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* DynamicEntry: Survival Hunters have the Harpoon ability. They toss their weapon, attached to a chain, at the enemy, and then tug on the chain to leap at the target while also rooting them in place. Originates earlier in the franchise from NPCs that hunt dragons using chained spears to either pull the beast down or pull themselves up.

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* DynamicEntry: Survival Hunters have the Harpoon ability. They toss their weapon, attached to a chain, at the enemy, and then tug on the chain to leap at the target while also rooting them in place. Originates earlier in the franchise from NPCs non-player characters that hunt dragons using chained spears to either pull the beast down or pull themselves up.
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* DynamicEntry: Survival Hunters have the Harpoon ability. They toss their weapon, attached to a chain, at the enemy, and then tug on the chain to leap at the target while also rooting them in place. Originates earlier in the franchise from NPCs that hunt dragons using chained spears to either pull the beast down or pull themselves up.
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* BloodKnight: The blood elven paladin order is named this. They are a militant section of the Silvermoon forces and often serve as the spearhead of massive offensives. Retribution paladins also focus using [[HolyHandGrenade the light to damage foes]].

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* BloodKnight: The blood elven paladin order Subverted. While there is named this. They are a militant section of Sin'dorei Paladin organization called the Silvermoon forces and often serve Blood Knights, [[IThoughtItMeant they don't relish in battle as the spearhead of massive offensives. Retribution paladins also focus using [[HolyHandGrenade the light to damage foes]].a defining trait]].

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* BalefulPolymorph: The Hex ability turns enemies into frogs.
* BlowYouAway: Because of shamans' affinity with the elementals, many of their offense abilities are supported by the power of wind elementals.

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* BalefulPolymorph: The Hex ability turns enemies into frogs.
frogs. Glyphs can change the hex to a number of diminutive animals, like cockroaches or compys. Hex is also fundamentally different than a Mage's Polymorph; the Hex victim is in full control of their movement, although they cannot cast or use spells. The Hex, however, does not immediately break upon taking damage, like a Mage's Polymorph does.
** The Voodoo Totem talent allows the Shaman to Hex a large number of enemies around a summoned totem.
* BlowYouAway: Because of shamans' affinity with the elementals, many of their offense While more offensive Air focused abilities are supported by take the power form of ShockAndAwe, Shamans still have a number of wind elementals.based abilities, although they're mostly used for utility. Wind Shear causes the shaman to buffet the target with a blast of wind to interrupt any spellcasting. Wind Rush Totem summons a totem that speeds up the Shaman and nearby allies with a quickening tailwind.



* ElementalPowers: Their abilities are divided into the [[ShockAndAwe Storm]],[[DishingOutDirt earth]] and [[PlayingWithFire fire]] trees.

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* ElementalPowers: Their abilities are divided into the [[ShockAndAwe Storm]],[[DishingOutDirt earth]] and [[PlayingWithFire fire]] trees.A Shaman's primary offensive prowess comes from communing with elemental spirits.



* HealingHands: Restoration shamans are shamans that focus their elemental powers on healing.
* AnIcePerson: Not as obvious as mages and death knights though. Shaman ice abilities are probably more associated to [[MakingASplash the manipulation of the water element]] than direct manipulation of ice.
* LuckilyMyShieldWillProtectMe: if they are not carrying a staff, Restoration and Elemental shamans can be seen using one. Whoever, being casters it, alongside the main hand weapon, ends up being [[StatSticks Stat Sticks]]

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* HealingHands: Restoration shamans are shamans that focus their elemental powers on healing.
healing. The healing magic is mostly derived from the cleansing power of water, but earthen protection and spiritual healing through ancestral magic is also used.
* AnIcePerson: Not as obvious as mages and death knights though. Shaman ice abilities are probably more associated to [[MakingASplash the manipulation of the water element]] than direct manipulation of ice.
ice, although a few abilities like Frost Shock and Frostbrand attempt to play at it.
* LuckilyMyShieldWillProtectMe: if they are not carrying a staff, Restoration and Elemental shamans can be seen using one. Whoever, being casters it, alongside Being casters, however, means the main hand weapon, ends up being shields are mostly just [[StatSticks Stat Sticks]]



* MakingASplash: Many shaman [[HealingHands healing powers]] are involved with evoking the power of the water elements.

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* MakingASplash: Many shaman [[HealingHands healing powers]] are involved with evoking the power of the water elements. Riptide, for example, heals the target for a moderate amount, and then heals them for more over time.



* RaptorAttack: A glyph can change the Spirit Wolves into Spirit Raptors, which reflects the close relationship Trolls have with dinosaurs.
* SavageWolves: Or NobleWolves depending. Orcish (And later Tauren) Shaman have a noted kinship with the wolf, which embodies the primal cunning and ferocity that they respect. Shaman can take the form of a wolf spirit to move faster, and Enhancement can call upon the aid of spirit wolves in battle.
* SuperMode: All three specializations have access to a a talent that turns them into an ascendant, a transhuman creature made up entirely of one element. Elemental turns into a Fire Ascendant, removing the cooldown of lava burst and turning their chain lightning into the much more damaging chain lava, as well as making Lava Burst damage scale with crit. Enhancement turn into an Air Ascendant, making their auto attacks pure nature damage, and giving their auto attacks and stormstrike a 40 yard range. And Restoration turns into a Water Ascendant which duplicates all healing they do before evenly dividing it among allies in an AoE effect.
* ShockAndAwe: Because of their powers over the elements, they are also very adept at the manipulation of lightning and it is their dominant method of offense.

