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Story Characters

    The Nexus 
https://static.tvtropes.org/pmwiki/pub/images/nexsmall.PNG
Legends speak of a place where worlds collide and mighty heroes battle for dominance...
The realm of the Nexus, which the game is set in, is a vast conflux of time and space that stretches across the multiverse. An infinitely raging cosmic storm, the Nexus appears to be mechanical in its nature and workings, drawing in chosen champions from their homeworlds, as well as entire realms to serve as battlegrounds for these champions to face each other in eternal, unending combat. It is heavily implied from various descriptions, hero trailers, and in-game dialogue that the Nexus is on some level self-aware.
  • Arc Symbol: Hexagons seem to comprise EVERYTHING within the Nexus. Some, dubbed "Nexagons," even serve as mounts.
  • Blue and Orange Morality: Whatever guiding consciousness dictates the mechanisms of the Nexus, it is firmly this. It draws in both heroes and villains equally to fight each other for seemingly no purpose, and may even force dear friends, spouses and family members to fight each other to the death. It also draws in and consumes entire worlds with seemingly no regard for the inhabitants within, forcing some, such as Katya Volskaya, to defend themselves from sudden, unexpected invasions from demons, aliens, and other horrors.
  • Death Is Cheap: The Nexus is capable of resurrecting its champions from the dead quite easily and frequently, a process described by many as weird and uncomfortable. Some, such as Sylvanas, relish this as it lets them slay their sworn nemeses over and over. Others, such as Stukov, are forced to suffer eternally as a result of it. However, while the time between death and respawn is measured in seconds, those seconds increase as the hero's level increases, gradually downplaying this trope in a very minor way as the game progresses.
  • Eldritch Location: The lore seems to hint strongly to this, especially when you take the Genius Loci and Blue and Orange Morality into consideration.
  • Genius Loci: The Nexus has been stated by several characters, such as Tychus, Uther and Stitches, to have some agency in the process of "choosing" champions to do battle within it, selecting only the most powerful of heroes, villains and oddities. It does this by either beckoning or straight up abducting characters from their own homeworlds and pulling them through portals to the Nexus.
  • Maybe Magic, Maybe Mundane: Whether the Nexus is run on pure magic or is some vast, extremely powerful machine is up for some debate. Artanis specifically speculates towards the latter, suggesting that the Nexus was built by ancient beings akin to the Xel'Naga.
  • Me's a Crowd: The Nexus also abducts countless alternate versions of its champions, leading to endless copies of the hero that either are exactly the same, have slightly different colouration or clothing, or originate from alternate worlds and thus have drastically altered appearances, personalities and origin stories. Some copies don't even do battle and instead serve in roles akin to casters looking down upon the battlefield, commenting on the battles taking place below them. However, it only ever pits at most one alternative against another, outside of the Arena, where all bets are off. It's also heavily implied that these copies are repeatedly re-entered into battles, leading to the entire cast being familiar with each other on some level, as indicated by much of the pre-match banter.
  • The Multiverse: Not only does the Nexus draw from Blizzard's realms of Azeroth, Sanctuary, the Koprulu Sector, a future Earth, and The Lost Vikings. it also draws from Alternate Timelines of those realms.
  • Portal Crossroad World: As seen in Dragons of the Nexus, portals between the Nexus and the various Blizzard worlds are constantly opening and closing, admitting new champions and battlefields.
  • Timey-Wimey Ball: The Nexus is many things, but stable is not one of them. From what is seen of it, it is safe to say that time in the nexus is capital Double-U Weird.
    • The Nexus itself has a relatively stable time, with realms and inhabitants doing their thing. Villains like Cho'gall, Diablo, and Kel'thuzad can thus scheme to Take Over the World, while heroes like Thrall can build sanctuaries for those who desire peace, and Probius can set up Protoss forward bases. This being said, characters never seem to die, and since no one mentions The Nexus in their home games note , we can assume they don't remember ever being there once they leave. Seeing how no one notices the people missing, we can thus also assume it's a Year Inside, Hour Outside dealie - one where no one seems to age, either.
      • Despite the relatively stable time of the Nexus as a whole, the Nexus doesn't care for time outside its realm. It will pull heroes, villains, and everything in between from several points in the same timeline if it feels like it: Jaina exists within the Nexus both before and after her Cynicism Catalyst, while Tassadar exists concurrently with Artanis having ascended to the position of Hierarch.
    • The actual game matches themselves are in their own recursive instance of the above. Heroes and villains know they are fighting for the map's objectives, but villains don't care if they are fighting for the force of good, nor do heroes care if they are fighting for forces of evil, they will voice complaints if they dislike their teammates, but they won't attack each other regardless. Judging by Chromie's Stop Poking Me! quotes, she's the only one who seems to remember any matches having taken place at all, which is probably because being in many timelines at once is kind of yesterdaily, daily, and tomorrowly routine for her. She is right regarding one thing; considering how structures are rebuilt seemingly at no costs, no one except her remembers anything, and nothing changes about the battlegrounds despite who wins or loses, the matches might as well not have taken place at all.
      • Despite the above Laser-Guided Amnesia, both heroes and villains know what the matches are and some, like Kel'thuzad, have apparently figured out that winning them furthers their plans for the Nexus Realm as a whole. Thus while no one questions that the matches happen and that they may be called at any time to work with any assortment of heroes and villains in any of the battlegrounds, no one except Chromie remembers the Groundhog Day Loops that the matches apparently are.
    Chromie: Time flows less like a stream and more like a vortex in this place. Everything repeats over and over again, and yet no one notices but you and me?
  • World of Weirdness: The Nexus is a place where Ancient Egyptian Expy obelisks shoot laser beams, Starcraft's psionics works in tandem with Warcraft and Diablo magic, time manipulation can be done both through technology and magic, people can be corrupted/purified into alternate versions of themselves who then take on separate lives of their own, Protoss photon cannons exist side by side with goblin turrets and future-earth tech, and a trio of vikings run around knowing that it's all a game that they got lost in. The Nexus does not care how its pieces fit together and follows the rule of 'If it worked for them in their own universe, it works here', and so the result is inevitably this trope.

