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This page is for how Warcraft and World of Warcraft Warrior-class heroes appear in Heroes of the Storm only. For how the characters act in their own universes, see the pages for those games.


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Warcraft Universe Warriors

Tanks

    Anub'arak, Traitor King 

Voiced by: Darin De Paul

https://static.tvtropes.org/pmwiki/pub/images/anubarak_hots.jpg
"For the Frozen Throne!"

Once the ruler of Azjol-Nerub, Anub'arak stood as the helm of one of the most ancient and indomitable kingdoms on Azeroth. This was until the War of the Spider, a conflict between the Nerubians and newly-born forces of the Lich King. Despite the powerful army he commanded, Anub'arak and many of his people were slain and resurrected as minions of the Scourge. Anub'arak served as Arthas' guide through the hostile lands of Northrend while the Lich King Ner'zhul was losing strength. He did not serve out of loyalty, however, and Anub'arak was quite happy to be rid of the Lich King's influence when adventurers slayed him during the events of Wrath of the Lich King.

Anub'arak is a melee Tank with strong disables and diving capability who especially excels at countering mages. His trait, Scarab Host, has him summon an attacking scarab every time he uses an ability. His basic abilities include Impale, a row of spikes that stuns all enemies in a line, Harden Carapace, which grants a small shield and a large amount of Spell Armor on a short cooldown, and Burrow Charge, tunneling in a direction before emerging to stun enemies nearby.

His first heroic ability unleashes a Locust Swarm which deals damage to nearby foes and heals Anub'arak based on damage dealt when it ends, and his second heroic, Cocoon, encases a target enemy in webbing, rendering them unable to act until the web expires or allies help to break them out.

His current skins are Underking Anub'arak, Cyb'arak, Love Bug Anub'arak, and Anub'alisk.


  • All Webbed Up: His Cocoon heroic wraps an enemy target in web, preventing them from contributing into the fight. Although their allies can attack the web to break them free, at 8 seconds it's the single longest disable in the game and can be improved further to 12 seconds. Target a Tank or Healer and go to town on their squishy Assassins and Specialists.
  • Anti-Magic: Harden Carapace gives him a very high 40% resistance to ability damage as long as the shield lasts.
  • Badass Boast: "My might cannot be matched!"
  • Berserk Button: Anub'arak's a pretty even-tempered guy, on the whole. Just don't mention the word -
    Anub'arak: RAIDS?!
    • ...Yeah, that.
  • Big Creepy-Crawlies
  • Bling of War: His Underking skin blings up his carapace.
  • Blood Knight: "I yearn for battle!"
  • Body Armor as Hit Points: One of his basic abilties gives him a temporary shield which is just his own carapace lore-wise.
  • The Brute: Under Ner'zhul. Promoted to Co-Dragons alongside Kel'Thuzad after Arthas becomes the Dragon Ascendant.
  • The Dog Bites Back: In his trailer, Anub'arak punts his Lich King master away, declaring his independence in the process.
  • Dig Attack: Burrow Charge, natch.
  • Doub
  • Fast Tunnelling: One of his abilities, can be used as an escape or initiate a fight.
  • Giant Flyer: Instead of using a mount, he uses his tiny wings to fly and gain the same speed boost.
  • Healing Factor: While he is one of the less durable Warriors, one of his heroics makes him rapidly drain large amounts of health from all nearby enemies, he also has a talent that allow his trait to heal him for an mount of damage it does.
  • Large and in Charge: Still fairly large by Nerubian standards, and he was once their ruler.
  • Life Drain: An interesting variant, where he himself doesn't drain life, but has a swarm of locusts and scarabs to do so for him.
  • Lightning Bruiser: Subverted in that he's not that tanky but can be quite mobile with his Fast Tunnelling ability and comes packed with crowd controls, but with his Locust Swarm heroic and the right build he can become very hard to kill (if only by a few seconds).
  • Mage Killer: Carapace gives him Spell Armor, which reduces damage taken from enemy abilities, and can take a talent for even more. His kit also allows him to terrorize a Squishy Wizard quite well, and the scarabs can block potential skillshots.
  • Magic Carpet: Similar to Azmodan and more to Zagara, normally he can't use mounts, instead he uses his wings to fly at the same speed of a mount as mentioned above. But if you purchase the carpet, he draws his legs in and flies with it.
  • Mecha: Cyb'arak, one of his skins, is a robot designed by Frozen Throne Technologies and built to fight Diablo's Kaiju skin in Africa. Although it's a Humongous Mecha in that universe, it's the same size as the real Anub'arak. In keeping with this, he replaces the organic spikes in his attacks with drills, and his beetles and locusts are mechanical.
  • Mook Maker: His trait allows him to spawn a scarab beetle every time he uses an ability.
  • Not as You Know Them: In Warcraft III Anub'arak was a loyal ally of Arthas in his Darkest Hour, and as shown in Wrath of the Lich King remains a loyal servant and friend to Arthas after he takes the frozen throne to himself. Here, his character introduction portrays him as a enslaved victim, although he's rather inconsistent on the matter, both exclaiming the usual "For the Frozen Throne!" battlecry and "All hail the Lich King" as well as less enthusiastic lines. Also, in Warcraft III, he's the tankiest of the Scourge's heroes, and a Mighty Glacier, whereas here, he's among the squishiest Warriors, reliant mostly on his superior harassment and mobility, ala Tyrael.
  • Pun: Anub'arak fears raids. Is that the groups of WorldOfWarcraft players trying to kill him, or brand of insecticide?
  • Rage Breaking Point: Like Johanna, Anub'arak is annoyed by the player's poking and eventually threatens violence if they don't stop.
    Anub'arak: I am first among the Crypt Lords, and a servant of the Lich King! I don't have to take this from you!
    Anub'arak: Ten more minutes of this abuse and I will go berserk!
  • Ship Tease: Amusingly, he and Zagara have this in their intro quotes if they team up. Anub'arak admires her legs, which prompts her to call him a creep; she shyly offers him a place in the Zerg Swarm, which he declines because he's already got a monarch lording over him and doesn't need another. They eventually get together for real in the Valentine's Day promotional video for his Lovebug skin.
  • Standard Status Effects: Deals in stun and is generally the most crowd-control oriented hero in the game.
  • Squishy Wizard: For a Tank, Anub'arak is rather fragile, but makes up for this with his large suite of stuns. Of course, being fragile for a warrior is still plenty tough.
  • Tunnel King: His Burrow Charge allows him to sink under obstacles and stun his victims, and many talents make it even more impressive.
  • Wormsign: His burrow ability leaves this, not that'll help much due to its speed.
  • Why Won't You Die?: Despite being relatively squishy, Anub'arak is rather hard to gank, thanks to his tendency to burrow half a screen away.

    Arthas, The Lich King 

Voiced by: Michael McConnohie

Crown Prince Arthas Voiced by: Patrick Seitz

https://static.tvtropes.org/pmwiki/pub/images/arthas_hots.jpg
"Frostmourne hungers."

Arthas Menethil was a young and upcoming paladin, son of King Terenas of Lordaeron and student to the legendary Uther the Lightbringer. During this time, a plague broke out in the kingdom, ravaging the land. Arthas soon learned that this plague was meant to transform its victims into mindless undead. The prince's desperate attempts to stop this plague grew darker and darker - he disbanded the Order of the Silver Hand so he could purge the infested city of Stratholme, burned down the ships of his men so they'd be forced to stay in Northrend, and eventually sacrificed his soul to wield the runeblade Frostmourne to slay the dreadlord Mal'ganis, the one who had been orchestrating these events. However, this entire time he had been manipulated by Ner'zhul, the original Lich King, into becoming The Dragon for the Undead Scourge. Upon equipping Frostmourne, he became the first death knight.

