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1[[foldercontrol]]
2
3!Campaign Characters
4
5[[folder:Protagonists]]
6----
7* OriginalCharacter: The main protagonists of the campaign are completely new characters that do not originate from canon ''VideoGame/{{Warcraft}}'', with the exception of Yrel.
8
9!!Arnak Bladeweaver
10* TheArmorer: Ironically, he's literally one for Orgrim, but switches sides before he get any gratitude (or lack thereof).
11* 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]].
12* 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.]]
13* 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.
14* DemonicPossession: [[spoiler:Apparently Arnak became a host body to a powerful demon after his revival]].
15* 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.
16* 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.
17* UltimateBlacksmith: in this continuity, he has crafted the Doomplate (the armor worn by Orgrim Doomhammer). He also forged his own sword Veilrender.
18
19!!Wulnar Steelskin
20----
21* 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.
22* NonHumanHumanoidHybrid: Wulnar is a half-orc, half-ogre.
23
24!!Yrel
25----
26* 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).
27* BloodKnight: she REALLY likes killing evildoers.
28-->'''Yrel:''' Believe me, I will kill not in anger or hatred, but in pure, pious joy.
29* CruelMercy: If she chooses to wipe out the Bloodmaul clan, Yrel spares the life of Wulnar Steelskin, denying him an honourable death:
30-->'''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.
31-->'''Wulnar:''' So you did understand what it means to be a pit fighter, after all.
32-->'''Yrel:''' I always did. I just didn’t allow it to become all I am. Unlike you.
33* 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.
34* 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.
35* 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.
36* PowerGivesYouWings: she has illusionary angelic wings similar to those seen in Warlords of Draenor cinematic, but at all times.
37* RealMenLoveJesus: Yrel's a badass fighter and almost a KnightTemplar, but also generally good natured, extremely pious and sincere in her faith.
38* SuicidalOverconfidence: [[spoiler:trying to take on Blackhand single-handedly doesn't end well. She survives, but is badly wounded.]]
39[[/folder]]
40
41[[folder:Orcish Horde]]
42----
43
44!!Gul'dan
45----
46* 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.
47
48!!Orgrim Doomhammer
49----
50* BerserkButton: Do not call him Backstabber, or question his honor. He WILL kill you for that. In honorable combat, of course.
51* 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.
52* 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.
53* TheStarscream: is shown at least considering overthrowing Warchief Blackhand.
54* TinTyrant: wears the Doomplate and even comments it's much better than fur and bone.
55
56!!Grommash Hellscream
57----
58* 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.
59[[/folder]]
60
61[[folder:Burning Legion]]
62!!Kil'jaeden
63----
64* StationaryBoss: In his boss fight, Kil'jaeden does not move away from the Black Gate.
65* 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.
66[[/folder]]
67
68[[folder:Gorian Empire]]
69!!In general
70----
71* 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 Butcher hero also "heals" allies by feeding them.
72* {{Cult}}: Many ogres are insane worshippers of the Void. The Prophet of Ruin is a cult leader themed hero.
73* EnemyMine: they are willing to ally with the Draenei against the Orcish Horde, [[spoiler:though this alliance won't last long]].
74* 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.
75* OurOgresAreHungrier: They are a combination of caveman-styled feral ogres, Roman-styled imperial ogres and a variety of enslaved giants and monsters.
76* 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.
77
78!!Gug'rokk
79An Ogre slaver in charge of Bloodmaul Slag Mine, previously only found in Alternate Draenor. The heroes [[spoiler:lead a Gladiator Revolt against him]].
80----
81* BadBoss: had his servants blinded and crippled for the slighest offenses.
82* SlaveryIsASpecialKindOfEvil: Gug'rokk is a notorious slave trader and one of the most vile and sadistic characters.
83* 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.
84
85!!Barbaros
86The 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.
87----
88* AffablyEvil: For a brutal slaver and warlord, he's extremely calm, polite and eloquent, and almost never loses his composure.
89* ImAHumanitarian: Orders a feast made out of defeated orcs' remains.
90* KarmicDeath: If Yrel chooses to wipe out the Bladespire, Barbaros is torn apart by the slaves he's oppressed for his entire life.
91* NonIndicativeName: Barbaros is the ''least'' barbarous of all ogre characters in the campaign.
92* SesquipedalianLoquaciousness: Barbaros is slipping into this at times.
93-->'''Barbaros:''' But enough of these intricate contemplations… Your attention as a 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.
94* SympatheticSlaveOwner: Downplayed. Despite being a Slavedriver, he is probably the most sympathetic Gorian ogre... but this still doesn't make him a good person. When Yrel is bothered by how Lost slaves are mistreated by ogres, Barbaros offers only to put them out of their misery.
95
96!!Ginghema and Bhastinde
97----
98A duo of Ogre sisters. Both are powerful sorceresses and Ginghema was once the consort of Imperator Mar'gok.
99
100* AngstySurvivingTwin: [[spoiler:Bhastinde isn't happy about Ginghema's death.]]
101* BigEater: Ginghema comments on Draenei and orcs being tasty morsels. Bhastinde's lair is full of bones, presumably from her devoured victims.
102* {{Expy}}: They are 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 Ginghema at one point, quoting Silco from Arcane.
103* 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 Imperator Mar'gok too, since he wasn't married in canon.