    The Dark Nexus 
A conflux of forbidden power, containing twisted versions of the heroes called forth by the Nexus itself. Corrupted versions of Dehaka, Alarak, and Gul'dan were summoned by The Raven Lord, and Alarak and Gul'dan swore their loyalty to him after Dehaka was easily slain.
  • Dangerous Forbidden Technique: Using the Dark Nexus is this. Why exactly is currently unexplained (aside from the Dark versions being hard to control, which the Raven Lord seemingly disproves), but its dangerous enough that armoured guards protect the entrance.
  • Evil Counterpart: To the Nexus itself. Rather than call on heroes, it creates monstrous versions of existing champions.
  • Evil Makes You Monstrous: The Dark versions seen so far are covered in Spikes of Villainy. They're also twisted in unique ways; Alarak has unearthly Floating Limbs and Gul'dan looks like a skeleton covered in felfire.
  • Hates Everyone Equally: Dark Alarak is noted to seethe with contempt for pretty much all of existence, including his own.
  • We Hardly Knew Ye: There also existed a Dark Dehaka together with Alarak and Gul'dan, but he was swiftly defeated and absorbed by the Raven Lord's Singularity to prove his superiority to the remaining twisted heroes.
    • Also applies to the two that made it as skins, who were unceremoniously killed at the battle for King's Crest. Gul'dan was bested by Varian and Alarak was skewered by the Dragon Knight.

    Orphea 

A young girl hailing from Raven Court. She seems to be of great importance to the Raven Lord, whose forces tirelessly hunt her down.

Orphea turns out to be the daughter of the Raven Lord. After witnessing firsthand the destruction he causes to other realms, she openly opposes her father as a hero of the Nexus.

For more info, see her entry on Heroes Of The Storm Other Universes.

    Verick and Delia 
https://static.tvtropes.org/pmwiki/pub/images/verickdelia.PNG
"By the sun and the moon, be free..."

The son and daughter of the Dragon Knight and the Lady of Thorns, making them the Prince and Princess, respectively, of King's Crest. Verick's symbol is the sun, while Delia's is the moon.


  • All Your Powers Combined: When the two of them both use their combined magical power, it can awaken their father. It's implied a simplified version of this process is what's going on in the in-game Dragonshire map. When they try this during the siege of King's Crest, it backfires massively.
  • Carry a Big Stick: Delia wields something resembling a mix between a scythe and a halberd that TOWERS above her.
  • The Cavalry: They try to awaken their father to serve as this. This proves to be a BIG mistake.
  • Red Oni, Blue Oni: In spite of their outfits and personal symbols, Verick's the Blue Oni to Delia's Red.
  • Royals Who Actually Do Something: Verick and Delia are the prince and princess respectively, as well as being the Queen's 'most trusted knights.' They're tasked with shepherding the civilians of King's Crest to safety.
  • Sibling Yin-Yang: Verick, the more cautious of the two, wears more formal clothing. Delia, the more aggressive sibling, is clad in armor.
  • Tempting Fate: When the Dragon Knight is awakened, Verick happily declares that nothing can stop them now. The Raven Lord possesses the Dragon Knight in the immediate next panel.
  • Uncertain Doom: By the end of the third issue of the comic, both of them are still laying, unmoving, on the floor of the King's Crest throne room. Word of God confirms they're both still alive, but no details beyond that.
  • Unwitting Instigator of Doom: In an attempt to turn the tide against the Raven Lord's invasion, the two awaken their father, which allows the Raven Lord to possess him. This proves enough of a distraction for the Lady of Thorns that the Raven Lord is able to steal the realm's singularity.