Arthas served as the Lich King's champion in conquering much of the Eastern Kingdoms as was demanded by their masters, the Burning Legion. After raising the necromancer Kel'Thuzad as a powerful lich, the fallen prince led the Scourge against the city of Dalaran, where Kel'Thuzad summoned Archimonde unto Azeroth. After the Legion's fall, Arthas returned to purge the last of the humans from Lordaeron. However, Illidan, under the command of Kil'jaeden, cast a powerful spell that nearly destroyed the Lich King, weakening Arthas and severing his connection to many of the undead. Although he was nearly destroyed by Sylvanas and her newly freed Forsaken, Arthas was saved by Kel'Thuzad, allowing him to return to Northrend. With no options left, Arthas donned the Helm of Domination and became the new Lich King, destroying most of Ner'zhul's soul. Now he leads the Scourge on a march to turn the entire world into his undead slaves.

Arthas is a melee Tank hero who specializes in disabling his target before getting close for the kill. His trait, Frostmourne Hungers, is activated and makes his next attack strike immediately for double damage and also restore some mana. His basic abilities include Death Coil, a bolt of dark magic which can either harm an enemy or heal Arthas himself, Frozen Tempest, a cold aura which damages, slows, and reduces the attack speed of nearby enemies as long as it's toggled on, and Howling Blast, a ranged area attack which roots enemies in ice.

His first Heroic ability, Army of the Dead, raises ghouls that follow Arthas and attack enemies. By reactivating the ability, Arthas can cannibalize the ghouls one at a time to restore his health. Summon Sindragosa, his other Heroic, calls forth the Dracolich Sindragosa to breathe ice across a long distance, temporarily slowing down enemies and freezing structures, preventing them from firing.

His current skins are Death God Arthas, Crown Prince Arthas, Frost Wyrm Arthas, Crimson Count Arthas, and Mystic Kingdoms Arthas.


  • Achilles' Heel: Arthas, unlike most other tanks, has no way to interrupt channeled abilities, as his entire crowd control kit centers around slows and roots, he has no silences or stuns.
  • An Ice Person: Arthas wields a whole host of ice magic befitting an undead king - Frostmourne Hungers' visuals is coating the target hit in ice, Howling Blast will encase enemies' legs in frost to root them to the ground (...even if it's a flying/levitating hero like Falstad, or Tassadar) and prevent them from moving voluntarily, Frozen Tempest (name aside) uses icy colors for the circle it makes around Arthas, and Summon Sindragosa has the frost wyrm breath a freezing blast over a line.
  • And Now for Someone Completely Different:
    • Downplayed — Crown Prince Arthas is still a baddie, but his quotes reference the differences between his place in the timeline and that of his standard Lich King self, including his attitude and the state of Azeroth then compared to now.
      Anub'Arak: All hail the Lich King...
      Lich King Arthas: All will serve in death.
      Crown Prince Arthas: Come, the Master demands our service!
      Zeratul: I sense in you a darkness that would consume us all.
      Lich King Arthas: How perceptive of you.
      Crown Prince Arthas: I don't know what you're talking about!
    • Marquis Arthas Du Menethil likewise is a vampire from the Raven King's court, and not remotely related to the Lich King. Likewise, Mystic Kingdoms Arthas is a Guan Yu Expy unrelated to the Lich King at all.
  • Arrogant Kung-Fu Guy: Crown Prince Arthas is rather full of himself.
  • But for Me, It Was Tuesday: The number of people who act as if they're his Arch-Enemy is nearly too long to list. His general disposition towards them generally tends towards mocking snark instead of taking them seriously.
  • Casting a Shadow: Arthas can cast the dark aligned Death Coil spell to either damage enemies or heal himself.
  • The Chew Toy: In several Warcraft character trailers, Arthas is on the receiving end of a beatdown from the character in question; he generally has it coming, as most of the characters who attack him are only taking revenge for something he did to them in Warcraft lore that went unavenged in World of Warcraft and its expansions. Thrall is currently the only exception, as he has no personal connection to or personal grievance with Arthas.
  • Cool Sword: Frostmourne, figuratively and literally. A number of his talents can improve the basic free ability Frostmourne Hungers as well.
  • Death of a Thousand Cuts: Frozen Tempest inflicts this on anyone unfortunate enough to be caught in it for more than a few seconds. Even worse, Arthas' new build includes a talent that causes continued exposure to increase this damage dramatically, making it Death of a Thousand Gashes.
  • Devour the Dragon: Does this, rapid-fire to his summoned Ghouls for a very powerful heal over time after casting Army of the Dead.
  • Evil Sounds Deep: His standard voice uses the very deep voice given by the Helm of Domination he wears. Even then, Arthas' regular voice is deep as well — just not that deep.
  • Evil Weapon: Frostmourne. It already looks the part, but it goes even deeper than that: the blade has the power to absorb souls and does so to both its wielder and anyone killed with it, which is why Crown Prince Arthas is now evil after barely grasping it by the handle.
  • Expy: His Mythic Kingdoms skin basically turns him into Guan Yu. Bonus points for initially being bundled with a Crimson Hare mount.
  • Ghostly Chill: Frozen Tempest invokes this, with a group of wraiths circling Arthas while he has it activated.
  • Gradual Grinder: Arthas isn't going to explode you dead in a moment, but Frozen Tempest means if you can't kill him yourself quickly enough, he's going to wear you down and even make standing and fighting him a losing prospect with the attack speed slow it inflicts.
  • Hearing Voices: Mentions that this is happening to to him as the Lich King. Presumably, he's talking about a Not Quite Dead Ner'zhul.
  • Hostile Weather: His third ability invokes the cold, howling winds of Northrend, constantly dealing damage and slowing enemies caught within its effects.
  • I Am a Monster: Non-angsty variant. Although not a servant of the Lich King per se, Crown Prince Arthas still acknowledges and revels in in his status as a Fallen Hero, and admits that many of his deeds can't be forgiven. As the Lich King, Arthas has evidently made peace with what he has become and feels zero need to hold back the villain clichés he's been saving up.
  • I Regret Nothing: Played straight by the Lich King when Jaina declares she'll never forgive him for what he's done; he scoffs that forgiveness is for the living. Averted by Crown Prince Arthas, who instead mournfully replies that he'll never ask her to forgive him with the implication that he does regret some of his actions.
  • Jerkass: Arthas wasn't always evil, but he was never exactly a totally nice guy either. In Warcraft III and Arthas: Rise of the Lich King he was more of a Jerk with a Heart of Gold, but given that even by his Crown Prince skin's time he has already taken Frostmourne (but hasn't slain Mal'Ganis or returned to Lordaeron as a Death Knight) and was already Slowly Slipping Into Evil, not to mention his quotes, it's fairly clear he's more of a straight-up jerk by now.
  • Magic Knight: He hits hard when he swings and has some Death Knight abilities, including ice magic, the Blood Tap talent and Death Coil. He is also a necromancer and can summon either a small army of ghouls or his pet frost wyrm Sindragosa using his heroics.
  • Man of Kryptonite: Against heroes reliant on Attack Speed in particular those without a boost to counteract his reduction, his constantly 40% reduction to their speed can be crippling, especially Illidan.
  • Mighty Glacier: Lacks in mobility, but makes up for it with a good deal of damage, staying power, and crowd control. Odds are pretty good Arthas will beat pretty much any other Tank in a straight fight, and he's even capable of pulling off the same against a number of Assassins.
  • Mistreatment-Induced Betrayal: Both Anub'arak and Sylvanas Windrunner get their chance to turn against him in their introductory trailers.
  • Moral Event Horizon: Invoked in-universe, when you put together his Crown Prince Arthas quotes. The Culling of Stratholme is evidently considered this; Jaina refuses to forgive him for it, even in his not-Lich King skin. Arthas apparently agrees that he's crossed that line and there's no going back and no forgiveness to seek.
  • Mythology Gag: The wraiths circling Arthas during his Frozen Tempest are clearly inspired by the ones you see around the Scourge's structures in Warcraft III.
  • Necromancer: Both of his heroics involve summoning undead creatures — an army of zombies in the first case, and his pet frost wyrm Sindragosa in the second.
  • Not as You Know Them: This is not Warcraft III's Arthas, and even Crown Prince Arthas is Flanderized from being an Anti-Villain who did what he had to do to a generic asshole. Even his post-corrupt self was originally The Good King to the Scourge and a Deadpan Snarker. Not so here.
  • No-Sell: Anti Magic Shell grants him 125% Magic resistance while active. Not only will your best nukes not hurt him, they'll heal him.
  • Our Vampires Are Different: He has a skin called Crimson Count which is him as a vampire — one Marquis Arthas du Menethil, a suitor of Sarah von Kerrigan and another skin in the Raven Court series of shared theme skins.
  • Pet the Dog: None for the Lich King, but Crown Prince Arthas, who is otherwise an arrogant, entitled ass, is surprisingly kind towards Jaina.
  • The Rival: Towards Leoric the Skeleton King, as both are evil, undead kings.
  • Some Dexterity Required: Playing Arthas in the middle of a teamfight is not easy on one's fingers. You need to keep healing yourself with both your ultimate (if you have it) every 2 seconds, and Death Coil, which is best done with self-casting...not an easy feat if you're playing Arthas correctly (ie. neck-deep in enemies and his own ghouls), time Frostmourne Hungers to go off immediately after a normal autoattack, aim a delayed root and keep track of your rapidly-dropping mana all the meanwhile.
  • Standard Status Effects: Practically the game's flagship Freeze and Slow character, with a wide variety of skills and talents that lock down enemy movement.
  • That Man Is Dead: Jaina has this attitude towards him; as far as she's concerned, he's not Arthas. Even Crown Prince Arthas gets this treatment.
  • Troll: Arthas enjoys getting a rise out of Uther.
    Arthas: If you fail, Uther, know that I can always use another Death Knight.
    Crown Prince Arthas: Try not to fail, Uther, as you did in service to my father.
    Uther: Shut your mouth, before I shut it for you!
  • Walking Wasteland: His Frozen Tempest ability turns him into one while active. Its damage isn't that high, but getting caught in it slows you down, making that much harder to get out of it. Without any mobility abilities or stuns, all Arthas needs to do is just walk next to you while your health goes down.
  • Wolverine Publicity: One of the most publicized heroes in the game. He's in the Tutorial, the Testing Grounds, the Trailer, the front art for the game on Battle.net, and shows up in more reveal trailers for other characters than anyone else. Though not always for a 'good' thing, because this means he gets more time to be beaten to crap by others for hilarity.
  • Why Won't You Die?: Army of the Dead heroic summons a group of Ghouls to fight for you. Their damage is pitiful, but you can sacrifice one of them every 2 seconds for a substantial heal, resulting in this.