104* RedOniBlueOni: with hair colors reversed. Ginghema is a psychotic killer and Bhastinde is more reserved and calm.
105
106[[/folder]]
107
108[[folder:Misc]]
109!!K'ara
110----
111* 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.
112* 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. Dying to her nets an achievement.
113
114!!Gruul
115----
116* 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).
117* 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.
118* 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).
119[[/folder]]
120!Units
121
122[[folder:Draenei]]
123----
124* AntiAir: The Sky Watch's Storm Cloud deals damage and slowing flying enemies in its area of effect.
125* DeflectorShields: Impenetrable Dome creates a barrier over the Seat of Light that blocks all damage and spells.
126* StatusBuffDispel: The Altar of the Naaru's Rite of Purification removes all buffs from an enemy or debuffs from an ally.
127* WeatherControlMachine: The Sky Watch can use Storm Cloud to create a storm that hinders aerial enemies.
128
129!!Artificer
130->'''Level:''' 1
131----
132* WorkerUnit: Artificers gather gold and lumber, and build, repair and empower Draenei buildings.
133
134!!Shadow Keeper
135->'''Level:''' 1
136----
137* SeeTheInvisible: Befitting their role as scouts, Shadow Keepers can spot invisible enemies.
138* StealthExpert: Shadow Keepers are always invisible when not attacking.
139* {{Teleportation}}: Shadow Keepers can teleport a short distance, across units and impassable terrain.
140
141!!Peacekeeper
142->'''Level:''' 1
143----
144* LuckilyMyShieldWillProtectMe: The Arkonite Shields passive ability reduces Piercing and Magic damage taken.
145* MightyGlacier: Compared to other basic melee units, the Peacekeeper is very sturdy and hits hard but also moves fairly slowly.
146* MookCommander: A Peacekeeper boosts the Armor of nearby friendly land units.
147
148!!Rangari
149->'''Level:''' 1
150----
151* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the Rangari's arrows have a chance to deal bonus damage and never miss.
152* SeeTheInvisible: The Rangari can see invisible enemies.
153
154!!Vindicator
155->'''Level:''' 2
156----
157* DefeatEqualsExplosion: When killed, a Vindicator explodes in a blast of light that deals damage to nearby enemies, leaving behind no corpse.
158* MookCommander: A Vindicator boosts the health regeneration of nearby friendly units.
159* ResistantToMagic: Vindicators take less damage from magical attacks and spells.
160
161!!Irontusk
162->'''Level:''' 3
163----
164* DamageIncreasingDebuff: After Ironbreaker is researched, non-Bulky enemies standing next to an Irontusk lose 66% of their base armor.
165* WarElephants: The Irontusk is a draenei warrior riding an elekk (an elephant-like creature).
166
167!!Sorcerer
168->'''Level:''' 2
169----
170* BlackMage: Sorcerers deal devastating damage from long range, and can boost the damage of allies, silence enemies or call down arcane meteors.
171* MeteorSummoningAttack: Star Pact condenses arcane energy and causes it to rain down like a meteor, dealing massive damage.
172* PowerNullifier: Sorcerers can silence enemies with Purge the Corruption.
173
174!!Anchorite
175->'''Level:''' 2
176----
177* BackFromTheDead: Call of the Light resurrects a nearby non-Shadow ally.
178* BreakablePowerUp: The healing provided by Renew will be lost if the recipient takes any damage.
179* HealingHands: The Anchorite has two abilities dedicated to healing friendly units in different ways.
180* 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.
181
182!!Soulpriest
183->'''Level:''' 2
184----
185* 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.
186* 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).
187* LifeDrain: Allies standing in a Sacred Ground are healed by a percentage of their melee damage.
188* ResistantToMagic: Soulpriests take reduced damage from spells and magical attacks.
189* {{Synchronization}}: Soul Conduit connects friendly mechanical units and buildings, dividing the damage they take between them.
190
191!!Vigilant
192->'''Level:''' 3
193----
194* MiniMecha: The Vigilant is a bipedal walker towering over its comrades.
195* ShieldBash: Vigilants can use Shattering Throw to throw their shield at an enemy, dealing damage and stunning the target.
196
197!!Eye of Augari
198->'''Level:''' 2
199----
200* ManaBurn: The Eye of Augari's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
201* SeeTheInvisible: Eyes of Augari can see invisible enemies.
202
203!!Skyguard
204->'''Level:''' 2
205----
206* AntiAir: In Phase mode, the Skyguard only serves to kill flying enemies.
207* CripplingOverspecialization: In Phase mode, the Skyguard is a dedicated anti-air unit and harmless against anything on the ground.
208* DamageIncreasingDebuff: The Skyguard's attacks have a chance to inflict a debuff that causes the target to take extra damage.
209* 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.
210* KungFuProofMook: In Conduit mode, Skyguards are immune to magic.
211
212!!Argunite Battery
213->'''Level:''' 2
214----
215* 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.
216* ManaShield: The Argunite Protector's Force Barrier causes damage taken to be redirected to its mana pool.
217* SiegeEngines: The Argunite Battery is an artillery piece that outranges defensive structures and deals Siege damage.
218
219!!Solar Hawk
220->'''Level:''' 3
221----
222* AntiStructure: Solar Hawks and their Solar Flare minions deal Siege damage.