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* RaptorAttack: A glyph can change the Feral Spirit Wolves wolves into Spirit Raptors, which reflects and another can change Ghost Wolf into a raptor form. These reflect the close relationship Trolls that trolls have with dinosaurs.
raptors, similar to the Orc's relationship with wolves.
* SavageWolves: Or NobleWolves depending. Orcish (And later Tauren) Shaman have a noted kinship with the wolf, which embodies the primal cunning and ferocity that they respect. Shaman can take the form of a wolf spirit to move faster, and Enhancement can call upon the aid of spirit wolves in battle. A talent, Feral Lunge, causes an Enhancement Shaman to use their animal form to leap upon and bite a target, before shifting back into their normal form.
* SoulPower: This is the crux of all a Shaman can do. Their powers come from their unique ability to communicate with spirits; Elemental Spirits, Animal Spirit, Ancestral Spirits, Plant Spirits, etc. A number of Restoration abilities also invoke a spiritual type of healing; Chain Heal is a beam of spiritual light that bounces from person to person, and Spirit Link Totem redistributes health among allies around it, putting everyone at a high average health to make it easier for healers to assist them.
* SuperMode: All three specializations have access to a a talent that turns them into an ascendant, a transhuman creature made up entirely of one element. Elemental turns into a Fire Ascendant, removing the cooldown of lava burst and turning their chain lightning into the much more damaging chain lava, as well as making Lava Burst damage scale with crit. Enhancement turn into an Air Ascendant, making their auto attacks pure nature damage, and giving their auto attacks and stormstrike Stormstrike a 40 yard range. And Restoration turns into a Water Ascendant which duplicates all healing they do before evenly dividing it among allies in an AoE effect.
effect. Sadly, anyone hoping to be an Earth Ascendant is out of luck.
* ShockAndAwe: Because of their powers over the elements, they are also very adept at the manipulation of lightning and it is their dominant method of offense.offense; Lightning Bolt, Stormstrike, and Chain Lightning are major offensive spells for Shamans. A number of talents such as Lightning Surge Totem and Lightning Shield further solidify their relationship with the trope.



* SummonMagic: They can call an Earth (to tank) or Fire (for extra damage) elemental anchored to a totem to aid them in combat, with a talent allowing the shaman to call upon the Storm elemental (which heals at the same time it attacks), and Shaman specializing in Enhancement can summon spirit wolves. As this isn't their specialty (see Warlocks for more dedicated summoners), the spells have a short duration and a long cooldown, though they are still useful.

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* SummonMagic: They Elemental Shamans can call an Earth (to tank) or Fire (for extra damage) elemental anchored to a totem to aid them in combat, with a talent allowing the shaman to call upon the Storm elemental (which heals at the same time it attacks), and Shaman specializing in Enhancement can summon spirit wolves. As this isn't their specialty (see Warlocks for more dedicated summoners), the spells have a short duration and a long cooldown, though they are still useful.

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* TheAce: Warriors are the masters of close quarter combat and excel in the usage of weapons.

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* TheAce: Warriors are the masters of close quarter combat and excel in the usage of weapons. Arms Warriors in particular are supposed to feel like true weapon masters; people who've trained for years to perfection with their chosen weapon. It shows through abilities such as Colossus Smash, where the Arms Warrior cuts completely through an enemy's armor. They're also the only Warriors that have baseline access to Bladestorm; Fury can get it, but need to spend a talent to do so.



* TheBerserker: Fury Warriors in essence.
** The developers have stated that they intended for Protection Warriors to embody everything between CityGuards to the KnightInShiningArmor elements not covered by Paladins, while Arms Warriors are intended to be the kind of mercenaries to [[ICallItVera have special names for each of their weapons]]. While almost all character personality elements are left to the player, Fury Warriors' entire playstyle is distinctly built around being the "screaming, bloodthirsty, rage-powered brute" that this trope implies.

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* TheBerserker: Fury Warriors in essence. All Warriors utilize rage, but Fury lives the trope.
** The developers have stated that they intended for Protection Warriors to embody everything between CityGuards to the KnightInShiningArmor elements not covered by Paladins, while Arms Warriors are intended to be the kind of mercenaries to veterans that [[ICallItVera have special names for each of their weapons]]. While almost all character personality elements are left to the player, Fury Warriors' entire playstyle is distinctly built around being the "screaming, half-naked, bloodthirsty, rage-powered brute" that this trope implies.



** The Arms talent Ravager, has the Arms Warrior toss a weapon to a location, where it spins in place to deal damage to anyone nearby.



* LastStand: The appropriately-named "Last Stand" ability grants the player a brief health boost for use in emergencies.
* MadeOfIron: Some classes heal themselves with actual healing magic. Warriors just tank the damage head on and their adrenaline and bloodlust help them ignore it.
* MakeMeWannaShout: Warriors have access to a number of Shout abilities to inspire allies or disrupt foes. One talent is a roar so mighty the sheer force ''causes physical damage''.

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* LastStand: The appropriately-named "Last Stand" ability grants the player Protection Warrior a brief health boost for use in emergencies.
* MadeOfIron: Some classes heal themselves with actual healing magic. Warriors just tank the damage head on and their adrenaline and bloodlust help them ignore it. \n Abilities like Shield Wall and Die By The Sword emphasize this.
* MakeMeWannaShout: Warriors have access to a number of Shout abilities to inspire allies or disrupt foes. One foes.
** Battle Cry, a cooldown for all Warriors, causes all attacks to be assured critical strikes for a short time.
** Intimidating Shout inspires terror in enemies, causing the target and other enemies near the warrior to flee in fear.
** Commanding Shout bolsters allies by increasing their effective health.
** Dragon Roar, a
talent for Fury Warriors, is a roar so mighty the sheer force ''causes powerful bellow that knocks enemies back and ''deals physical damage''.