    Cho'gall, Twilight's Hammer Chieftain 

Voiced by: Patrick Seitz (Cho) and Grant George (Gall)

https://static.tvtropes.org/pmwiki/pub/images/chogall_hots.jpg
Cho: "The apocalypse has come!"
Gall: "Chaos comes!"

Cho'gall is one of the ogre-magi, rare ogres born with two heads. Such mages tend to assume positions of leadership within their clan and so it was with Cho'gall, who killed the chieftain of an orc clan, became chieftain himself and erased its original name from existence, renaming it Twilight's Hammer. He was a powerful ally of the Old Horde and answered to the orcish Warlock Gul'dan. After Gul'dan's demise and the Old Horde's dissolving, Cho'gall and the Twilight Hammer Clan went into hiding on Azeroth. In secret, they had turned the clan into a cult that worshipped the horrific Old Gods, and returned during the Cataclysm to herald their masters and the end of the world.

Cho'gall is a unique two-headed hero, controlled by two players. The first head, Cho, is a Tank, while the second head, Gall, is a Ranged Assassin.

Cho is treated as the main body of the duo, controlling their movement and attacks. Surging Fist has Cho winding up for a punch, before throwing it in a designated direction to damage and knock aside anyone in his path. Consuming Blaze ignites nearby enemies for damage over time and heals Cho'gall for each enemy ignited; if he attacks an ignited hero, both the burn and the heal are re-applied. Rune Bomb is thrown in a direction, dealing damage on contact with enemies, and can be detonated by Gall for area damage. Cho's Heroics are Hammer of Twilight, which passively increases basic attack damage and can be swung as a Herd-Hitting Attack to knock back and stun enemies, and Upheaval, which pulls enemies in a large conical area towards Cho'gall after a short delay, slowing them and dealing damage.

Gall has no control over the duo's movement, going where Cho takes them, and is immune to stuns and silences. As he obviously cannot use a mount, he instead gets to Shove Cho a short distance, which also grants a temporary speed boost. Shadowflame deals damage in a line on a very short cooldown, essentially functioning as Gall's basic attack. Dread Orb deals damage in an area and then bounces twice in a straight line, dealing further damage on each bounce. Runic Blast simply detonates Cho's aforementioned Rune Bomb. Gall also has a fourth ability, Eye of Kilrogg, which places an eye that provides vision over the surrounding area. Gall's Heroics are Twisting Nether, which channels to slow nearby enemies and can be released for heavy area damage, and Shadow Bolt Volley, which unleashes a flurry of projectiles that can be aimed with the mouse cursor.

Cho'gall's trait is shared between the two heads. It can be toggled between Ogre Hide, which grants bonus armor, and Ogre Rage, which increases Gall's spell damage, by Cho and Gall respectively.

Their current skins are Warlord Cho'gall, Corruptor Cho'gall, and Pump'kin Cho'gall.