223* DeathActivatedSuperpower: When a Solar Hawk dies, its corpse is ignited, dealing damage over time to nearby enemies and structures.
224* EnemySummoner: Solar Hawks can create Solar Flares from corpses.
225* PlayingWithFire: Solar Hawks attack by setting enemies on fire.
226
227!!Argunite Turrets
228->'''Level:''' 3
229----
230* 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.
231* ManaBurn: The Argunite Melter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
232* 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.
233* StatusBuffDispel: The Argunite Melter's attack removes all positive buffs from an enemy.
234* 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.
235* SupportPartyMember: The Argunite Emitter does not attack, instead using Radiance and Energize to restore the HP and MP of friendly units.
236
237!!Lucent
238->'''Level:''' 5
239----
240* InvisibilityCloak: In the campaign, Cloaking Fog turns the Lucent invisible until it attacks, allowing it to carry soldiers past enemy ships.
241* ManaShield: In melee games, Cloaking Fog causes damage taken by the Lucent to be partially redirected to its mana pool.
242
243!!Awakener
244->'''Level:''' 3
245----
246* EnemySummoner: An Awakener can summon Sun Keepers to bombard enemies from above.
247* RayGun: The Awakener is armed with Apexis crystals, which fire weaponised sunlight.
248* SeeTheInvisible: Awakeners can spot nearby invisible enemies.
249
250!!Lightbringer
251->'''Level:''' 5
252----
253* ArmorPiercingAttack: While the Lightbringer's Unmaker deals magical damage, it bypasses magic immunity.
254* DefogOfWar: Guiding Light temporarily reveals the area surrounding a target point, including invisible enemies.
255* 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.
256* 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.
257
258!!Sun Keeper
259->'''Level:''' 1
260----
261* AlwaysAccurateAttack: Sun Keepers cannot miss when attacking Shadow enemies.
262[[/folder]]
263
264[[folder:Orcs]]
265----
266* ArrowsOnFire: In addition to their normal attack, the Hellfire Tower and Maw of Hell passively occasionally fire flaming arrows at all enemies in range.
267* AttackSpeedBuff: The vast majority of non-spellcaster, non-mechanical orc units (regardless of whether belong to the Orc faction or not, except the Shadowblade, Drake Rider and all Twilight's Hammer variants) can use Blood Fury, an autocast ability that temporarily increases attack speed.
268* DiscardAndDraw:
269** The Blood Rage upgrade improves the Blood Fury ability shared by many Orc units, but also permanently reduces their Armor.
270** The Ironbound Wood upgrade increases the durability of mechanical units and permanently slows them down.
271* HealingFactor: Unusually for a building, the Dragon Roost can be upgraded with health regeneration.
272* 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.
273* 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.
274
275!!Peon
276->'''Level:''' 1
277->'''Variants:''' Siege Worker, Pale Wretch
278----
279* WorkerUnit: Peons gather gold and lumber and build and repair Orc buildings.
280
281!!War Pig
282->'''Level:''' 1
283----
284* SeeTheInvisible: War Pigs can detect invisible enemies in a small range around themselves.
285* SuicideAttack: A War Pig can blow itself up to deal damage to nearby enemies.
286* WorkerUnit: Each War Pig increases maximum Food by one, serving as a cheap and instantly-available, albeit very fragile alternative to Pig Farms.
287
288!!Grunt
289->'''Level:''' 1
290->'''Variants:''' Scarshield, Pale Scavenger, Savage, Bloodclaw
291----
292* CriticalHit: A Grunt has a chance to deal double damage when attacking Heroes. Savages can also do this when attacking Resistant enemies.
293* HyperactiveMetabolism: The Pale Scavenger can eat a corpse to heal themselves with the Eat Your Fill ability.
294* 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.
295* MookCommander: A Grunt boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units. Bloodclaws boost armor (of all nearby allies) instead, while Savages lack this ability.
296
297!!Spearthrower
298->'''Level:''' 1
299->'''Variants:''' Inciter, Pale Stinger
300----
301* ElementalWeapon: Inciters throw flaming javelins that ignite enemy units and buildings, dealing damage over time.
302* JavelinThrower: Serving as the basic Orc ranged unit, the Spearthrower's javelins deal relatively high damage, offset by short range and slow attack speed.
303* 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.
304* PoisonedWeapons: Instead of javelins, Pale Stingers fire Poison Arrows (which is also a passive ability).
305
306!!Marauder
307->'''Level:''' 2
308->'''Variants:''' Terrorizer, Pale Eviscerator
309----
310* HyperactiveMetabolism: The Marauder can eat a corpse to heal themselves with the Eat Your Fill ability.
311* LuckilyMyShieldWillProtectMe: The Terrorizer's Blackrock Shield passively reduces all damage taken from Magic and Piercing attacks.
312* VideoGameStealing: The Marauder's attacks steal resources from enemy land units and structures.
313
314!!Catapult
315->'''Level:''' 2
316----
317* LongRangeFighter: While the Catapult's maximum range is long, it cannot attack units that get too close.
318* SiegeEngines: It is a long-ranged building destroyer that can set targets on fire for extra damage.
319
320!!Necrolyte
321->'''Level:''' 2
322->'''Variants:''' Corpse Burner, Pale Desecrator
323----
324* {{Necromancer}}: Necrotic Bolts cause enemies to be reanimated as Bone Warriors (or Bone Archers and Desecrated Bones, for the Corpse Burner and Pale Desecrator variants respectively).