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    Neeve 
https://static.tvtropes.org/pmwiki/pub/images/neeve.png

The Raven Lord's loyal advisor.


  • Cool Old Lady: She's a level-headed and reasonable older woman.
  • The Good Chancellor: She is loyal to the Raven Lord in every way. While she is wary of his brash actions - especially calling upon the Dark Nexus for power - she concedes to his judgement that it's too late to be cautious.

Bosses

    General 
Powerful Mercenary camps with long respawn timers and massive sieging potential, but are incredibly hard to capture.
  • Contractual Boss Immunity: All bosses are tagged as Elite mercenaries, making them permanently Unstoppable and immune to Bribe effects.
  • Defeat Equals Friendship: Standard with all Mercenary camps.
  • Last Disc Magic: They are extremely powerful and can close out a game by themselves if timed correctly. However, capturing them is a team effort, and is basically impossible in the early game.

    Archangel 
A giant mech found in the center area of Braxis Holdout, the Archangel attacks with twin gatling cannons. Its abilities are Bullet Storm, which strafes an area in front of it with gunfire, and Mortar, which fires a missile for area damage.

    Grave Golem 
https://static.tvtropes.org/pmwiki/pub/images/golem_2.jpg

"Hold on! Things are about to get grave."
The Grave Keeper

Huge golems made of skulls and brambles. They're fought as boss mercenaries on Cursed Hollow and Blackheart's Bay, and are a part of the objective on Haunted Mines. Its abilities include a Mega Smash that heavily damages and stuns nearby enemies after a delay and Binding Roots that root enemies in an area, dealing heavy damage over time.


  • Body of Bodies: If the Haunted Mines are to be believed, they're constructed entirely out of human skulls. Somewhat lessened by the brambles it's covered in.
  • Dead Weight
  • Green Thumb: Can summon roots from the ground to entangle heroes in an area.
  • Ground Pound: One of its primary attacks is an area-of-effect slam attack that stuns and deals a hefty chunk of damage. The targeted area is marked and the attack is very clearly telegraphed with a slow animation, meaning that you have to be particularly unaware or unlucky (or simply held down by the enemy's crowd control) for it to actually hit.
  • Palette Swap: The Blackheart's Bay version is covered in seaweed and barnacles, but is otherwise identical.
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    The Headless Horseman 
Originally a Hallow's End boss in World of Warcraft, the Headless Horseman is a boss camp on Towers of Doom. His Horseman's Head ability throws his head, creating a pool that deals damage over time, and his basic attack cleaves all enemies in an area. He will not join the player after being defeated, but he will deal 4 damage to the enemy's core. Also hosts the Hallow's End brawl.

    Ice Giant 
Elemental giants found on Alterac Pass. They will occasionally perform an Area of Effect Mega Smash, and also launch an Ice Shard that deals damage and creates a massive slow in a small area.

    Sand Golem 
Huge bosses fought on Sky Temple and Tomb of the Spider Queen. They perform a Mega Smash that damages and stuns nearby enemies, and use Whirling Sands to create dust devils that blow enemies around.
  • Big Creepy-Crawlies: Their bodies look like enormous scarabs.
  • Blow You Away: Their tornado attack. It doesn't deal damage, but it's really annoying and can sometimes throw you into its slam.
  • Ground Pound: They have a similar slam attack to the Grave Golem, except it also knocks enemies into the air.
  • Our Centaurs Are Different: Features a centaur-like design with a humanoid torso and a massive beetle for a lower body.

    Slime Boss 
Gigantic Zerg Swarm Hosts fought on Warhead Junction. They periodically unleash waves of exploding Slime Pods and use Slime Spit to create damaging pools.
  • Action Bomb: The Slime Pods.
  • Divergent Character Evolution: Swarm Hosts in Starcraft are mook makers that can only attack with minions and have to be burrowed. Here, they're given a host of new abilities, and even their minions are upgraded to now explode.
  • Mook Maker: It spews Slime Pods to attack enemies.
  • Weaksauce Weakness: Prior to its rework, the Swarm Host used to burrow to spawn minions, and its Podlings were slow-moving and easy to dodge, leaving it totally defenseless. It was so weak, it actually gained a different set of skills while sieging. Post-rework, this is averted.