* ShieldBash: The Protection ability Shield Slam, which interrupts the target's casting.

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* ShieldBash: The Protection ability Shield Slam, Bash, which interrupts deals damage to an enemy with the target's casting.shield.



* UnstoppableRage: Unstoppable is right -- Warriors can effectively heal their wounds and ignore crowd control effects by focusing their anger.

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* TranquilFury: Arms Warriors embody this trope. Out of all the specs, they have the least amount of shouting and rampaging, instead focusing on precise weapon mastery. While they still use Rage, it's more subdued, and their attacks are dramatically slow compared to other classes, but pack a lot more punch. An Arms Talent called Focused Rage involves shedding off anger to focus your attacks, dramatically increasing the damage of their Mortal Strike ability the more rage they shed to focus. Another talent, Deadly Calm, causes their abilities to cost no rage during their Battle Cry cooldown.
* UnstoppableRage: Unstoppable is right -- Warriors can effectively heal their wounds and ignore crowd control effects by focusing their anger. The Berserker Rage ability in particular shrugs off a number of CC effects, including the unique ability to break a Rogue's Sap in PvP.

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* AnimalMotifs: Hunters have various Aspect abilities which grant them bonuses based on animals. While Aspects were AdaptedOut for a time, they make a return in ''Legion'', with various Aspects granting the Hunter boons fitting of the Aspect's animal. Aspect of the Eagle gives Survival Hunters increased critical strike chance. Aspect of the Cheetah grants the Hunter a short burst of speed that decays over time. Aspect of the Turtle maintains a defensive stance where the Hunter doesn't attack, but deflects all incoming attacks.

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* AnimalMotifs: Hunters have various Aspect abilities which grant them bonuses based on animals. While Aspects were AdaptedOut for a time, they make a return in ''Legion'', with various Aspects granting the Hunter boons fitting of the Aspect's animal. Aspect of the Eagle gives Survival Hunters and their pet increased critical strike chance.chance and chances to gain charges of their most used spell. Aspect of the Cheetah grants the Hunter a short burst of speed that decays over time. Aspect of the Turtle maintains a defensive stance where the Hunter doesn't attack, but deflects all incoming attacks. Aspect of the Wild, for Beast Mastery Hunters, grants both the Hunter and his pet increased critical strike chance and grants them both Focus over time.
** NobleBirdOfPrey: Survival Hunters are specifically themed after the eagle. Their major cooldown is Aspect of the Eagle, and their artifact weapon is a spear enchanted by an Eagle spirit, which grants them a number of eagle based passives. With the Eagle's Bite trait, for example, an eagle effigy follows the Hunter when they use Harpoon, and proceeds to wound the target for damage over time.



* BlowYouAway: Thas'dorah, the Marksmanship artifact, invokes a number of wind-based abilities for the Hunter. The ability, Windburst, causes the Hunter to fire a shot that leaves a powerful tailwind, allowing allies to follow along the arrow's path with increased movement speed. Other passives do things like summon a number of Wind Arrows to assault the target.



* ForestRanger: Blood Elven rangers, the Farstriders, are an example of this, as are Night Elven sentinels.
* GuileHero: A lot of Hunter abilities focus on cunning tactics and survival instincts. Misdirection causes a target the Hunter attacks to believe something else (The target the Hunter used Misdirection on) attacked it instead. Feign Death fools a target into thinking the Hunter died, so it ignores him. Distracting Shot is a bright, flash bang shot that makes the target chase after the Hunter for a short time.

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* ForestRanger: Blood Elven rangers, the Farstriders, are an example of this, as are Night Elven sentinels.
sentinels. Marksmanship Hunters specifically invoke this trope.
* GuileHero: A lot of Hunter abilities focus on cunning tactics and survival instincts. Misdirection causes a target the Hunter attacks to believe something else (The target the Hunter used Misdirection on) attacked it instead. Feign Death fools a target into thinking the Hunter died, so it ignores him. Distracting Shot is a bright, flash bang shot that makes him; the target chase after pet also can Play Dead, giving a similar effect as Feign Death but for the Hunter for a short time.pet instead.



* InHarmonyWithNature: Hunters are men and women of the wilderness. They spend most of their lives in nature, stalking prey while adapting to the mercilessness of nature. In turn, they are excellent survivalists and are perfectly fine with living in the wilderness.
* {{Multishot}}: One of the hunter skills. It involves shooting a ridiculous amount of ammunition over a widespread area at once.

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* InHarmonyWithNature: Hunters are men and women of the wilderness. They spend most of their lives in nature, stalking prey while adapting to the mercilessness of nature. In turn, they are excellent survivalists and are perfectly fine with living in the wilderness.
wild.
* {{Multishot}}: One of the hunter skills. It involves shooting a ridiculous amount of ammunition over a widespread area at once. The Barrage and Volley talents also invoke the trope; with Barrage, the Hunter unleashes a huge number of shots into a cone in front of them, and Volley causes every auto-attack to also fire a number of arrows from the sky that rain down on the target and enemies nearby.



* PoisonedWeapons: Stings are abilities used by Hunters that emphasize envenomed weapons. While Stings were once largely removed, they've made something of a resurgance in ''Legion'', with every spec having access to one sting, and more through the PvP Honor Talent system. Each sting is named for an animal, and so represents the venom attributed to that animal. This differenciates the venoms used by Hunters to the poisons used by Rogues.