325* PowerNullifier: Blood Boil silences the target, in exchange for increasing attack and movement speed.
326* SquishyWizard: Necrolytes have Unarmored armor and little HP, making them easy to kill if focused on.
327* StatusBuffDispel: Consume Spirits removes all ongoing buffs and debuffs from units in the area, and deals damage to summoned units.
328
329!!Warlock
330->'''Level:''' 2
331->'''Variants:''' Hellcaller
332----
333* CombatMedic: The Warlock can heal and boost allies' armor with Fel Skin, and dish out a fair bit of damage with right-click attacks.
334* 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.
335* LockedOutOfTheFight: Banishment turns the target invulnerable and unable to act, effectively removing it from the fight for the duration.
336* PlayingWithFire: The Hellcaller variant exchanges Eye of Kilrogg with Firebolt, which deals damage and stuns an enemy.
337* SeeTheInvisible: The Eye of Kilrogg can see invisible enemies.
338
339!!Death Knight
340->'''Level:''' 3
341----
342* AutoRevive: When corporeal, the Death Knight comes back to (un)life when killed, though this ability has a very long cooldown.
343* BlackMage: Whereas the Necrolyte and Warlock serve a more supportive role, the Death Knight is a purely offensive spellcaster.
344* 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.
345* MookCommander: An ethereal Death Knight boosts the damage of nearby friendly melee units.
346* NonHumanUndead: Undead orc warlocks and necrolytes possessing the bodies of fallen human knights.
347* SeeTheInvisible: Death Knights can detect invisible enemies when in ethereal form.
348
349!!Brute
350->'''Level:''' 2
351->'''Variants:''' Behemoth, Pale Bloodgorger
352----
353* HealingFactor: Most organic units slowly regenerate HP, but the Brute also has Fel Blood, an upgrade which increases health regeneration.
354* LifeDrain: The Brute is healed by a percentage of the damage dealt in melee, and confers a smaller bonus onto nearby allies.
355* 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.
356
357!!Infiltrator
358->'''Level:''' 2
359----
360* PoisonedWeapons: When attacking, the Infiltrator has a chance to backstab and poison the enemy.
361* StealthExpert: Infiltrators are permanently invisible unless attacking.
362* VideoGameStealing: The Infiltrator's attacks steal resources from enemy land units.
363
364!!Raider
365->'''Level:''' 3
366->'''Variants:''' Sythegore Raider, Wolf Lord
367----
368* HorseOfADifferentColor: Raiders ride giant wolves that are as big as horses.
369* JavelinThrower: Unlike standard Raiders, Wolf Lords are ranged units armed with javelins.
370* MookCommander: The Raider boosts movement speed and health regeneration of nearby non-Shadow living friendly units.
371
372!!Dragon Whelp
373->'''Level:''' 2
374----
375* FragileSpeedster: Dragon Whelps are fast, but have little health and damage.
376* PlayingWithFire: The Dragon Whelp's breath sets attacked enemies on fire.
377
378!!Drake Rider
379->'''Level:''' 3
380----
381* DragonRider: As indicated by its name, this unit is an orc warrior riding on the back of a red drake.
382* PlayingWithFire: The Drake's breath sets attacked enemies on fire.
383
384!!Pathfinder
385->'''Level:''' 2
386----
387* CriticalHit: A Pathfinder has a chance to deal double damage.
388* SeeTheInvisible: Pathfinders can spot invisible enemies.
389* StealthExpert: Pathfinders are permanently invisible unless attacking.
390
391!!Zeppelin
392->'''Level:''' 5
393----
394* NitroBoost: A Zeppelin can use Nitro Boost to give itself a quick, temporary boost to movement speed.
395* SeeTheInvisible: The Zeppelin's sensors can detect invisible enemy units.
396
397!!Hired Gronnling
398->'''Level:''' 2
399----
400* 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 in exchange for having no minimum range.
401
402!!Boarder
403->'''Level:''' 5
404----
405* HooksAndCrooks: The Boarder attacks with grappling hooks, which slow the attack and movement speed of enemies.
406
407!!Destroyer
408->'''Level:''' 3
409----
410* AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage to buildings.
411* AntiVehicle: The Destroyer's attacks deal bonus damage to mechanical units.
412* CastFromMoney: The Destroyer's Depth Charge ability costs gold to use.
413* DelayedExplosion: The Depth Charge explodes 5 seconds after being planted, unless destroyed manually first.
414* SeaMine: The Destroyer can plant an invisible Depth Charge, which detonates when destroyed or its duration runs out.
415
416!!Juggernaught
417->'''Level:''' 5
418----
419* MoreDakka: When using Covering Fire, the Juggernaught repeatedly bombards the area with multiple shells.
420* SiegeEngines: The Juggernaught's cannon deals Siege damage and boasts a massive range exceeding any defensive structure.
421
422!!Bone Warrior
423->'''Level:''' 1
424->'''Variants:''' Bone Archer, Desecrated Bones
425----
426* ArrowsOnFire: Branding Iron passively sets a Bone Archer's arrows on fire, dealing damage over time to attacked enemies.
427* DemBones: Bone Warriors are undead skeletons created from killed enemies.