  • Achilles' Heel: You'd think having 2 players control this tough, high-damage output monstrosity would be dangerous. They can be, when played well, but that still means your team is short by one body, and in certain maps where map/objective control is paramount (Garden of Terror, Blackheart Bay, Dragonshire), this can prove to be quite the handicap. Hanamura stands out in particular, as Cho'Gall only counts as one hero for pushing the payload, putting his team at a disadvantage by default.
    • Since they're essentially two bodies condensed into one, Cho'Gall has the second highest HP pool in the game, only behind Stitches. Percent-based health damage (like Leoric's Drain Hope or talents like Giant Killer) absolutely wrecks them as a result.
    • Cho'gall is also especially vulnerable to single-target removal abilities like Muradin's Haymaker or Anub'arak's Cocoon, which can put both of them out of the fight at once. Cocoon in particular is quite nasty, since it's one of the few CCs that can stop Gall from casting.
  • Acrofatic: Don't let his size fool you; Cho'Gall is surprisingly quick on their feet with Surging Fist and Shove. With said mobility tools, they can engage, disengage, or even pursue enemies as they see fit.
  • The Archmage: For the Ogre race at the very least, but he is an insanely powerful Ogre Mage in his own right.
  • Badass Beard: Gall.
  • Badass Mustache: Cho.
  • Bare-Fisted Monk: By default, Cho uses his fists to fight.
  • Beware the Silly Ones: Cho and Gall took aspects of the generic Ogre units, being the two heads that tends to bicker with to each other, in fact, a recurring trait of his in the trailer is both heads playing rock-paper-scissors with the winner punching the loser's head. But when they put their minds together, Cho'gall is still the classic, dangerous and villainous Ogre with sights for world destruction he's known for.
  • Black Mage: Gall uses solely offensive spells of The Dark Arts kind, in contrast to Cho's Magic Knight moveset.
  • Brains and Brawn: In a twist, the physically-inclined Cho is the duo's brains, while the magically-inclined Gall is the brawn. It's Cho's responsibility to get the two into a prime position for both survival and to let Gall deal damage, while Gall's primary goal is to output as much damage as possible. Lampshaded with one of their Stop Poking Me! quotes:
    Gall: You may have the brawns, brother, but I've got the brains! (insane laughing)
    Cho: We both know that's not true.
    Gall: (dejected stammering) I don't...
  • Brick Joke: His mere existence. Back in 2004, as an April Fools joke, Blizzard pretended to release two-headed Ogres as a new playable race in World of Warcraft, claiming they would be controlled by two players. Now... well, you get the idea.
  • Calling Your Attacks: Whenever Cho throws his Rune Bomb, he'll shout something of the "Fire in the hole!" kind. Gall players, this is your cue to get ready to detonate it as it goes.
  • Cloudcuckoolander's Minder: Cho largely has to do all the thinking and decision making, what with Gall having gone out of his mind. Reflected in-game by having Cho make most of the large-scale decisions such as where to go and focusing on keeping the two alive, while Gall mostly just blasts everything in sight and focuses on keeping the enemy... not alive.
  • Contractual Boss Immunity: See Mini-Boss below. While Cho can be stunned or disabled, Gall is outright immune against most crowd control effects. The only exceptions are Stasis and Anub'arak's Cocoon.
  • Combination Attack: They're made for this. Cho can throw a Rune Bomb, but only Gall can detonate it for massive damage. Cho's Upheaval heroic pulls enemies next to him and massively slowing them while dealing a pittance of damage. Gall can follow up with his Twisting Nether heroic, which slows the enemy around him for a little bit before exploding for massive damage.
  • Defog of War: Gall's Eye of Kilrogg effectively gives him Scouting Drones without needing a talent for it.
  • Difficult, but Awesome: Cho'gall boasts the moveset of an Assassin and a Warrior in one character, two characters in one, both of them having devastating effects on its own. The catch? He's controlled by TWO players, so the players better be on good sync in both command, skill and resource management or else they end up fighting each other instead of facing the enemy, and thus rendering Cho'gall becoming The Load. Well, God help you if your other head decided to Troll you on purpose...
  • Drop the Hammer: If he takes the Hammer of Twilight heroic, Cho wields a massive hammer that increases his melee damage and can be used as a Ground Pound, and can be upgraded further so it shoots Hammer Beams that also slow enemies.
  • Dying Curse: Gall can take the Psychotic Break talent, allowing him to use his abilities for 10 seconds when they die.
  • Elemental Powers:
  • Foe-Tossing Charge: Cho's Surging Fist, basically a combination of Vi's Vault Breaker and Assault & Battery: Wind up for at least 1 second to charge while moving, then dash to a direction, but Cho'gall will toss aside anyone caught in the path, even other Heroes, until he reaches his target, and it's aimed like a skillshot, not a point and click.
  • "Knock Knock" Joke: A series of Stop Poking Me! quotes involve this, with Gall trying to make such joke, but Cho is not a fan and always denies the chance, until he bit on the third attempt...
  • Lightning Bruiser This huge monstrosity of an ogre has high durability and damage output (which can be boosted further with Ogre Hide or Ogre Rage), coupled with 2 mobility tools to engage enemies, disengage, or pursue escapees.
  • Magic Knight: As a whole. Cho uses ball-busting physical attacks augmented with elemental magics whereas Gall is the Black Mage.
  • Magic Missile Storm: Shadow Bolt Volley unleashes a torrent of shadow bolts. They follow the mouse cursor but have a pretty severe turning lag, giving the impression that Gall is firing them everywhere madly.
  • Master of All: A properly built Cho'gall can have great self-sustain, extremely high durability, long ranged poke, and high damage both physical and magical, with burst and sustained damage of both varieties, a medley of crowd control options, combined with high mobility. But to utilize it all requires heavy coordination from both players.
  • Mechanically Unusual Class: Again, two players control Cho'gall; the Cho player uses more physical abilities and controls the character's movement, while the Gall player uses ranged magical abilities, with a single shared ability in Rune Bomb, which Cho can throw and Gall can detonate; they even have independent heroics. It's basically the inverse of The Lost Vikings.
  • Mini-Boss: As mentioned above, the developers liken him to a playable Raid Boss. He has the second-highest base health of any hero, and ridiculous damage output from both his Warrior and especially Assassin aspects. Taking him on one-on-one will fail simply from his sheer overwhelming stats and damage output, so it's best to bring your teammates to take him down. But even then, his abilities deal good AoE damage on their own, so it's not as simple as dog-piling on him. To top it all off, Gall is outright immune to crowd control effects, to fully hammer down his boss-like nature.
  • Mutually Exclusive Powerups: The armor bonus from Ogre Hide is removed if Gall activates Ogre Rage for increased spell damage, and vice versa. Additionally, the two effects are activated by different heads, meaning that they have to be exceptionally well-coordinated to get the most out of both.
  • Portmanteau Couple Name: Invoked as an in-game mechanic for how Cho'gall is "Named" over his health bar. The first three letters of Cho's player's name are mashed onto the last four of Gall's, with an apostrophe in the middle. So if one player was "Dictator" and the other was "Rokpic", you'd end up with, err, "Rok'ator".
  • Rhetorical Question Blunder: This exchange:
    Cho: What do you expect from us? 'Two heads are better than one' jokes?
    Gall: Better than none!
    Cho: Ahh, shuddup, will ya?
  • Stance System: Ogre Hide and Ogre Rage grants him 25% damage resistance and 25% damage boost respectively. The twist is that they're Mutually Exclusive Powerups, and each player can only activate their corresponding stance.
  • Straight Man and Wise Guy: Cho and Gall, respectively. A sizeable amount of their funny moments involve Gall saying or doing something stupid and Cho doing his very best to not lose his cool. Despite this, Cho will occasionally join in on the antics.
  • Spam Attack: They don't use any mana, so all that matters is cooldown management. Cho can't really spam his skills on account of them having at minimum 9-second cooldown, but Gall is very much this, with Shadowflame being a spammable nuke at 3-second cooldown. Taken Up to Eleven with Shadow Bolt Volley, which consists of Gall firing off a barrage of well, Shadow Bolts, in a matter of seconds, dealing enough damage to outright kill squishier heroes.
  • Viral Unlockable: Two players are needed to control both his heads. If one of these two players hadn't unlocked Cho'Gall already, he becomes unlocked after the game.
  • With Great Power Comes Great Insanity: Gall has clearly gone out of his mind as a result of tampering with Old God magic.
  • You Will Not Evade Me: Cho's Upheaval heroic pulls every enemy heroes caught in its effect next to him. It does minor damage but majorly slows them. Gall can then follow up with Twisting Nether to cause major damage to the opposition.
  • Your Mom: The ultimate punchline of the aforementioned "Knock Knock" Joke is... "Cho Mama". Cho... is not amused.
    Cho: We have the same mother, you idiot!!