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* PoisonedWeapons: Stings are abilities used by Hunters that emphasize envenomed weapons. While Stings were once largely removed, they've made something of a resurgance resurgence in ''Legion'', with every spec having access to one sting, and more through the PvP Honor Talent system. Each sting is named for an animal, and so represents the venom attributed to that animal. This differenciates the venoms used by Hunters to the poisons used by Rogues.



* ScarilyCompetentTracker: Hunters have access to a unique mechanic called Tracking. This allows them to see enemies on the minimap by tracking their enemy type (Humanoid, Beast, Demon, etc). Tracking isn't exclusive to Hunters; Feral Druids can Track Humanoids, and Warlocks can Find Demons. But Hunters are notable for not only for being able to track every enemy type in the game except Aberrations, but also being able to track enemies that no one else can track, like Dragonkin and Giants.

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* ScarilyCompetentTracker: Hunters have access to a unique mechanic called Tracking. This allows them to see enemies on the minimap by tracking their enemy type (Humanoid, Beast, Demon, etc). Tracking isn't exclusive to Hunters; Feral Druids can Track Humanoids, and Warlocks can Find Demons. But Hunters are notable for not only for being able to track every enemy type in the game except Aberrations, game, but also being able to track enemies that no one else can track, like Dragonkin and Giants.



* TrapMaster: Survival Hunters are experts at placing and manipulating traps, even in the heat of combat. These traps can range from carefully placed foot traps, to deadly explosive mines.

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* TrapMaster: Survival Hunters are experts at placing and manipulating traps. All Hunters can use a number of traps, but Survival Hunters excel at it. They have exclusive access to the damaging Explosive Trap and Steel Trap. They also have a unique ability called Waylay. If their traps are given extra time to arm (2 seconds, specifically), they gain bonus effects. These effects are utility based, but give the Survival Hunter a number of bonus options in how they approach a situation.
** Freezing Trap is a magical trap that encloses the enemy that triggers into into a block of ice. While the ice shatters if the target is damaged, it lasts a long time, effectively forcing an enemy out of a fight for a long period. With SV's Waylay, the Freeze effect won't break for a few seconds after the target takes damage, turning it into an effective stun.
** Tar Trap is a trap that coats the ground in debilitating tar, slowing all enemies int he area. SV's Waylay dramatically increases the potency of the tar for the first few seconds.
** Explosive Trap is exclusive to Survival, and it deals Fire damage instantly and over time to enemies within the blast radius. Waylay causes the trap to blind enemies in a flash, making them miss their next melee attack. Marksmanship Hunters can get access to an alternate version of this trap called Hi-Explosive Trap, that deals no damage but knocks enemies away from the trap when triggered.
** Steel Trap is exclusive to Survival, and can only be taken with the appropriate talent. The trap clasps itself around an enemy's legs, rooting them in place for a long duration. While taking damage breaks the root effect, they continue to take heavy bleed damage,
even if the trap releases them. With Waylay, the damage of the bleed effect is dramatically increased, able to kill most regular enemies by itself over the duration of the root if set up properly.
** Caltrops is a unique 'trap' for Survival Hunters, able to be selected with a talent. While it is not a trap
in the heat of combat. These classical sense, and does not trigger and cannot benefit from Waylay, it does benefit from other passives that effect traps and the Survivalist can range from carefully placed foot traps, still use it as such. The Caltrops slow and deal constant bleed damage to deadly explosive mines.enemies who walk over them.
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* BowAndSwordInAccord: Subverted. They used to be able to equip a bow before the secondary weapon slot was removed in ''Mists''

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* BowAndSwordInAccord: Subverted. They used to be able to equip a bow before the secondary weapon slot was removed in ''Mists''''Mists'' (They can still equip all 3 types of ranged weapons in their main slot if their player really wants to, but they can't use any of their skills properly)
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* TheUnfettered: In ''Legion'', the Knights of the Ebon Blade elect to "do what the living cannot". This includes everything up to [[spoiler:storming Light's Hope Chapel ''[[FullCircleRevolution again]]'' in an attempt to raise the fallen [[TheParagon Tirion Fordring]] into undeath, although it doesn't work]].

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* TheUnfettered: In ''Legion'', the Knights of the Ebon Blade elect to "do what the living cannot". This includes everything up to [[spoiler:storming Light's Hope Chapel ''[[FullCircleRevolution again]]'' in an attempt to raise the fallen [[TheParagon Tirion Fordring]] into undeath, although it doesn't work]].work. [[SecretTestOfCharacter Not that it was actually intended to work in the first place]]]].
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* SuperMode: All three specializations have access to a a talent that turns them into an ascendant, a transhuman creature made up entirely of one element. Elemental turns into a Fire Ascendant, removing the cooldown of lava burst and turning their chain lightning into the much more damaging chain lava, as well as making Lava Burst damage scale with crit. Enhancement turn into an Air Ascendant, making their auto attacks pure nature damage, and giving their auto attacks and stormstrike a 40 yard range. And Restoration turns into a Water Ascendant which duplicates all healing they do before evenly dividing it among allies in an AoE effect.

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Forgoing heavy armor, demon hunters capitalize on speed, closing the distance quickly to sever enemies with one-handed weapons. However, Illidari must also use their agility defensively to ensure that battles end favorably.

They can command chaotic energies to inflict havoc on enemies, or they can focus their powers to resist damage. Demon hunters fuel vengeful attacks and are a leather-wearing melee DPS and tank class, with only two specializations: Havoc (DPS), and Vengeance (tank).

Demon hunters can double jump, vault in and out of combat, and even unfold their monstrous wings to perform gliding descents and surprise enemies from above. Demon hunters can transform into hellish forms, enhancing their chosen role: damage-focused Illidari can teleport into combat, while those who prize defense can grant powerful supportive Auras. The chaotic energy that flows within demon hunters empowers their physical and magical strikes to devastating effect. The demon hunters' apparent blindness belies their true powers of perception. They rely on magically augmented sight to detect enemies, even those that hide behind obstacles.