428* WeakToMagic: Bone Warriors take double damage from magic.
429
430!!Daemon
431->'''Level:''' 3
432----
433* BigRedDevil: The Daemon is the standard red demon with a pair of bat wings.
434* 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).
435* KungFuProofMook: Daemons are immune to all spells and magical effects, and are affected by other abilities as if they were Heroes.
436* 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.
437[[/folder]]
438
439[[folder:Ogres]]
440----
441* 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.
442* 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.
443* 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).
444* WeatherControlMachine: The Storm Pillar creates a thunderstorm around itself, which slows down and strikes enemies that approach.
445
446!!Drudge
447->'''Level:''' 1
448----
449* 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).
450
451!!Basher
452->'''Level:''' 1
453----
454* HyperactiveMetabolism: Bashers can consume corpses to heal themselves.
455* PowerFist: The Basher fights with a pair of spiked gauntlets.
456
457!!Tracker
458->'''Level:''' 1
459----
460* SeeTheInvisible: Trackers can see invisible enemies in a small distance.
461
462!!Gladiator
463->'''Level:''' 1
464----
465* 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.
466* InescapableNet: Gladiators can throw a net to immobilise enemies and confine flying ones to the ground.
467
468!!War Hog
469->'''Level:''' 2
470----
471* DoubleEdgedBuff: Activating It Smells Bacon On You! increases the War Hog's movement speed, attack speed and damage taken.
472* 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}}''.
473* 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.
474
475!!Magus
476->'''Level:''' 2
477->'''Variants:''' Twilight Magus
478----
479* AttackSpeedBuff: Magi can use Bloodlust to increase the attack and movement speed of friendly units.
480* DefogOfWar: Haunting Oculus creates an immobile Oculus to observe the area from above.
481* TrapMaster: The Magus can create a Rune of Blood, an invisible trap that will detonate when destroyed or stepped on.
482
483!!Geomancer
484->'''Level:''' 2
485----
486* AntiStructure: Geomancers deal Siege damage and outrange defensive structures, and their Earthquake spell also deals damage to buildings.
487* BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
488* DishingOutDirt: Geomancers can create earthquakes, surround allies in stone barriers, and entangle enemies in stone with their right-click attack.
489* DoubleEdgedBuff: Stone Bulwark greatly boosts a friendly unit's armor in exchange for small damage over time.
490* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor and dealing damage over time.
491
492!!Keg Keeper
493->'''Level:''' 2
494----
495* BoozeBasedBuff: Keg Keepers heal allies with abilities called Potent Hooch and Barrel of Grog, and their passive ability is called Drunk Beyond Pain.
496* BoozeFlamethrower: The Keg Keeper's standard attack involves using a bottle of alcohol as an impromptu flamethrower.
497* CombatMedic: The Keg Keeper's main role is to heal allies, though like all Ogres he's no slouch in combat either.
498* HealingFactor: Their Drunk Beyond Pain passive ability causes Keg Keepers to heal 2% of their maximum HP per second.
499
500!!Beastbreaker
501->'''Level:''' 2
502----
503* TheBeastmaster: Beastbreakers are hunters who specialise in handling beasts.
504* EnemySummoner: The Beastbreaker's three abilities all summon various kinds of animal minions.
505
506!!Gronnling
507->'''Level:''' 2
508----
509* 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 in exchange for having no minimum range.
510
511!!Ogron Siegebreaker
512->'''Level:''' 2
513----
514* BrutishCharacterBrutishWeapon: Befitting their role as frontline muscle, Ogron Siegebreakers wield simple spiked maces.
515* DamageIncreasingDebuff: The Ogron Siegebreaker's attacks have a chance to increase the damage taken by the target.
516* 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.
517
518!!Giant Eater
519->'''Level:''' 3
520->'''Variants:''' Void-Blessed
521----
522* AttackReflector: Standard Giant Eaters have a chance of reflecting Piercing attacks back at the attacker.
523* DamageIncreasingDebuff: The Giant Eater's attack reduces the armor of living enemies.
524* HyperactiveMetabolism: Giant Eaters (but not Void-Blessed) can consume corpses to heal themselves.
525
526!!Gronn
527->'''Level:''' 4
528----
529* AntiStructure: Though they deal Normal instead of Siege damage, Gronns have a damage bonus against buildings.
530* 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.
531* 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.
532* ResistantToMagic: Gronns take less damage from magical attacks and spells.
533
534!!Migrant
535->'''Level:''' 5
536----
537* DefenselessTransports: Migrants, the Ogre transport ship, cannot attack.
538* MookMaker: Migrants can deploy a Mercenary Port, which sells Ring of Blood units as if they were mercenaries.
539
540!!Flamebringer
541->'''Level:''' 3
542----
543* AntiAir: In addition to being able to attack air units, Flamebringers also constantly deal damage to nearby enemy air units and reduce their damage.
544* FireBreathingWeapon: Flamebringers are outfitted with an arcane flamethrower.
545* ResistantToMagic: Flamebringers take less damage from spells.
546
547!!Imperator
548->'''Level:''' 5
549----
550* KungFuProofMook: Imperators are immune to all spells and magical effects, and are affected by other abilities as if they were 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.
551
552!!Slaves
553->'''Level:''' 2
554----
555* BladeBelowTheShoulder: The Slave Fighter's right hand is replaced by a katar.