Vehicles

    General 
The somewhat Non-Indicative Name (except in the Triglav Protector's case) of map objectives which are directly controlled by players. Players assuming control of these are presented with a new set of skills that are adapt at tearing down structures.
  • Contractual Boss Immunity: As of Assault on Volskaya, Vehicles are permanently Unstoppable, making them immune to most Crowd Control effects. Even before that, they had a 50% reduced timer on stuns, silences, and slows.
  • Hour of Power: The one controlling the Vehicle gets an extreme boost in power, but only until it's destroyed. Even if it isn't destroyed, they will despawn on their own after a time limit.
  • The Juggernaut: They hit quite hard, deal bonus damage to structures, shrug off enemy disables, and can lay waste to the enemy team with various crowd control abilities. The only surefire way to stop these guys is to kill them, or at the very least make the player controlling them retreat.
  • Magikarp Power: The longer the match lasts, the more powerful they become each time they are released. While the first attack may only break one or two towers, if the game goes on long enough they can destroy a tower in two or three hits, making steamrolling all the way to the enemy core much easier.

    Dragon Knight 
https://static.tvtropes.org/pmwiki/pub/images/hots_dragon_knight.jpg
"Your enemies shall fall!"
"There must always be a Dragon Knight. But will it be you?"
Lady of Thorns

Once a noble knight of Dragon Shire, the Dragon Knight was cursed by Queen Nightshade into his monstrous form. The knight's children sealed him away within a statue in the middle of Dragon Shire, taking up the fight against Queen Nightshade to protect the kingdom from her infestation. Although the Dragon Knight was slain by the Lady of Thorns after being corrupted by the Raven Lord, his power lives on for worthy heroes to wield.

On the Dragon Shire battleground, heroes can liberate the Dragon Knight by activating the shrines and interacting with the Knight's statue in the middle of the battlefield, taking control of him temporarily. It has the abilities Dragon's Breath, breathing a cone of fire, and Savage Charge, which winds up then punts a hero away. The Dragon Knight also deals increased damage to structures.


  • An Axe to Grind: He has a massive axe as his weapon.
  • And I Must Scream: If his quotes are any indication, he's not a bit happy about the thought of going back to what we can only assume is a painful imprisonment.
  • Ax-Crazy: After spending so long trapped inside a statue, he's developed a taste for destruction.
  • Blood Knight: He revels in battle and is PISSED when he has to go back to the prison.
    Dragon Knight: No! I AM NOT FINIIISHED!
    Dragon Knight: I shall NOT return to that PRISON! NNNOOOOOO!
  • Breath Weapon: Standard-issue dragon fire.
  • Chewing the Scenery: Chewing it? He devours it and then picks his teeth with the enemy team.
  • Convenient Colour Change: His skin turns grey and his clothes turn purple when the Raven Lord controls him.
  • Draconic Humanoid: He has a humanoid body shape with dragon features.
  • Enemy Mine: He allies himself with the first team to let him out of his prison.
  • Fighting from the Inside: Although he can't put up much of a fight, he tells his children to run after the Raven Lord takes over his body.
  • Foe-Tossing Charge: He has the ability to charge at enemy heroes and send them flying.
    Dragon Knight: Start running!
  • Glass Cannon: Compared to other big summonable help like the Garden Terror, the Dragon Knight is less than durable, slower, and will go down quicker. He makes up for it with powerful damaging abilities, stronger attacks, and a higher attack rate.
  • Killed Off for Real: The original Dragon Knight died in the comics, and the Orphea patch's updates to Dragon Shire mean that it's going to stick.
  • Kill It with Fire: AoE fire breath. Also, note his quotes below. Fire, cinder, ash, burn.
  • Late-Arrival Spoiler: The Orphea update gives Dragon Shire an overhaul to reflect the fall of King's Crest, which also includes a new Dragon Knight and voicelines to reflect his fate in the comics.
  • Legacy Character: The new Dragon Knight wields most of the same power as the original.
  • Mercy Kill: In Fall of King's Crest, the Lady of Thorns is sorrowfully forced to kill him after he's taken over by the Raven Lord.
  • Megaton Punch: A Megaton Shield Bash, to be precise. The new Dragon Knight instead uppercuts his target with the haft of his weapon.
  • Our Dragons Are Different: He looks like a human-dragon hybrid, but it isn't stated whether he's the archetype of his kind in Dragon Shire or just one subcategory of dragon.
  • Pre-Asskicking One-Liner: Delivers a glorious one whenever he's successfully released from his statue.
    Dragon Knight: I shall reduce you to cinder!
    Dragon Knight: The fire cleanses!
    Dragon Knight: Your foes shall be ash!
    Dragon Knight: Let your enemies burn!
    • Oh, Crap!: The general reaction of the team about to receive said asskicking.
  • Screaming Warrior: In addition to having No Indoor Voice, many of his lines are just inarticulate battle roars.
  • Sealed Badass in a Can: He can be unleashed by channeling the shrines of the Moon and Sun. In the comics, he's Dragonshire's final hope against the Raven Lord, and does a pretty good job of kicking ass until the Raven Lord takes him for himself.
  • Shield Bash: The original Dragon Knight carried a shield in his off-hand, but only uses it to bash his enemies across the screen.
  • Taken for Granite: He was sealed inside a statue, and he's not happy about it.
  • Was Once a Man: Formerly a (presumably human) knight before falling afoul of Queen Nightshade.