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Forgoing heavy armor, demon hunters capitalize on speed, closing the distance quickly to sever enemies with one-handed weapons. However, Most Illidari must also use are adept at interweaving their agility defensively to ensure that battles end favorably.

They can command chaotic energies to inflict havoc on enemies, or they can focus their powers to resist damage. Demon hunters fuel vengeful attacks
fel magics and are a leather-wearing melee DPS and tank class, with only two specializations: Havoc (DPS), and Vengeance (tank).

Demon hunters can double jump, vault in and out of combat, and even unfold their monstrous wings to perform gliding descents and surprise enemies from above. Demon hunters can transform into hellish forms, enhancing their chosen role: damage-focused Illidari can teleport into combat, while those who prize defense can grant powerful supportive Auras. The chaotic energy that flows within demon hunters empowers
their physical aptitude into their fighting style, running circles around their prey as they wear them down with lightning-fast glaive attacks and controlled bursts of chaos magic. Their fury comes to a peak in their Metamorphosis, a terrifying winged form that magnifies their already formidable powers. Others find power in their pain, taking the frontline and soaking up damage only to deal it back in return. These warriors refine their magical strikes to devastating effect. The demon hunters' apparent blindness belies abilities, slowly tearing apart the souls of their true powers enemies and fortifying their bodies, and taking on the form of perception. They rely on magically augmented sight massive spiked demons to detect enemies, even those that hide behind obstacles.
maximize their potential.



* AllYourPowersCombined: Demon Hunters primarily employ Chaos damage in their attacks, which counts as a combination of [[UpToEleven every elemental damage type in the game]].
* TheAntiNihilist: On some level, this is what drives Demon Hunters, as described by the ''Illidan'' novel. All Illidan-trained Demon Hunters see a vision of the Legion's atrocities across the cosmos and soon realise they are dwarfed by its pure scale, yet they continue to fight regardless.

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* AllYourPowersCombined: Demon Hunters primarily employ Chaos damage in their attacks, which counts as a combination of [[UpToEleven every elemental damage type in the game]].
* TheAntiNihilist: On some level, this is what drives Demon Hunters, as described by the ''Illidan'' novel. All Illidan-trained Demon Hunters see a vision of the Legion's atrocities across the cosmos and soon realise they are dwarfed by its pure scale, yet they continue to fight regardless.regardless.
* ArmorPiercingAttack: Demon Hunters primarily employ Chaos damage in their attacks, which counts as a combination of [[InfinityPlusOneElement every elemental damage type in the game]].



* BlindfoldedVision: All Demon Hunters are blind, their vision instead coming from a demonic true sight. Though for players the blindfold is optional, as you can go without and let the world see [[BodyHorror the felfire burning in otherwise hollow eyes sockets]]. Nefarian's new class call for them mocks it: ''"Demon Hunters! How odd, covering your eyes like that. Doesn't it make it hard to see the world around you?"''
* BodyHorror: No, elves aren't supposed to grow horns. Some of the skin options also give them scales. Metamorphosis turns it [[UpToEleven Up to Eleven]].
* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[SpringJump Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. These can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* BlindfoldedVision: All Demon Hunters are blind, their vision instead coming from a demonic true sight. Though for players the blindfold is optional, as you can go without and let the world see [[BodyHorror the felfire burning in otherwise hollow eyes eye sockets]]. Nefarian's new class call for them mocks it: ''"Demon Hunters! How odd, covering your eyes like that. Doesn't it make it hard to see the world around you?"''
* BodyHorror: No, elves aren't supposed to grow horns. Some of the skin options also give them scales. scales and Metamorphosis turns it [[UpToEleven Up to Eleven]].
* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[SpringJump Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. These can be {{Combo}}ed comboed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* InstantRunes: Vengeance's ''Sigil'' spells, which carve large runes into the ground. Zigzagged though, as the sigils have a delayed effect while they take time to form.

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* InstantRunes: Vengeance's ''Sigil'' spells, which carve large runes into the ground. Zigzagged though, as the sigils have a delayed effect while they take time to form.



* PlayingWithFire: Another common element in their spells, prominently in Vengeance.



* PowerTattoo: Another unique customization feature, they also happen to have anti-magic properties for Vengeance demon hunters, and glow when a demon hunter Metamorphs.

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* PowerTattoo: Another unique customization feature, they also happen to have anti-magic properties for Vengeance demon hunters, and glow when They work as a demon hunter Metamorphs.way of regulating a Demon Hunter's power.
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Badass is no longer a trope.


* BadAss: Pretty much every class. Especially when you are a skilled player.
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** Demonology Warlocks have access to a special demon - the Felguard. This axe-wielding juggernaut is a savage killer who has only one purpose: To cause as much death and destruction as possible. Supremacy turns him into a Wrathguard, an Eredar offshoot race of demons who are similar to Felguards, except they dual wield.