    E.T.C., Rock God 

Voiced by: Jess Harnell

https://static.tvtropes.org/pmwiki/pub/images/etc_hots.jpg
"I bring the mega-death!"

E.T.C. is the Power of the Horde incarnated by brutal rhythms and blistering guitar riffs into the form of the most elite tauren chieftain to ever headbang across the surface of Azeroth. Don't bother putting on socks. He's just going to rock them off anyways.

In reality, Level 80 Elite Tauren Chieftain is a band made up of Blizzard employees, who perform Heavy Mithril songs about WarCraft and StarCraft. His appearance in Heroes of the Storm is a massive tribute to the group, as well as an excuse to make lots and lots of rock n' roll jokes.

E.T.C. is a melee Tank hero with a diverse ability to disable enemies or sustain himself. His trait, Rockstar, activates every time he uses an ability, temporarily granting him 25 Armor for 2 seconds, reducing incoming damage by 25%. His basic abilities include Powerslide, which has E.T.C. dive forward, stunning any enemy hit on the way; Face Melt, a loud guitar jam that knocks away enemies; and Guitar Solo, a quick guitar riff that heals himself over time.

His heroic abilities are Mosh Pit, a channeled guitar performance which forces nearby enemies to dance while maintained, and Stage Dive, a global range Dynamic Entry from the sky, massively slowing nearby enemies upon impact.

His current skins are Black Metal E.T.C., Glam Metal E.T.C., Pure Country E.T.C., L800 E.T.C., and El Mariachi E.T.C.


  • Admiring the Abomination: He thinks Abathur would make for a cool album cover.
  • A Load of Bull: He's a Tauren, who are basically discount minotaurs without the evil and copious amounts of Native American influence — but really that's just an aesthetic thing.
  • Ascended Meme: Named for Blizzard's own metal band.
  • Awesome, but Impractical: The Tour Bus talent lets E.T.C. cast Powerslide during Mosh Pit, which also extends Mosh Pit's duration by 2 seconds for a 6-second area stun. The impractical part? Powerslide has a fixed, unchangeable range, and it's too long for E.T.C. to actually keep an enemy stunned for the full 6 seconds.
  • Badass Beard: And a pink one at that.
  • Bland-Name Product: Doubling as a Punny Name, his axe guitar's label is "Bison".
  • Blood Knight: Implied by one of his attacking quotes: "Rage... is a blessing."
  • Combat Medic: He can take a talent to let his Guitar Solo heal in an area. It's not much, but when you have no support, it works better than nothing.
  • Composite Character: ETC represents the band Elite Tauren Chieftan, who sang several songs for Warcraft (such as The Power of the Horde) and made several cameos in World of Warcraft, the Tauren race, and the Tauren Chieftain Hero unit from Warcraft III.
  • Difficult, but Awesome: His Mosh Pit is far and away the most powerful crowd control in the game. (In a game of 1-second single-target stuns, it's a Black Hole Expy). Landing one means catching all the heroes who could interrupt you and starting it up before anyone stops you from even using it. Doing so however, can win entire teamfights by itself....as long as your team actually bothers to take advantage of it.
  • Dynamic Entry: His Stage Dive heroic allows him to jump and land anywhere on the map.
  • Expy: Literal axe? Check. Multiple references to famous metal and rock artists and albums? Check. Uses The Power Of Rock in battle? Check. Has abilities called Powerslide, Facemelter, Solo? Eddie Riggs, is that you?
  • Heal Thyself: His 3rd ability, Guitar Solo. Although it doesn't heal that much, it can make a difference over time.
  • In a Single Bound: Stage Dive heroic allows him to jump and land anywhere. Can be used as a Dynamic Entry, escape mechanism, or a nuke. League of Legends players may notice the similarity with Pantheon's pre-nerf Grand Skyfall, thus for ETC, it's Cowdrop.
  • Instrument of Murder: His guitar is both a musical instrument and an axe.
  • Involuntary Dance: Can force the enemy into this with Mosh Pit.
  • Mythology Gag: His L800 skin turns him into the Tauren Marine, which started as an April Fool's joke then became an Easter Egg in Legacy of the Void. It's also named after the stage name name the band uses when they make Starcraft music.
    • He has four separate possible lines to say while using Mosh Pit. These different lines are the four separate parts of the chorus for "Power of the Horde", the first song ever made by Level80EliteTaurenChieftain.
  • Oh, Crap!: Is very nervous around some heroes, enough so that he tells himself not to make eye contact with them while starting a game with them.
  • The Power of Rock: Kind of self-evident really.
  • Pretender Diss: In a mirror kill he expresses his dislike of tribute bands. If you're using his announcer while playing as him, he dismisses you as either a copywrite infringement or a lame cover band.
  • Real Men Wear Pink: Only a real stud would rock a pink goatee.
  • Standard Status Effects: Specializes in stuns and knockbacks.
  • Stone Wall: His damage is nonexistant, with a minimal nuke and a slightly-faster-than-average attack speed being his main sources of damage, but his crowd control and durability are nothing to scoff at.
  • Support Party Member: One of the least capable of Tanks at actually doing damage, but that's no problem when he's sliding into the enemy team to stun them and knock them back into a direction they'd much rather not be moving into, and then healing off the enemy's attempts to kill him back. He's also the only Tank in the game capable of healing his allies, after completing the Prog Rock talent's quest.
  • Too Awesome to Use: Mosh Pit has a massive 120 second cooldown, one of the longest in the game, and is simultaneously an incredibly powerful 4-second stun. As such, it's very tempting to hold onto it until a major fight breaks out.
  • Why Won't You Die?: Already tough to kill as a Tank hero with self-heal, but his other skills make it near-impossible to pin him down as he can slide away to safety and break through attempts to surround or body block him, all while granting himself armor with his trait.

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    Garrosh, Son of Hellscream 

Voiced by: Patrick Seitz

https://static.tvtropes.org/pmwiki/pub/images/garrosh_hots_art.jpg
"Lok'tar ogar!" Translation 

Garrosh Hellscream, former Warchief of the Horde, is as battle-hardy as is he egotistical. He is the son of the legendary Grommash, although he never drank the demon's blood. He stayed behind on Draenor, shunned by the role his father played in damning the orcs. This was until Thrall arrived through the Dark Portal and informed Garrosh of his father's great courage - how he had defeated Mannoroth and freed the orcs. Reinvigorated by this knowledge, Garrosh became Thrall's protege and eventually the commander of the Warsong Offensive in Northrend.