    Triglav Protector 

"Triglav Protector operational. Assign a pilot and a gunner so you can test its weaponry."
Katya Volskaya

An experimental mech built by Volskaya Industries. Uniquely, it's controlled by two players, one serving as a pilot, and the other serving as a gunner. The pilot controls movement and can Charge at a target enemy, fire a Rocket Fist that knocks back a hero or disables a structure, and activate a Shield Emitter that grants the mech Armor and grants a shield to nearby allies. The gunner has an array of offensive abilities, including a Particle Cannon that charges in range, a Gatling Cannon that fires bullets at the cursor location, and a Scorching Laser that slices the terrain in a line then detonates for heavy damage.


  • Bottomless Magazines: Averted. Gatling Cannon runs on an ammunition system. Once it's out of bullets, the mech has to reload them over time.
  • Flawed Prototype: Katya's reaction when the Protector is defeated indicates it's still this.
  • Gatling Good: Features a shoulder-mounted Gatling gun.
  • Ground-Shattering Landing: Does this for its reveal in the Assault on Volskaya trailer.
  • Humongous Mecha: It's considerably bigger than any playable character, and even towers above forts.
  • Mechanically Unusual Class: Compared to the other Vehicles. Much like Cho'gall, it requires two players - one controlling movement and defensive skills, the other using spammable offensive skills.
  • Rocket Punch: One of the pilot's abilities.

Mercenary Camps

    General 
Weaker mercenaries found in every map. They come in a variety of sizes and roles.
  • Defeat Equals Friendship
  • Divergent Character Evolution: The initial set of maps all had pretty much the same Mercenaries: Siege Giants for Siege Camps, Knights for Bruiser Camps, and either a Sand Golem or a Grave Golem for the Boss, all reskinned to fit the map's aesthetic. Later maps have far more mechanically-diverse Mercenaries.
  • Elite Mooks: Much stronger than your rank-and-file minions, but they're not quite on the level of heroes.
  • I Fight for the Strongest Side: They fight for whichever team manages to capture their points after they're defeated.

    Knights 
A Bruiser camp consisting of three fighters and one sorcerer. The knights attack up-close with their polearms, while the sorcerer hangs back to attack with a Magical Barrage, firing multiple bolts that deal minor damage, and provide a spell armor aura for nearby allies.

    Siege Giants 
A Siege camp comprised of two giants who strike enemies from long range by throwing rocks (or firing cannonballs).
  • Carry a Big Stick: The Luxoria versions carry stone pillars for hitting things up close. On other maps, they carry crude bludgeons for the same purpose, while the Blackheart's Bay giants use their cannons as melee weapons.
  • Long-Range Fighter: The Siege Giant's main advantage is its range, letting it hang back and attack enemy fortifications from outside their attack range.
  • Painfully Slow Projectile: Their attacks take a moment to land. It's actually possible to fight these camps without taking any damage because of that.
  • Palette Swap: To a lesser extent than the Knight camp.
    • On non-Luxoria maps, they're ogres with themed headwear (and cannons on Blackheart's Bay).
    • On Sky Temple and Tomb of the Spider Queen, they're much more intimidating sandstone golems.
  • Splash Damage: The rocks they throw deal damage in a small area around where they hit.

    Pirates 
Skeletal pirates that appear exclusively on Blackheart's Bay. They're incredibly easy to destroy, but don't push lanes. Instead, they simply drop 2 Coins.
  • Dem Bones: They're skeletons.
  • Ghost Pirate: Like Blackheart, they're undead pirates.
  • Mooks: Easily the mookiest camp in the game. They hardly put up a fight and can be cleared in seconds by most heroes. Their only purpose is to farm for Coins off cooldown.

    Pumpkin Sappers 
A Siege camp made up of three ramshackle golems made of gardening tools and pumpkins that appear on Towers of Doom and Haunted Mines. Like the Siege Giants, they throw projectiles. However, they can also fling themselves into structures and explode.
  • Action Bomb: When they come within range of an enemy structure, they immediately stop attacking and charge, self-destructing on the target structure.
  • Painfully Slow Projectile: Shares the Siege Giants' attack when fighting non-structures.
  • Pumpkin Person: Have large jack-o-lanterns for heads. They also throw pumpkins as their ranged attack.
  • Splash Damage: Both their regular attack and suicide bomb strike in an area. The latter is only really noticeable when they crash into walls.
  • Suicide Attack: When they encounter a structure, they'll charge at it and explode. They'll only stop the charge if the structure is destroyed before they make contact. On Towers of Doom, each individual Sapper that makes it to the end of a lane will transform into a shot that deals 1 damage to the enemy core.