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** Demonology Warlocks have access to a special demon - the Felguard. This axe-wielding juggernaut is a savage killer who has only one purpose: To cause as much death and destruction as possible. Supremacy turns him into a Wrathguard, an Eredar offshoot race of demons who are similar to Felguards, except they dual wield. [[TheStarscream Neither are particularly happy about serving you]], hence the needed Demonlogy specialty.
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** [[PowerOfTheVoid The Voidwalker]] is a bulky demon made for tanking hits and taking great punishment. While he acts like TheEeyore, he nonetheless taunts and tanks enemies for his master. With the Supremacy talent, it becomes a Void Lord, which is a more AffablyEvil version of the Voidwalker who wears armor, and has a strong shield to help tank hits.
** [[HornyDevils The Succubus]] is a crowd control focused demon who attacks with a whip. [[FetishFuel She is hopelessly in love with and obsessed with her master]], and does whatever he asks. She has a Seduce ability, which enthralls an enemy, [[AnythingThatMoves no matter the gender]], for a short time. Supremacy turns her into a Shivarra, a much less friendly but no less [[{{Fanservice}} fanservicy]] (Or [[FanDisservice fan-diservicy]]?) demon who wields vicious swords.
** [[{{Hellhound}} The Felhunter]] is a dog-like demon beast who is adept at sniffing out and consuming magic. While evil and demonic, they're just puppies to their warlock master, and have the ability to silence and dispel spellcasters. With Supremacy, the Felhunter changes to an Observer, a demon that looks like [[{{Oculothorax}} a floating octopus with a giant eye]] who are living archives of the Legion's victories and hold secrets and knowledge of planets long forgotten or destroyed and are more than willing to share said knowledge with a master who lets them taste the exotic magics all around the universe.

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** [[PowerOfTheVoid The Voidwalker]] is a bulky demon made for tanking hits and taking great punishment. While he acts like TheEeyore, he nonetheless taunts and tanks enemies for his master. With the Supremacy talent, it becomes a Void Lord, which is a more AffablyEvil AffablyEvil, less whiny version of the Voidwalker who wears armor, and has a strong shield to help tank hits.
** [[HornyDevils The Succubus]] is a crowd control focused demon who attacks with a whip. [[FetishFuel She is hopelessly in love with and obsessed with her master]], and does whatever he asks. She has a Seduce ability, which enthralls an enemy, [[AnythingThatMoves no matter the gender]], for a short time. Supremacy turns her into a Shivarra, a much less ([[{{Tsundere}} openly]]) friendly but no less [[{{Fanservice}} fanservicy]] (Or [[FanDisservice fan-diservicy]]?) demon who wields vicious swords.
** [[{{Hellhound}} The Felhunter]] is a dog-like demon beast who is adept at sniffing out and consuming magic. While evil and demonic, they're just puppies to their warlock master, and have the ability to silence and dispel spellcasters. With Supremacy, the Felhunter changes to an Observer, a demon that looks like [[{{Oculothorax}} a floating octopus with a giant eye]] who are living archives of the Legion's victories and hold secrets and knowledge of planets long forgotten or destroyed and [[SycophanticServant are more than willing willing]] to share said knowledge with a master who lets them taste the exotic magics all around the universe.
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Army Of The Dead has been renamed to Cavalry Of The Dead per TRS. Night Of The Living Mooks covers undead armies in general.


* PlagueMaster: Unholy death knights specialize in weakening and damaging their enemies with diseases while their [[ArmyOfTheDead undead minions]] deal the fatal blow.

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* PlagueMaster: Unholy death knights specialize in weakening and damaging their enemies with diseases while their [[ArmyOfTheDead [[NightOfTheLivingMooks undead minions]] deal the fatal blow.
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Army Of The Dead has been renamed to Cavalry Of The Dead per TRS. Night Of The Living Mooks covers undead armies in general.


* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. While all Death Knights can learn to resurrect their allies, the Unholy specialization has the best use of this, being able to summon ghouls and skeletons as permanent minions, [[BodyHorror transform ghouls into monstrosities]], animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.

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* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. While all Death Knights can learn to resurrect their allies, the Unholy specialization has the best use of this, being able to summon ghouls and skeletons as permanent minions, [[BodyHorror transform ghouls into monstrosities]], animate gargoyles and even [[ArmyOfTheDead [[NightOfTheLivingMooks raise a whole undead army]] on his/her own.
Is there an issue? Send a MessageReason:
Army Of The Dead has been renamed to Cavalry Of The Dead per TRS. Night Of The Living Mooks covers undead armies in general.


** Apocalypse, a two-handed [[EvilWeapon demonic sword]] for Unholy death knights, capable of summoning its own ArmyOfTheDead and previously used by dreadlords to spread a HatePlague.

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** Apocalypse, a two-handed [[EvilWeapon demonic sword]] for Unholy death knights, capable of summoning its own ArmyOfTheDead [[NightOfTheLivingMooks army of the dead]] and previously used by dreadlords to spread a HatePlague.

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Army Of The Dead has been renamed to Cavalry Of The Dead per TRS. Night Of The Living Mooks covers undead armies in general.


* ArmyOfTheDead: Formerly a signature skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time[[labelnote:*]]A permanent ghoul or abomination, a permanent skeleton from talents, a gargoyle or Val'kyr, a super-zombie proc, 8 ghouls from Army of the Dead and 8 more from the artifact power[[/labelnote]] -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.


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* NightOfTheLivingMooks: Formerly a signature skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time[[labelnote:*]]A permanent ghoul or abomination, a permanent skeleton from talents, a gargoyle or Val'kyr, a super-zombie proc, 8 ghouls from Army of the Dead and 8 more from the artifact power[[/labelnote]] -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.
Is there an issue? Send a MessageReason:
Army Of The Dead has been renamed to Cavalry Of The Dead per TRS. Night Of The Living Mooks covers undead armies in general.


* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead summon various undead minions]] to do their bidding, including up to ''two'' permanent pets at the same time. In ''Legion'' all varieties of Death Knights can do this on certain quests.