His new demeanor brought along his father's fighting spirit, but also his hotheadedness. Thrall believed Garrosh would soon level out however, and appointed him as the new Warchief after the Cataclysm shattered the world. Thrall was very wrong, however. While Garrosh's rule brought new wealth and territory into the Horde, it also caused bloody conflict with the Alliance and revealed his Fantastic Racism as he grew ever weary of the trolls, tauren, Forsaken, and blood elves. This reached its boiling point in Pandaria, when Garrosh unleashed an Old God's power in an attempt to reform the world in his image. While the Alliance and Horde intervened, this was hardly the end of Garrosh.

Garrosh is a hard-to-kill melee Tank with many crowd-control options. His trait is Armor Up. Garrosh gains Armor based on his missing health, gaining 1 Armor per 2% health missing. His first basic ability, Groundbreaker, slams the ground, dealing damage in a small cone. Enemies on the very edge are knocked into the air, stunning and slowing them. His second ability is Bloodthirst. Garrosh quickly slices the target with his axe, dealing a small amount of damage while healing himself for a percentage of his missing health, which is doubled when damaging heroes. His final basic ability is Wrecking Ball. Garrosh picks up the nearest enemy and throws them to the target location, damaging and slowing the thrown unit as well as any other enemies in the area.

Garrosh's first Heroic is Warlord's Challenge. Garrosh unleashes a battle cry, Taunting all nearby enemies into attacking him for a short time. His other Heroic is Decimate, an ability with 3 charges that causes Garrosh to spin, cleaving all enemies in a radius around him, dealing damage and slowing them. Heroes take double damage and reduce the ability's cooldown slightly.

His current skins are Mad Axe Garrosh, El Jefe Garrosh, and High Warlord Garrosh.


  • Achilles' Heel: Percent-based damage ignores armor, completely bypassing Garrosh's trait and ripping him to shreds.
  • An Axe to Grind: He wields Gorehowl, passed down from his father. It doesn't have any of Y'Shaarj's corruption yet in this version.
  • The Apunkalypse: Mad Axe Garrosh, mixed with a bit of All Bikers Are Hells Angels.
  • Badass Boast: Honestly, pretty much everything he says is this, although his iconic "Lok'tar ogar!" is definitely the best example.
  • Bald of Evil: One of the biggest bads of modern Warcraft, with perfectly a shaved dome.
  • Berserk Button: Stealth heroes, Alliance heroes, Sylvanas, Thrall, demons, Gul'dan, uhh... well, pretty much anything that's not an orc warrior, Alarak, Hanzo, or Artanis.
  • Blood Knight: As to be expected.
  • Chairman of the Brawl: El Jefe Garrosh swaps out Gorehowl for a chair.
  • Combos:
    • Use Groundbreaker on a priority target, then Wrecking Ball them to the middle of your team or behind a wall. This is the basic game plan of any Garrosh, and it is extremely effective. (It actually used to be more so when Groundbreaker, instead of popping foes into the air, yanked them towards you, making the Wrecking Ball follow-up basically impossible to prevent. If you wanted to survive, your only real option was "Don't get hit by Groundbreaker", so Blizzard nerfed the ability into its present state.)
    • Before Groundbreaker was reworked to stun and slow instead of pulling enemies, at level 16 with Earthshaker, Garrosh was able to throw an enemy hero into his/her teammates, pull them all back with Groundbreaker and lock them in place with Warlord's Challenge. Case in point.
    • A more common combo nowadays is to throw a target with Wrecking Ball away into Garrosh's teammates and follow it up immediately with Groundbreaker, as both abilities' max range match, guaranteeing a stun, slow and damage. If it's followed up afterwards with Warlord's Challenge, most heroes will fall under the focus damage.
  • Draw Aggro: Warlord's Challenge forces Garrosh's opponents to focus their attacks on him.
  • Early-Bird Cameo: Garrosh was part of the roster of Fighters of the Storm 2 in the universe of Overwatch, which was meant to be a fighting game parody of Heroes of the Storm, despite the roster consisting of only those already in the latter. When Overwatch featured Player Icons from Heroes of the Storm, one of them is Garrosh. These become the eventual cues that Garrosh would make it to the Nexus.
  • Even Evil Has Standards: He made it clear that he doesn't like Sylvanas for being like the Lich King, or Gul'dan for corrupting the Horde and his father.
  • Fantastic Racism: His hatred of the trolls, tauren, Forsaken, elves, and anything in The Alliance hasn't died down in the Nexus.
  • Fastball Special: If he picks up the Into the Fray talent, he has access to an alternative Wrecking Ball that can be used on allies. It can be used for this trope.
  • Good Counterpart: His High Warlord skin's description states that this Garrosh stayed loyal to Thrall, whom he views as a mentor and friend.
  • Grievous Harm with a Body: His Wrecking Ball ability, if he hits another enemy.
  • Hot-Blooded: That's putting it lightly. It's hard to find a voiceline where he isn't screaming at someone about how superior he is or just how mad he's getting.
  • In the Blood: If he kills a demonic character, he'll reference his father.
    Garrosh: Looks like killing demons runs in the family.
  • I Shall Taunt You: His Warlord's Challenge, which forces nearby enemies to attack him.
  • Large Ham: He may actually be the hammiest hero in the game. Every single thing he says is shouted at the top of his lungs, no matter what it is.
  • Life Drain: His Bloodthirst, which damages an enemy to restore a portion of Garrosh's health.
  • Mechanically Unusual Class: Can be invoked as a minor example. Garrosh's Body Check is a level 1 talent is an activated slowing blow to an enemy, which can then be further enhanced at levels 7 and 20, the first talents to modify another lower level talent rather than being standalone or affecting basic abilities.
  • No Indoor Voice: Most of his lines has him shouting at the top of his lungs.
  • No-Sell: Garrosh has access to the Indomitable talent, which grants him Unstoppable for a few seconds.
  • Odd Friendship: With Alarak. It makes sense; they're both cruel leaders who rule under the edict that might makes right. He's apparently also befriended Hanzo, due to both being tattooed warriors seeking to honor their family's name.
  • Patriotic Fervor: Is unabashedly loyal to the Horde, or at least his own vision of it. While he despises Gul'Dan (for corrupting the Horde) and Thrall (for making the Horde weak from his point of view), he has favorable reactions from seeing other notable Horde members, including E.T.C., Rexxar, and Samuro.
  • Punny Name: Mad Axe Garrosh.
  • A Real Man Is a Killer: He makes a very clear distinction between the orcs under Thrall's Horde, and his "ideal" orc. Given Garrosh's personality, it's pretty clear what his perception of ideal is. Ironically, his kit is one that concentrates on survival and sustain, not quickly killing his opponent. However, it may mean lasting in the battle long enough until he can kill his opposition. He also takes a liking to Alarak, given the latter is essentially the Token Heroic Orc of Legacy of the Void.
  • Screaming Warrior: He certainly lives up to his surname, throwing out primal war-cries in combat and even having one as a Heroic.
  • Shoulders of Doom: He's adorned with the tusks of Mannoroth, which have also been covered in Spikes of Villainy for good measure.
  • Spam Attack: Decimate has an extremely short cooldown, which is reduced each time it hits an enemy hero, and carries three charges.
  • Spin Attack: Decimate.
  • Stone Wall: Garrosh is exceptionally hard to kill thanks to Armor Up and Bloodthirst, and he has several displacement and crowd control skills. He can also — contrary to his personality — be incredibly protective of his teammates, using Into the Fray to heave allies out of harm's way. To counter-balance that, he doesn't deal much damage and lacks any mobility tools.
  • Walking Shirtless Scene: He's wearing nothing at all above the waist save for on his shoulders.
  • Weaksauce Weakness: The Power of Friendship. No, seriously. Garrosh absolutely excels at grabbing and isolating lone heroes, culling them from the herd and counting on the victim's allies to play passive and safe. If, instead, the opposing team decides to go all No One Gets Left Behind, the story can be very different.
  • Why Won't You Die?: Because of his trait, it's very difficult to kill a low health Garrosh.
  • You Are a Credit to Your Race: When seeing an ally gets a kill he'll compliment their fighting as "almost like a true orc's".