    Khazra Impalers 
Appearing only on the Diablo maps, this trio of javelin-throwing goatmen replace Siege Giants as the Siege camp. Unlike the clumsy rocks of the Siege Giants, Khazra rapidly throw their weapons at a single target.
  • Fauns and Satyrs
  • Javelin Thrower: They attack with thrown spears, meaning that they don't get area damage like the Siege Giants, but their attacks don't miss.

    Fallen Shaman & Fallen Hounds 
Appearing only on the Diablo maps, this demon and his minions take up the role of Bruiser camp. While weak and ineffective under normal circumstances, the shaman can endlessly resurrect his hounds as long as he is alive.

    Hellbats 
Taking up the Siege camp role on StarCraft maps, these two Terran units will use their flamethrowers to damage an area and use their impressive bulk to tank tower shots. Their attacks also lower the target's armor by 4, stacking up to -20.
  • Armor-Piercing Attack: Their flamethrowers lower the target's armor, eating away at structures and eventually dealing serious damage to heroes if you're not careful.
  • Beat the Curse Out of Him: Neutral Hellbats on Braxis Holdout are infested by Zerg. Defeating them clears up the infestation.
  • Damage-Sponge Boss: Unlike most other Siege mercenaries, Hellbats siege by getting up close and soaking up damage rather than attacking from afar.
  • Kill It with Fire: Their primary attack.
  • Mini-Mecha
  • Redemption Promotion: They have significantly more health when captured than they do at their camp.

    Goliaths & Raven 
Bruisers of the StarCraft maps. Three Terran Goliaths and a singular Raven make up this highly-damaging camp. The Goliaths rapidly blast away with their machine guns, while the Raven launches Seeker Missiles and acts as a detector.
  • Beat the Curse Out of Him: The neutral versions on Braxis Holdout are infested by Zerg, which is removed when the camp is defeated.
  • Homing Projectile: The Raven's Seeker Missile. It will unerringly follow its target until it either connects or the missile self-destructs.
  • Mini-Mecha: The Goliaths, natch.
  • Painfully Slow Projectile: Seeker Missiles.
  • True Sight: The Raven is a detector, revealing Heroes in stealth in a radius around itself.

    Recon Camp 
A special camp found exclusively on Hanamura Temple. Unlike a normal merc camp, this trio of Omnic henchmen don't push lanes, instead functioning as a Watchtower until the enemy team recaptures it.
  • Army Scout: As implied by their name. They don't put up much of a fight, instead they provide vision to whichever team has them capped.
  • Mecha-Mooks: They're Omnics and they're incredibly easy to destroy.
  • Yakuza: They work for the Shimada clan.

    Fortification Camp 
A special camp found on both Volskaya Foundry and Hanamura Temple. A camp manned by a single engineer and his sentry turret. When defeated, the turret can be retrieved by heroes and placed on the battlefield.

    Sentinel 
A large Omnnic samurai found exclusively on Hanamura Temple. This singular unit pushes down a lane and will occasionally perform a powerful sweep attack that tears through minions.
  • Boss in Mook's Clothing: Unlike other merc camps, this is only a single unit and features a powerful (but telegraphed) area of effect slash. It also can't be Bribed. However, it's a lot weaker and easier to capture than an actual boss.
  • Kung Fu-Proof Mook: The Sentinel is tagged as Elite, and thus cannot be Bribed and is immune to crowd-control effects.
  • New Work, Recycled Graphics: They use the model of the old Hanamura version of the Support Camp, but are given a more fitting role.

    Assault Troopers 
A Siege camp found exclusively on Volskaya Foundry. Three heavily-armored Volskaya security guards fire missiles at their targets.
  • Mini-Mecha: Three security officers riding jetpack mechs.
  • Palette Swap: They're effectively an Overwatch-themed Khazra camp. Incidentally, they also look a lot like the Terran Reapers of Starcraft.

    Support Camp 
A special camp found on Volskaya Foundry. The camp consists of a single unit who will occasionally heal himself. When he's eventually defeated, a Healing Token is dropped for the heroes to collect.
  • Heal Thyself: Does this when low on health.
  • Kung Fu-Proof Mook: As an Elite mercenary, it's one of the only non-boss camps that cannot be Bribed. See Obvious Rule Patch.
  • Obvious Rule Patch: Originally, back when these were on Hanamura, the camp could be Bribed. Coupled with the fact that Overwatch merc camps give significantly more experience than any other maps' camps and that this particular camp is comprised of a single unit, this lead to teams drafting sneaky Bribe users like Falstad or Nova to steal the enemy team's Support Camps to gain both an experience lead and a free Healing Token.
  • Mini-Mecha: It's a Volskaya worker piloting one of these.