556* TheParalyzer: The Slave Charmer's Distraction ability completely paralyses the target.
557* 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.
558* WorkerUnit: Slave Miners and Slave Shorteners are very weak in combat, and serve mostly to harvest gold (for Miners) and lumber (for Shorteners).
559
560!!Living Magma
561----
562* DefeatEqualsExplosion: When a Living Magma dies, it explodes dealing damage to everything nearby.
563* RockMonster: A Living Magma is made entirely out of volcanic rock and lava.
564
565!!Broken Wolf
566->'''Level:''' 1
567----
568* MookCommander: A Broken Wolf increases the damage and armor of nearby allies.
569
570!!Carrion Roc
571->'''Level:''' 2
572----
573* 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.
574* SeeTheInvisible: Carrion Rocs can detect invisible enemies.
575
576!!Frenzied Rylak
577->'''Level:''' 3
578----
579* AcidAttack: Frenzied Rylaks attack by spitting acid at close range.
580* DoubleEdgedBuff: Amok increases the Frenzied Rylak's attack speed and damage taken.
581
582!!Ruinous Calamity
583----
584* ElementalEmbodiment: The Ruinous Calamity is an elemental creature made out of earth and fire.
585* MookCommander: The Ruinous Calamity increases nearby allies' HP regeneration.
586* PlayingWithFire: Being a fire elemental, the Ruinous Calamity attacks by setting enemies on fire and passively burns foes in close proximity.
587* ResistantToMagic: Ruinous Calamities take less damage from spells and magical attacks.
588
589!!Handmaiden
590->'''Level:''' 3
591----
592* AmazonBrigade: All Handmaidens are female.
593* AttackSpeedBuff: Handmaidens can use Bloodlust to increase the attack and movement speed of friendly units.
594[[/folder]]
595
596[[folder:Neutral Units]]
597----
598* MercenaryUnits: Mercenary Camps allow players, regardless of race, to recruit certain creeps into your army. The pool of available mercenaries depends on the map's tileset.
599* NeutralsCrittersAndCreeps: Like the vanilla counterpart, creeps are hostile to all players, guard gold mines and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.
600
601!!Barbarian
602->'''Level:''' 2
603----
604* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee and artillery units.
605* InescapableNet: Barbarians can throw a net to immobilise enemies and ground flying ones.
606* ThrowingYourSwordAlwaysWorks: Barbarians attack with throwing axes.
607
608!!Nomad
609->'''Level:''' 2
610----
611* CriticalHit: Against non-Bulky, non-Hero, non-Resistant enemies, the Nomad's arrows have a chance to deal bonus damage and never miss.
612
613!!Fireshot
614->'''Level:''' 2
615----
616* AntiStructure: The Fireshot wields a long-ranged crossbow that outranges defensives structures, has the Siege damage type and deals further bonus damage to buildings.
617* LuckilyMyShieldWillProtectMe: The Fireshot's Blackrock Shield passively reduces all damage taken from Magic and Piercing attacks.
618* AntiVehicle: The Fireshot's attacks deal bonus damage to mechanical units.
619
620!!Shadowspeaker
621->'''Level:''' 3
622----
623* BarrierWarrior: Stone Bulwark greatly boosts a friendly unit's armor. Unlike the Geomancer's version, it does not deal damage to the target.
624* ElementalArmor: Stone Bulwark surrounds a friendly unit in stone, increasing armor.
625* MakeMyMonsterGrow: Bloodlust causes a friendly unit to grow in size, attack speed and movement speed.
626
627!!Blademaster
628->'''Level:''' 4
629----
630* CriticalHit: The Blademaster's attacks have a chance to deal triple damage.
631
632!!Beastlord
633->'''Level:''' 4
634----
635* EnemySummoner: The Beastlord can summon two Prowler pets with Broken Wolves.
636* MookCommander: Beastlords increase the armor of nearby friendly units.
637
638!!She-Wolf
639->'''Level:''' 5
640----
641* AmazonBrigade: If the name didn't make it clear, every She-Wolf is female.
642* SeeTheInvisible: She-Wolves can detect invisible enemy units.
643* StealthExpert: She-Wolves are always invisible when not attacking.
644
645!!Gronnslayer
646->'''Level:''' 5
647----
648* ResistantToMagic: Gronnslayers take less damage from magical attacks and spells.
649
650!!Impaler
651->'''Level:''' 2
652----
653* AntiAir: Their Throwing Net ability forces air units to the ground and renders them immobile and vulnerable to melee units.
654* InescapableNet: Impalers can throw a net to immobilise enemies and ground flying ones.
655* JavelinThrower: Impalers attack with thrown javelins.
656
657!!Giant Herder
658->'''Level:''' 3
659----
660* AttackSpeedBuff: Giant Herders can use Bloodlust to increase the attack and movement speed of friendly units.
661* HorseOfADifferentColor: The Giant Herder is an ogre warrior riding on the back of a clefthoof.
662* MookCommander: Giant Herders boost the armor of nearby friendly units, especially if they're Bulky.
663
664!!Warped
665->'''Level:''' 1
666----
667* ManaBurn: The Warped's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
668
669!!Malformed
670->'''Level:''' 3
671----
672* DoubleWeapon: The Malformed wields a pair of double-ended polearms.