    Mal'Ganis, Nathrezim Lord 

Voiced by: Michael Gough

https://static.tvtropes.org/pmwiki/pub/images/bust_7.jpg
"I must feed!"

Mal'Ganis is one of the nathrezim, or dreadlords, who served as Ner'zhul's elite jailers. He aided the Lich King in his task of preparing Azeroth for the Burning Legion's second invasion, spreading a plague through Lordaeron that would turn the population into mindless undead. Posing as the leader of the Scourge, he confronted Prince Arthas at Stratholme, and watched him purge the city before its citizens could turn. Impressed by Arthas' resolve, Mal'Ganis goaded the prince into following him to Northrend. In a desperate attempt to defeat Mal'Ganis, Arthas sought and found the runeblade Frostmourne. However, this was Mal'Ganis' plan all along, as Arthas forfeited his soul to the Lich King when he claimed the weapon. When Arthas finally confronted Mal'Ganis with Frostmourne in hand, Ner'zhul betrayed his jailer and commanded Arthas to slay the dreadlord.

However, being a demon, Mal'Ganis was not truly dead. After reforming his body, he returned to Northrend, where he manipulated the Scarlet Onslaught - an elite branch of the Scarlet Crusade - in the form of Barean Westwind. When his cover was blown, Mal'Ganis retreated, but eventually came back when the Legion invaded Azeroth for the third time.

Mal'Ganis is a melee Tank with high sustain and strong crowd control, representing the Dreadlord hero from Warcraft III. His trait is Vampiric Touch, which allows his attacks to heal him for a portion of the damage dealt, increased against heroes. His first ability, Fel Claws, causes him to lunge forward and damage enemies. Fel Claws can be used up to three times in quick succession, with the third claw also stunning. Necrotic Embrace unleashes a pulse of dark energy, damaging enemies and giving Mal'Ganis Armor. Finally, Night Rush allows Mal'Ganis to hover off the ground after a brief channel, gaining increased movement speed. Any enemies he passes over while the ability is active are put to Sleep.

His first Heroic option is Carrion Swarm, which transforms Mal'Ganis into an invulnerable swarm of bats that deal area damage. The healing of Vampiric Touch is heavily increased while the ability is active. His other Heroic, Dark Conversion, targets an enemy hero and channels. Once the channel is complete, Mal'Ganis and his target swap health percentages over a few seconds.

His current skin is Dreadmachine Mal'Ganis.


