeReason: even though he is GenreSavvy enough to realize how it usually ends, he still sides with the Draenei to repay a debt of blood, [[spoiler:and is killed in the siege of Karabor]]. Double subverted as the Horde's victory doesn't seem inevitable, and he's fine with [[spoiler:dying]] as long as he does so trying to kill Grommash.
* NoodleIncident: gets two, likely interconnected. At some point before the actual story, he and Grommash Hellscream became bitter enemies, but the reasons for that are left vague. He also once tried to lead a rebellion against the ogres; key word is ''tried'', and for unspecified reasons, it did not go as planned.
* UltimateBlacksmith: in this continuity, he has crafted the Doomplate (the armor worn by Orgrim Doomhammer). He also forged his own sword Veilrender.

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[[foldercontrol]]

!Campaign Characters

[[folder:Protagonists]]
----
* OriginalCharacter: The main protagonists of the campaign are completely new characters that do not originate from canon ''VideoGame/{{Warcraft}}'', with the exception of Yrel.

!!Wulnar Steelskin
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* AsskickingLeadsToLeadership: In the interval between chapters 2 and 3 of Act I, Wulnar becomes King of the Bloodmaul ogres by slaughtering his way toward the throne.
* NonHumanHumanoidHybrid: Wulnar is a half-orc, half-ogre.

!!Yrel
----
* CruelMercy: If she chooses to wipe out the Bloodmaul clan, Yrel spares the life of Wulnar Steelskin, denying him an honourable death:
-->'''Yrel:''' You are one of their kind who I shall refuse the honor of demise. Go. Wander the empty world. Carry your chains with you forever.
-->'''Wulnar:''' So you did understand what it means to be a pit fighter, after all.
-->'''Yrel:''' I always did. I just didn’t allow it to become all I am. Unlike you.
* MythologyGag: The implication that Yrel is Kil'jaeden's estranged daughter, mirroring the story of High General Rakeesh, is based on a plot point for ''Warlords of Draenor'' that never made it into the game.
* OCStandIn: While Yrel originates from canon ''VideoGame/WorldOfWarcraft'', she only exists as a character in the ''Warlords of Draenor'' AlternateTimeline. This version of Yrel is written nearly from scratch, taking inspiration in her alternate version but placed in a darker main universe story.
[[/folder]]

[[folder:Orcish Horde]]
----

!!Gul'dan
----
* BadBoss: In the second part of At the Speed of Darkness (Act I Chapter 4), the player, controlling Gul'dan, must sacrifice your own units to power the Black Gate.

!!Orgrim Doomhammer
----
* DecoyProtagonist: In the very first playable sequence of the campaign (after the opening cinematic), the player takes control of Orgrim as he fights a Draenei Irontusk. However, this Irontusk is the only foe that Orgrim will fight in this chapter before focus shifts to Arnak Bladeweaver and Wulnar Steelskin, two of the campaign's actual protagonists.

!!Grommash Hellscream
----
* HopelessBossFight: There's no way for Arnak Bladeweaver to defeat the much stronger Grommash Hellscream in their mak'gora duel at the end of The Last Sunset (Act I Chapter 1). The in-game objective is 'Die a heroic death', making it obvious that the player-controlled Arnak is supposed to lose the fight; using cheats to win will modify the subsequent cinematic but has no impact on the gameplay.
[[/folder]]

[[folder:Burning Legion]]
!!Kil'jaeden
----
* StationaryBoss: In his boss fight, Kil'jaeden does not move away from the Black Gate.
* SuperBoss: Kil'jaeden is a very powerful boss that only appears at the end of Act I after one specific achievement in each chapter has been collected.
[[/folder]]

[[folder:Misc]]
!!K'ara
----
* HopelessBossFight: In the final section of The Dark Side of the Moon (Act I Chapter 2), the objective is not to defeat K'ara, but to flee from it.

!!Gruul
----
* RouteBoss: Gruul only appears as a boss in At the Speed of Darkness (Act I Chapter 4) if Yrel chose to side with the Grimfrost clan in the previous mission.
* UnskilledButStrong: Gruul is not treated as a hero and doesn't even have a mana pool or special abilities. What he does have is a massive HP pool and attack damage, befitting a level 10 non-hero unit (for the record, the most powerful neutral creeps in melee mode are level 6 according to the mod's condensed scaling for non-hero units).
[[/folder]]
----

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