673* HealingFactor: The Malformed regenerates health far faster than most organic units can.
674
675!!Lightless
676->'''Level:''' 5
677----
678* DamageIncreasingDebuff: The Lightless' attacks reduce the armor of the target.
679
680!!Sargerei
681->'''Level:''' 2
682----
683* UnskilledButStrong: Though they're technically classified as warlocks, the Sargerei's only 'spell' is Chaos Bolt, which simply consumes mana to strengthen their (already fairly strong) attack.
684
685!!Felsworn
686->'''Level:''' 5
687----
688* CastFromHitPoints: Their Helblaze ability deals damage to both nearby enemies and the Felsworn themselves until cancelled.
689* 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 with Mouth of the Legion.
690
691!!Stalker
692->'''Level:''' 1
693----
694* StealthExpert: Stalkers are always invisible when not attacking.
695
696!!Sporehost
697->'''Level:''' 2
698----
699* DeathActivatedSuperpower: A Deathbloom emerges from the corpse of a killed Sporehost.
700* HealingFactor: The Sporehost's Bloomhide passively regenerates 1% maximum HP per second.
701* PoisonousPerson: The Sporehost's attack poisons enemies, dealing damage over time.
702
703!!Overgrown
704->'''Level:''' 4
705----
706* AntiStructure: Though they deal Normal instead of Siege damage, Overgrown have a damage bonus against buildings.
707* HealingFactor: The Overgrown's Bloomhide passively regenerates 1% maximum HP per second.
708
709!!Genesaur
710->'''Level:''' 6
711----
712* AntiStructure: On top of its Siege damage type, the Destroyer also deals bonus damage to buildings.
713* 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.
714* HealingFactor: The Genesaur's Bloomhide passively regenerates 1% maximum HP per second.
715
716!!Felhunter
717->'''Level:''' 2
718----
719* ManaBurn: The Felhunter's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
720
721!!Sister of Torment
722->'''Level:''' 2
723----
724* EnemyExchangeProgram: The Sister of Torment can use Dominate to permanently take control of an enemy unit.
725
726!!Unseen Defiler
727->'''Level:''' 5
728----
729* EnemySummoner: The Unseen Defiler's Dark Army summons an army of 12 weak Bone Warriors.
730
731!!Returned
732->'''Level:''' 2
733----
734* DemBones: Undead skeletons animated by magic.
735* MookCommander: A Returned boosts the movement and attack speed of nearby friendly non-Hero, non-Resistant, non-Bulky, non-Shadow units.
736* WeakToMagic: Returned take double damage from magic.
737
738!!Restless
739->'''Level:''' 2
740----
741* DemBones: Undead skeletons animated by magic.
742* PoisonedWeapons: Restless' arrows are laced with poison, which deal damage over time to living foes.
743* WeakToMagic: Restless take double damage from magic.
744
745!!Eternal
746->'''Level:''' 5
747----
748* AutoRevive: An Eternal comes back to (un)life when killed, though this ability has a very long cooldown.
749* DemBones: Undead skeletons animated by magic.
750* MookCommander: The Eternal's Shadowsight increases the damage of nearby friendly melee units.
751* WeakToMagic: Eternals take double damage from magic.
752
753!!Marshblood
754->'''Level:''' 3
755----
756* DamageIncreasingDebuff: The Marshblood's attacks reduce the armor of the target.
757
758!!Wildblaze
759->'''Level:''' 3
760----
761* ManaBurn: The Wildblaze's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
762
763!!Felspark
764->'''Level:''' 3
765----
766* ResistantToMagic: The Felspark takes less damage from Piercing and Magic attacks.
767
768!!Adamant
769->'''Level:''' 3
770----
771* RockMonster: The Adamant is a fel-corrupted earth elemental, made out of boulders.
772[[/folder]]
773
774!Heroes
775[[folder:Draenei]]
776!!Exarch
777->'''Primary attribute:''' Strength\
778'''Playable campaign character:''' Hataaru
779----
780* CastFromHitPoints: Purifying Light also deals damage to the Exarch depending on how many targets got dispelled.
781* EnemySummoner: The Exarch can use United We Stand to summon Sun Keeper allies.
782* MookCommander: When Exemplar of the Host is active, the Exarch boosts the armor of all nearby allies.
783* StatusBuffDispel: Purifying Light dispels buffs and debuffs from all units in the area.
784
785!!Arbiter
786->'''Primary attribute:''' Intelligence\
787'''Playable campaign character:''' Dammarun\
788'''NPC campaign character:''' Velen
789----
790* DamageIncreasingDebuff: Enemies standing near an Orb of Truth lose some armor.
791* MookCommander: Hand of the Prophet boosts the mana regeneration of all nearby non-Bulky friendly units.
792* SeeTheInvisible: The Arbiter's Orb of Truth can detect invisible enemy units.
793
794!!Consul
795->'''Primary attribute:''' Intelligence\
796'''Playable campaign character:''' Zolaana, Avelarii
797----
798* BlackMage: Most of the Consul's spells are themed around blasting the hell out of the enemy with arcane energy.
799* ManaBurn: Overflowing Energy burns the target's mana, then deals it as damage.
800* 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.
801* {{Teleportation}}: The Consul's Beacon of Hope can teleport friendly units to itself.