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* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead [[NightOfTheLivingMooks summon various undead minions]] to do their bidding, including up to ''two'' permanent pets at the same time. In ''Legion'' all varieties of Death Knights can do this on certain quests.
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* HealItWithFire: One of the mages' spells: "Cauterize" involves the mage burning their wound together, healing them immediately but damaging them afterwards.

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* HealItWithFire: One of the mages' spells: spells, "Cauterize" involves the mage burning their wound together, healing them immediately but damaging them afterwards.



** Felo'melorn, a [[ElementalWeapon caster sword]] for Fire mages, combined with its attached offhand, a blade passed down through the Sunstrider dynasty before Kael'thas' fall from grace.
** Ebonchill, a MagicStaff for Frost mages originally wielded by the First Guardian, Alodi.

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** Felo'melorn, Felo'melorn (Elvish for "Flamestrike"), a [[ElementalWeapon caster sword]] spellblade]] for Fire mages, combined with its attached offhand, a blade once passed down through the royal Sunstrider dynasty before Prince Kael'thas' fall from grace.
grace, combined with its attached offhand,.
** Ebonchill, a MagicStaff for Frost mages originally wielded by the First Guardian, first Guardian of Tirisfal, Alodi.



** Truthguard, a [[LuckilyMyShieldWillProtectMe shield]] for Protection paladins, combined with its attached sword Oathseeker.
** The Silver Hand, a [[DropTheHammer hammer]] for Holy paladins originally wielded by the Titanic watcher Tyr, alongside a tome.

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** Truthguard, a [[LuckilyMyShieldWillProtectMe shield]] for Protection paladins, which wields Titan magic capable of revealing hidden demons, combined with its attached sword Oathseeker.
** The Silver Hand, a [[DropTheHammer hammer]] for Holy paladins originally wielded by the Titanic watcher Tyr, Tyr following the loss of his hand, alongside a tome.
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None


** The spear can be transmogrified into a two-handed [[{{BFS}} sword]] or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?

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** The spear can be transmogrified into a two-handed [[{{BFS}} sword]] or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, however, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?
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None


** The spear can be transmogrified into a two-handed {{BFS sword}} or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?

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** The spear can be transmogrified into a two-handed {{BFS sword}} [[{{BFS}} sword]] or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?
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None


** The spear can be transmogrified into a two-handed [[BFS sword]] or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?

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** The spear can be transmogrified into a two-handed [[BFS sword]] {{BFS sword}} or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?

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None


** The spear can be transmogrified into a two-handed [[BFS sword]] or [[AnAxeToGrind axe]], which could be just as appropriate depending on your preferences. The abilities emphasize a spear, though. More strangely, though, would be transmogrifying your spear to a [[SimpleStaff staff]]. Perhaps your wild-walking stick?



* PoisonedWeapons: Poisoned-tipped arrows used to be a common occurrence, with an entire assortment of 'Stings' they could use to debilitate their targets. Nowadays, most Stings are removed, with only Serpent Sting remaining for Survival Hunters, and Wyvern Sting (A poison that puts enemies to sleep) for other Hunters.

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* PoisonedWeapons: Poisoned-tipped arrows used to be a common occurrence, with an entire assortment of 'Stings' they could use to debilitate their targets. Nowadays, most Stings are abilities used by Hunters that emphasize envenomed weapons. While Stings were once largely removed, they've made something of a resurgance in ''Legion'', with only every spec having access to one sting, and more through the PvP Honor Talent system. Each sting is named for an animal, and so represents the venom attributed to that animal. This differenciates the venoms used by Hunters to the poisons used by Rogues.
**
Serpent Sting remaining for - Available only to Survival Hunters, and this is a very straightforward venom; it deals damage over time.
**
Wyvern Sting (A poison that puts - The potent venom of a wyvern acts as a tranquilizer and places enemies into a trance-like sleep. Available to sleep) for other Hunters.Beast Mastery and Marksmanship Hunters.
** Viper Sting - The mind-numbing venom of a viper has a hazardous effect on healing magics, reducing healing done by the target by 30% until the caster concentrates hard enough to counteract the effects (IE, casts a healing spell with a long cast time).
** Scorpid Sting - This muscle numbing venom reduces the critical strike chance of a victim's physical attacks.
** Spider Sting - Similar to Viper Sting, but this venom isn't limited to healing spells. While the venom holds (5 seconds), the next spell cast by the target incurs a short-duration silence, preventing them from casting more spells.
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None


* AddictionPowered: It is heavily implied both in lore and in game that monks are very fond of consuming alcoholic beverages. However, only Brewmasters use it as part of their fighting style nowadays.

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* AddictionPowered: It is heavily implied both in lore and in game that monks are very fond of consuming alcoholic beverages. However, only Brewmasters use it as part of their fighting style nowadays.in ''Legion''.
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None


* CombatPramgatist: Choosing the Leg Sweep talent makes the monk capable of this.

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* CombatPramgatist: CombatPragmatist: Choosing the Leg Sweep talent makes the monk capable of this.

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* AddictionPowered: It is heavily implied both in lore and in game that monks are very fond of consuming alcoholic beverages.

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* AddictionPowered: It is heavily implied both in lore and in game that monks are very fond of consuming alcoholic beverages. However, only Brewmasters use it as part of their fighting style nowadays.



* BareFistedMonk: Averted to an extent. Most core abilities forgo the weapons in favor of strong kicks or punches, but fist weapons are incorporated into Tiger Palm and Fists of Fury, and Jab changes depending on the monk's equipped weapon.

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* BareFistedMonk: Averted to an extent. Most core abilities forgo the weapons in favor of strong kicks or punches, but fist weapons are incorporated into Tiger Palm and Fists of Fury, and Jab changes changed depending on the monk's equipped weapon.