    Armored Gnolls 
A camp consisting of three gnolls, found in Alterac Pass. They wield flails, and their attacks cleave and apply a stacking armor debuff.

Other Characters

    The Omegaswarm 
One of the UED's former 'slave broods' that has begun infesting the Nexus, assimilating the beings and essences of the realm's many worlds. In the events of the 'Escape from Braxis' brawl, they've consumed a significant portion of the station, forcing heroes and villains alike to work together to beat back the unending swarm and escape. In Deadman's Stand, they've moved into Deadman's Port and are actively sieging the base. Comes in both normal and heroic versions.
  • Alien Invasion: Are apparently propagating across the realms of the Nexus at an alarming rate, though whether they're guided by a specific leader like the usual Zerg Swarm is unclear, as both Kerrigan and Zagara are little more than glorified Mooks in Escape from Braxis.
  • Big Creepy-Crawlies
  • Boss in Mook Clothing: The Ultralisks, which appear frequently like the other garden-variety Zerg, but uniquely get a special choreographed attack in the form of a charge, and can even be targeted as 'heroes' by abilities.
  • The Bus Came Back: Slivan, who was slain as a minor boss on Zerus by Kerrigan way back in Heart of the Swarm, returns as the final boss of the brawl.
  • The Corruption: Among their ranks are various heroes and villains they have assimilated into the Swarm, including 'Aberration' Stitches, Murky (apparently an infested marine), 'Primal' Diablo, Anub'arak (as an Anubalisk), Infested Tychus, the Butcher (as a Butcherlisk) and the already Zerg Dehaka, Zagara, Kerrigan, Stukov and Abathur.
  • The Dreaded: Are enough of a threat that the likes of Ragnaros, Azmodan, Kel'Thuzad and Gul'dan are forced to work with heroes such as Uther, Raynor, Artanis and Lúcio to simply ESCAPE from them.
  • Horde of Alien Locusts
  • Insectoid Aliens: Par for the course for the Zerg.
  • You Will Be Assimilated: The fate that befell many of the heroes that failed to escape the Zerg, and the fate of the playable characters should you fail.
  • Zerg Rush: As usual. The Omegaswarm sends legions of zerglings, roaches, locusts, hydralisks, banelings, ultralisks and nydus worms at you, backed up by the various infested heroes as well as Abathur's monstrosities, mines and symbiotes. Based on the loading screen art, they possess guardians and mutalisks as well. You experience this trope in full effect during the ends of stages 1 and 2, where you have to hold out against a veritable tidal wave of Zerg until the gate opens to the next area. There's also notably a small area in zone 2 where you find Zagara in a nest filled with dozens of eggs, which all begin hatching the moment you get near them. If you don't clear them in time, they all hatch into banelings, and this trope will likely put an end to your escape attempt.

    Harrison Jones 

The famed human archaeologist and rival of Brann Bronzebeard, Harrison is renowned for his exploits in Zul'Aman, Grizzly Hills, and Uldum...although he's not quite at the same level of skill as Brann, having been shown up more than once.

Apparently, he was also sucked into the Nexus at some point, and from there decided to explore/plunder the world of Luxoria.


  • Adventurer Archaeologist: Just like in Azeroth, he's exploring forgotten and dangerous ruins - in this case, the Sky Temple's well and the Spider Queen's ancient tomb.
  • Easter Egg: Getting him to appear other than at the end of a match is this.
    • You have to find the jeweled spider icon hanging on a wall and click on it repeatedly on Tomb of the Spider Queen.
    • On Sky Temple, you have to destroy the stone covering the well immediately south of the boss.
  • Magic Carpet: Rides away on one of these in Sky Temple.
  • Once an Episode: Always rappels down a rope when you win, waving his hat in congratulations before leaving. If you're not paying attention, you may miss it.
  • Wall Crawl: Effortlessly climbs up a wall of the tomb, instead of just using the rope he rappelled down on.
  • The Voiceless: He never says anything, just grunts (while climbing up or down) or waves at you.

    Sammyro 
A version of Samuro that appears on Braxis Holdout. He duels the real Samuro in the Samuro Shodown video game.
  • Early-Bird Cameo: He appeared on Braxis before Samuro was announced, teasing him.
  • Easter Egg: Find the arcade room just above the left team's top fort. Then, click the game titled Samuro Shodown. A giant holographic fighting game appears, with Samuro fighting Sammyro.
  • Palette Swap: Of Samuro.
  • Shout-Out: Samurai Shodown, anyone?

    Monkey Elder 
Voiced by: Jim Cummings

A sagely old monkey who appeared during the Year of the Monkey event. He would have you chase him around before a round began to try and catch him, and give those who caught him his blessing, with a small bundle of gold to show for it.


  • Eastern Zodiac: Representing the Monkey.
  • The Hyena: Full of cheer, he'll rarely end a sentence without either chuckling or howling in laughter.