802
803!!Prelate
804->'''Primary attribute:''' Strength\
805'''Playable campaign character:''' Yrel, Tavraas
806----
807* HumanResources: Glory of the Light causes killed enemies to restore health and mana to nearby allies, in addition to leaving no corpses behind.
808* 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.
809* {{Synchronization}}: When the Prelate takes damage, it's also reflected onto enemies affected by Templar's Verdict.
810[[/folder]]
811
812[[folder:Orcs]]
813!!Packleader
814->'''Primary attribute:''' Strength\
815'''NPC campaign character:''' Grommash Hellscream, Varok Saurfang, Dal'rend Blackhand
816----
817* 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.
818* CriticalHit: Sweeping Strikes gives the Packleader a chance to deal bonus damage to the target and surrounding units when attacking.
819* SpinAttack: When using Whirlwind, the Packleader spins with his sword held out, damaging foes around him.
820* SpinToDeflectStuff: Whirlwind at least deflects magic while the Packleader is spinning.
821
822!!Netherlord
823->'''Primary attribute:''' Intelligence\
824'''Playable campaign character:''' Gul'dan, Teron'gor\
825'''NPC campaign character:''' Gurran
826----
827* DefeatEqualsExplosion: Soul Blaze causes an affected Shadow unit to explode upon death, dealing damage to nearby enemies.
828* MookCommander: The Well of Souls boosts the damage of nearby Shadow units.
829* SicklyGreenGlow: All of the Netherlord's abilities glow green with fel fire.
830* WeakToMagic: The Well of Souls is always ethereal, immune to physical damage but taking extra magical damage.
831
832!!Slayer
833->'''Primary attribute:''' Strength\
834'''Playable campaign character:''' Orgrim Doomhammer, Arnak Bladeweaver\
835'''NPC campaign character:''' Blackhand, Maim Blackhand
836----
837* DamageIncreasingDebuff: Sundering Blow inflicts a debuff that reduces the target's armor.
838* FlamingSword: Burning Blade temporarily ignites the Slayer's sword, increasing damage and attack speed and burning attacked enemies.
839* LifeDrain: His ultimate Bloodthirst passively heals the Slayer for all of his inflicted damage.
840* OneHitKill: Flawless Execution grants the Slayer a very small chance to instantly kill a non-Hero, non-Bulky enemy when attacking.
841
842!!Shadowblade
843->'''Primary attribute:''' Agility\
844'''Playable campaign character:''' Garona Halforcen, Draka
845----
846* BreakablePowerUp: The healing provided by Crimson Vial will be lost if the Shadowblade takes damage, making it useless in a fight.
847* FlechetteStorm: Grapeshot detonates a bomb on the Shadowblade's position, which explodes into shrapnel, dealing damage to all nearby enemies.
848* HealThyself: Activating Crimson Vial causes the Shadowblade to rapidly regenerate health, though it only works out of combat.
849* PoisonedWeapons: Lifebane adds poison to the Shadowblade's attacks, which deals damage over time and slows down movement.
850[[/folder]]
851
852[[folder:Ogres]]
853!!Slavedriver
854->'''Primary attribute:''' Strength\
855'''Playable campaign character:''' Barbaros\
856'''NPC campaign character:''' Gug'rokk
857----
858* 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.
859* EnemyExchangeProgram: Breaking the Spirit gives the Slavedriver a chance to take control of an enemy when attacking.
860* 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.
861* YouCantKillWhatsAlreadyDead: Units brought to unlife by Nobody Allowed You to Die are invulnerable during their timed life.
862
863!!Prophet of Ruin
864->'''Primary attribute:''' Intelligence\
865'''Playable campaign character:''' Rogaar, Cho'gall\
866'''NPC campaign character:''' Talazar
867----
868* BlackMage: The Prophet of Ruin is a spellcaster who mainly serves to burn grouped enemies with magma.
869* DamageIncreasingDebuff: As its name would indicate, Melt Armor reduces the armor of afflicted enemies.
870* MagmaMan: All of the Prophet of Ruin's skills have something to do with magma.
871
872!!Warbringer
873->'''Primary attribute:''' Strength\
874'''Playable campaign character:''' Oct'aug, Durotan
875----
876* BrutishCharacterBrutishWeapon: The Warbringer, who only serves to fight and kill, wields a simple massive club.
877* NoSell: The Warbringer's ultimate passively grants him magic immunity.
878* ThrowingYourSwordAlwaysWorks: Stonecrusher has the Warbringer throw an axe to stun an enemy and deal damage.
879* 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.
880
881!!Butcher
882->'''Primary attribute:''' Strength\
883'''Playable campaign character:''' Sawtooth
884----
885* BattleTrophy: Grisly Trophy turns an enemy corpse into a trophy that weakens nearby foes.
886* BreakablePowerUp: The healing provided by Tastes Good! will be lost if the recipient takes damage, making it useless in a fight.
887* CombatMedic: The Butcher is a melee fighter who can also heal his allies with Tastes Good!
888* HyperactiveMetabolism: The Butcher can consume a corpse to heal himself and feed meat to heal friendly units.
889* LifeDrain: When Fresh Meat! is active, the Butcher's attacks heal him by half of the damage dealt.
890* WeaponsOfTheirTrade: The Butcher fights with a massive butcher's cleaver.
891[[/folder]]

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