* CombatPramgatist: Choosing the Leg Sweep talent makes the monk capable of this.
* DivingKick: Flying Serpent Kick lets a Windwalker monk quickly move about this way.
** DynamicEntry: If the Windwalker uses it to enter combat.



* LightningBruiser: The windwalker monk in essence.

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* LightningBruiser: The windwalker Windwalker monk in essence.


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* SpotOfTea: In contrast to Brewmasters, Mistweavers use magically-enhanced Thunder Focus Tea to empower their heals. Mistweavers who choose the Mana Tea talent also use tea to restore mana during combat.
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None

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* GrapplingHookPistol: Outlaw rogues can pick up a Grappling Hook to leap to not-normally-accessible areas.
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None


** The Dreadblades, a [[DualWielding set of]] [[CoolSword cutlasses]] for Outlaw rogues.

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** The Dreadblades, a [[DualWielding set of]] [[CoolSword demonic cutlasses]] for Outlaw rogues.rogues, which compel their wielder to [[HungryWeapon feed the blades]].
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None


** Fangs of Ashamane, [[DualWielding two daggers]] for Feral druids formed from the teeth of panther Wild God.

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** Fangs of Ashamane, [[DualWielding two daggers]] for Feral druids formed from the teeth of the panther Wild God.



** Titanstrike, a [[{{BFG}} gun]] for Beast Mastery hunters, crafted by the Titanic keeper Mimiron.

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** Titanstrike, a [[{{BFG}} gun]] for Beast Mastery hunters, crafted by the Titanic keeper Mimiron. While wielding Titanstrike, the hunter can also call on Thorim's wolf, Hati, as a second pet.



** Ebonchill, a [[MagicStaff staff]] for Frost mages originally wielded by the First Guardian, Alodi.

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** Ebonchill, a [[MagicStaff staff]] MagicStaff for Frost mages originally wielded by the First Guardian, Alodi.



** Double subverted by the Blood Elf Paladins. Though High Elves had their own Priests prior to the fall of Quel'thalas, the Blood Elves' desperation led to the use of demonic powers and weakened their natural connection to the Light; the Blood Knights instead gained their holy powers by ''[[PoweredByAForsakenChild leeching them directly from a captive]] [[OurAngelsAreDifferent Naaru]]''. They later [[TheAtoner realized the error of their ways]], and when Velen reignited the Sunwell, they learned to once again draw their powers from faith.

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** Double subverted by the Blood Elf Paladins. Though High Elves had their own Priests prior to the fall of Quel'thalas, the Blood Elves' desperation led to the use of demonic powers and weakened their natural connection to the Light; the Blood Knights instead gained their holy powers by ''[[PoweredByAForsakenChild leeching them directly from a captive]] [[OurAngelsAreDifferent Naaru]]''. They later [[TheAtoner realized the error of their ways]], and when Velen [[EasilyForgiven reignited the Sunwell, Sunwell]], they learned to once again draw their powers from faith.



* MagicKnight: They are the typical high fantasy paladin.

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* MagicKnight: They are the typical high fantasy paladin.paladin, blending strong armor, heavy weapon strikes and healing magic.



* PowerOfTheVoid: Shadow priests draw power from the void and uses void energy to empower their offensive spells.

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* PowerOfTheVoid: Shadow priests draw power from the void and uses use void energy to empower their offensive spells.



* WhiteMagic: They gain most of their power through the Holy Light.

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* WhiteMagic: They Holy and Discipline priests gain most of their power through the Holy Light.



** The Doomhammer, a [[DropTheHammer hammer]] for Enhancement shamans, which gives the user the power to summon an [[ElementalWeapon elemental replica]] for their offhand.

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** The Doomhammer, a [[DropTheHammer hammer]] for Enhancement shamans, shamans previously wielded by Warchief Thrall, which gives the user the power to summon an [[ElementalWeapon elemental replica]] for in their offhand.



** The Maw of the Damned, a [[AnAxeToGrind two-handed axe]] for Blood death knights, a [[HungryWeapon soul-leeching weapon]] adorned with the [[AndIMustScream skull of the crazed demon who crafted it]].
** Apocalypse, a two-handed [[EvilWeapon demonic sword]] for Unholy death knights, capable of summoning its own ArmyOfTheDead and previously used by dreadlords to create a HatePlague.
** The Blades of the Fallen Prince, a [[DualWielding pair of]] [[ElementalWeapon icy blades]] for Frost death knights, reforged from the shards of Frostmourne after the fall of Icecrown Citadel.

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** The Maw of the Damned, a [[AnAxeToGrind two-handed axe]] for Blood death knights, a [[HungryWeapon soul-leeching weapon]] adorned with the [[AndIMustScream conscious skull of the crazed demon who crafted it]].
** Apocalypse, a two-handed [[EvilWeapon demonic sword]] for Unholy death knights, capable of summoning its own ArmyOfTheDead and previously used by dreadlords to create spread a HatePlague.
** The Blades of the Fallen Prince, a [[DualWielding pair of]] [[ElementalWeapon icy blades]] for Frost death knights, reforged from the shards of Frostmourne after the fall of Icecrown Citadel.the Lich King Arthas Menethil -- and still haunted by him.
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It says quite clearly on the page for And The Fandom Rejoiced not to link to it. It is for in-universe examples and links from the descriptions at the beginning of related trope pages only.


** Ashbringer, the long-awaited two-handed [[ElementalWeapon fiery sword]] for Retribution paladins. AndTheFandomRejoiced.

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** Ashbringer, the long-awaited two-handed [[ElementalWeapon fiery sword]] for Retribution paladins. AndTheFandomRejoiced.

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