    The Rooster God 
A golden and red rooster that appeared during the Year of the Rooster event. It demanded you gather enough of the correct tribute before the game started, and granted the first team to complete its task a step in the challenge to unlock the Lunar Rooster mount.
  • Cosmetic Award: The Lunar Rooster mount, which admittedly looks pretty damn cool.
  • Eastern Zodiac: Representing the Rooster (naturally).
  • God Needs Prayer Badly: He demands a specific tribute from a group of 4. Bringing him the wrong tribute will destroy it for no benefit, causing you to have to find it again if he asks for it.
  • That One Sidequest: Originally, the Rooster only had a small chance to spawn and a fairly short window to complete the challenge. Mix in a race against another team, the very specific demands from the Rooster, the fact that it was pretty hard to figure out what was going on, the fact that everyone needed to work together, and the fact that it needed to be completed 25 times, and you have a nearly impossible event quest. It was so bad, Blizzard buffed it to appear in every single game shortly after the start of the event.

    Pachimari 
A fictional character within the universe of Overwatch, Pachimari is a Japanese video game and anime mascot that appears as part of the Pachimari Mania! event. He's the first non-player character to have its own full set of smilies (unlocked via the aforementioned event).
  • Breakout Character: It started as an Easter Egg in Overwatch. Now, it has a whole event dedicated to it.
  • Captain Ersatz: Of various uber-cute Japanese character mascots.
  • Cosmetic Award: Four of them, as each stage of the event is finished. First is an emote set, then a banner, then a spray, and finally a portrait.
  • Planimal: Part plant, part octopus.

    Mega Enforcer 
https://static.tvtropes.org/pmwiki/pub/images/hanamura.jpg

Originally a massive Omnic samurai fought on Hanamura, it was removed when the map was reworked. It could create an Energy Ring around itself that dealt damage to enemies within it, and could Capture an enemy hero, trapping them inside the Mega Enforcer and removing them from the fight briefly. Upon defeat, it dealt 1 damage to the enemy's core.


  • Arbitrary Minimum Range: After swallowing a hero, the Mega Enforcer will attack by inflicting damage in a ring around itself. The ring forms slightly outside of melee range, allowing players to avoid it by standing as close to the Mega Enforcer as possible.
  • Cyber Ninja: Well, Cyber Samurai.
  • Dummied Out: It didn't fit into how the new Hanamura Temple worked, so it got the axe instead.
  • Eaten Alive: Does this to one Hero it's facing. That said, it's completely harmless aside from removing you from the fight.
  • Stock Ninja Weaponry: Dual-wields two kama.

    Garden Terror 
https://static.tvtropes.org/pmwiki/pub/images/garden_terror.jpg
"Such useful servants! My terrors will CRUSH your enemies!"

"Rise, my Terror! SAP THE LIFE FROM YOUR ENEMIES!"
The Spore Queen

Plant monstrosities controlled by the Queen Nightshade/The Spore Queen. This was a controllable Vehicle in the original version of Garden of Terror, but was replaced for the rework. The Terror could place a Queen's Curse, transforming enemies who walked over it into small plants, cause an Overgrowth by planting a destructible flower that prevented structures from firing and increases the Terror's damage against them, and Sprint for a boost in speed. The reworked version retains Overgrowth, but its other abilities are instead replaced by the Bone Golem's Mega Smash.


  • Baleful Polymorph: Queen's Curse puts a seed on the ground that ticks a couple times, transforming enemies into plants for a fairly lengthy duration.
  • Boring, but Practical: Compared to the Dragon Knight and Triglav Protector, the Terror's abilities are pretty bland. That doesn't stop it from ripping apart structures just as easily (if not more easily sometimes).
  • Herd-Hitting Attack: The Garden Terror's attacks deal damage in a small area around the target. Combine that with its ability to One-Hit Kill enemy minions and the bonus damage from Overgrowth, and it becomes a particularly strong pusher.
  • New Work, Recycled Graphics: The Garden Terror was used as the objective spawns on the new Garden of Terror, and its Overgrowth is still an attack they can do.
  • Palette Swap: The neutral mini-boss version comes with the exact same abilities as the Grave Golem.
  • Plant Person
  • Plant Mooks: As mini-bosses.
  • Stone Wall: Unlike the Dragon Knight and Triglav Protector, the Garden Terror's abilities are mainly defensive in nature, intended to keep enemies disabled while the Terror wails on enemy fortifications.
  • Weaksauce Weakness: More than any other Vehicle, the Terror relies on its Overgrowth ability, as its structure damage is actually pretty subpar without it. A fairly easy way to defend against the Terror is to simply destroy the plant. On the other hand, the plant also shuts down any attacks from buildings, including the Core (something not even The Raven Lord's curse disables), extending its own survivablity during a siege.

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