  • Absurdly Sharp Claws: Mal'Ganis uses his claws to tear his enemies apart.
  • Ascended Meme: Several lines of Mal'Ganis have him flub his Catchphrase or actually declare himself to be a turtle. Explanation 
    Mal'Ganis: For the last time, I am Mal'Ganis. I am not eternal! I. Am. A turtle! (beat) Well, technically a tortollan... but still!
  • Badass Boast: Incidentally one of his most famous lines, as it is his entrance quote in Hearthstone: Heroes of Warcraft.
    Mal'Ganis: I am Mal'Ganis. I AM ETERNAL!
  • Back Stab: Nightmare Fuel is a Talent that increases Mal'Ganis' Basic Attack damage after emerging or staying inside a bush.
  • The Berserker: Blind as a Bat talent removes his vision for 6 seconds in exchange for removing the mana cost and cooldown of Fel Claws. Mal'Ganis will be able to deal tremendous damage and stun enemies during its effect, but if the player doesn't know where they are, Mal'Ganis will be swiping blindly at nothing.
  • Casting a Shadow: Dreadlords are masters of necrotic shadow magic, with Mal'Ganis utilizing it in-game with abilities like Necrotic Embrace and Dark Conversion.
  • Close-Range Combatant: Mal'Ganis thrives in the heart of a fight, where his Area of Effect abilities can hit as many heroes as possible, surviving through Armor and high sustain. When he's out of the thick though, his options are limited - he has very poor tools to engage with (Fel Claws is rather short range even with all three swipes, and Night Rush has a brief duration and is too crucial to waste), and absolutely no way to poke at enemies from afar.
  • Compelling Voice: His voice sounds hypnotic when he puts his enemies to sleep with Night Rush.
    Mal'Ganis: You seem tired.
  • Composite Character: Mal'Ganis' personality and skillset are taken from his Warcraft III and World of Warcraft incarnations, and some of his abilities are also inspired by other nathrezim and demon lords.
    • Personality-wise, he resembles his more hammy version from World of Warcraft compared to his calmer and more calculating self in Warcraft III, although he has also shown traits of Tichondrius.
    • Vampiric Touch is a Shadow priest ability, which Mal'Ganis also uses in his World of Warcraft encounters. The Vampiric Aura Talent was one of the basic abilities of a dreadlord from Warcraft III. Fel Claws is actually an ability used by Kil'jaeden in Legion, while Necrotic Embrace is an ability Varimathras displays in his Legion boss fight. Carrion Swarm and Night Rush are inspired by the classic Carrion Swarm and Sleep abilities dreadlords displayed, and while Dark Conversion was actually a unique ability of Mal'Ganis' in Warcraft III, it only shares the name, and functions completely differently.
  • The Corruptor: He belongs to an entire race of them. In-lore, Mal'Ganis was responsible for turning Arthas into the Lich King's champion, and manipulated the Scarlet Crusade further after Balnazzar's death. He also intends to corrupt angels (due to their similarities to the naaru), orcs and other mortals in the Nexus.
  • Deal with the Devil: He offers mortals eternal life, knowledge and power if they serve the Legion, though no one (not even Zul'jin) takes him up on his offer.
  • Death-or-Glory Attack: Dark Conversion can be used this way. Pop it on death's door while targeting a full-health enemy hero, and pray it goes off. If it fails, well, you tried and you're likely to be bursted down by your opponent. If it succeeds, you'll be at full health that that enemy will probably be dead.
  • Demon Lords and Archdevils: Mal'Ganis is one of the highest ranking demons in the Burning Legion.
  • Energy Absorption: Mal'Ganis has access to a talent that heals him for each attack he receives while under the effect of Necrotic Embrace. This means that heroes who rely on Death of a Thousand Cuts (e.g. Li-Ming's Disintegrate or Tassadar's Distortion Beam) will actually heal him instead of dealing damage.
  • Evil Is Hammy: Mal'Ganis always sounds hammy, no matter what he says and who he addresses.
  • Forced Sleep: Night Rush will put to sleep all enemies Mal'Ganis passes over while Night Rush is active. Carrion Swarm can also be upgraded to put nearby enemy heroes to sleep.
  • Freudian Slip: His poke quotes imply that the whole "I AM A TURTLE" thing has had some sort of effect on him. Many of them are him practicing the line over and over again, flubbing it constantly.
    Mal'Ganis: For the last time, I. Am. Mal'Ganis. I am not a turtle. I AM ETERNAL!
    Mal'Ganis: I AM MAL'GANIS, I AM A TURTLE! I AM MAL'GANIS, I AM E-TER-NAL!
  • Genius Bruiser: Mal'Ganis is both a powerful frontline fighter and a Manipulative Bastard who turned Arthas to the dark side.
  • Hate Sink: Mal'Ganis is a demon of the Burning Legion, and the Legion is almost universally hated, including by undead like Stitches and Scourge. Teeth-Clenched Teamwork with anyone who is not of demonic nature (excluding Illidan) or doesn't serve the Legion is a given.
  • Herd-Hitting Attack: He has a number of these, which pairs well with his trait since he gains more life as more targets are hit.
    • Mal'Ganis lunges forward with Fel Claws and swipes all enemies in a semi-circle.
    • Necrotic Embrace is an Area of Effect attack that hits all enemies nearby. It can also be talented to pulse a second time and unleash a wave of damaging bats in a cone.
    • Carrion Swarm deals area damage to anyone that is hit by Mal'Ganis' swarm of bats.
  • Life Drain: His trait grants him high sustain at all times. The effect is massively increased by Carrion Swarm, and Dark Conversion is an even more extreme one of these. Mal'Ganis also can grant a Vampiric Aura to his allies, allowing them to heal for a percentage of the Physical Damage they deal to enemies.
  • Kick the Dog: A big fan of this.
    • When Garrosh declares that he doesn't require the help of demons, Mal'Ganis points out that Garrosh's father, Grom, whom Garrosh tries to imitate, said the same at first, but eventually gave in.
    • When Samuro says that allying with a demon brings disgrace to him, and that he's ready to use his blade against him, Mal'Ganis notes that this blade slayed many innocents, and that he's not to blame for that.
    • He laughs at Whitemane's declaration that the Scarlet Crusade will annihilate him, as he knows that they are led by dreadlords.
    • He sarcastically thanks Maiev for providing the Legion with powerful minions (after her vault was assaulted and its prisoners were freed by the Legion).
    • He rubs it in Yrel's face how many draenei/eredar were swayed to the Legion's side by the nathrezim.
    • If he encounters Uther, he thanks him for forming Arthas into such a gullible man. If he kills Uther, he'll also note how Uther's "failure is complete" now.
    • If he is teamed up with Jaina, he tries to guilt-trip her for failing to save Arthas from him. If he kills her, he also cruelly tells her how she can be Together in Death with Arthas now.
  • Mistaken Identity: A frequent occurrence, since all dreadlords kind of look the same. Mal'Ganis is often mistaken for Varimathras, so he just started signing his autographs when people ask for one. He also makes it clear to beings of the Light that he is not Lothraxion.
  • Mythology Gag:
    • A quote mentions that Mal'Ganis was present on the Broken Shore in Legion when Varian died. And then Mal'Ganis never made an appearance again, causing players to ask What Happened to the Mouse?
      Mal'Ganis: I watched Varian die on the Broken Shore. Admittedly, I didn't do much after that. But I was there!
    • People keep mistaking him for fellow dreadlord Varimathras (because all dreadlords look the same). Note that in Hearthstone the art that is used for Mal'Ganis actually depicts Varimathras.
    • Mal'Ganis is proud of his role for spreading the plague of undeath in the Eastern Kingdoms, but he was extremely impressed by the incident caused by Hakkar the Soulflayer's Corrupted Blood. Explanation 
    • The code of the nathrezim - to never slay one of their own - is brought up several times. In one joke line, Mal'Ganis lists several (harmless) punishments for breaking the code. If he gets a takedown on a nathrezim hero, he wonders how Varimathras felt when he broke the code. Explanation 
    • Mal'Ganis promised Arthas in Warcraft III that he would be the end of Arthas' journey. He repeats this statement verbatim if he gets a takedown on Arthas.
    • If Mal'Ganis is teamed up with Kerrigan, he asks her whether she isn't actually an aranasi demon, who are spider-like demons with large bony wings.
    • The red-tinted "Darkener" variation of his basic skin is a reference to the leader of the nathrezim, Tichondrius, whose title was "The Darkener". Meanwhile, his violet "Undercity" tint is based off of Varimathras as he appeared in World of Warcraft.
    • Dark Conversion was Mal'Ganis' unique ability in the Warcraft III mission "The Culling", which allowed him to immediately transform Stratholme's citizens into undead.
  • Not So Different: He tries to invoke this on Uther, as both were betrayed by Arthas. Uther immediately brushes him off.
  • One to Million to One: Carrion Swarm transforms him into a swarm of bats while it's active, and he reforms once the ability is over.
  • Our Vampires Are Different: Nathrezim are a bizarre fusion of vampire and demonlord tropes. They feature fangs, bloodthirst, pale skin, and Pointy Ears, but have demonic features like wings, horns, and hooves. This is emphasized by his skills, which use Vampiric Draining as a central theme.
  • Pet the Dog: Subverted. He does show gratefulness if he is healed, but if he praises a mortal, he only does so to manipulate them and make them serve the Legion.
    Mal'Ganis: I acknowledge your power, mortal. Take pride in it, revel in it, use it for the Legion!
  • Puny Earthlings: Mal'Ganis doesn't hide his contempt towards mortals and calls them small and weak. He sees himself and the Legion as more powerful, wiser and immortal, though he promises the same to anyone who wishes to join the Legion.
  • Running Gag: "Darkness" calls, again asking for the demon hunter's number, which is a callback to a Warcraft III joke line.
  • Slain in Their Sleep: Nightmare Fuel not only increases Mal'Ganis' Basic Attack damage when he comes out of a bush, he also deals more damage to enemies that are sleeping.
  • Technicolor Death: If Mal'Ganis dies, he explodes into a cloud of bats, leaving only his armor behind. This is consistent with the way dreadlords die in Warcraft III and World of Warcraft.
  • Temporary Blindness:
    • At level 16, the Talent Blind as a Bat removes the mana costs and cooldown of Fel Claws temporarily, but in return Mal'Ganis is robbed of all vision.
    • The Storm Talent, Alone in the Dark, allows Mal'Ganis to take the vision away from enemies that were put to sleep by Night Rush.
  • Three Strike Combo: Fel Claws can be used up to three times, stunning all enemies on its third strike.
  • Unstoppable Rage: Blind as a Bat literally makes Mal'Ganis erupt with blind rage, as he loses all vision temporarily, but can in return Spam Attack Fel Claws, as all mana costs and cooldowns are removed for its duration.
  • Wings Do Nothing: Averted. Unlike his Warcraft III incarnation where his useless wings were lampshaded, Night Rush makes use of his wings, increasing his movement speed and putting all enemies he passes through to sleep.
  • Would You Like to Hear How They Died?: A variation of this, as he offers to tell Varian how he will die.
  • You Have Outlived Your Usefulness: He will literally say this to Whitemane, if he kills her. The Scarlet Crusade and its branches were corrupted by Mal'Ganis and fellow dreadlord Balnazzar.

    Muradin, Mountain King 

Voiced by: Carlos Larkin

https://static.tvtropes.org/pmwiki/pub/images/muradin_hots.jpg
"Ready fer action!"

The middle brother of the dwarven Bronzebeard clan. While his older brother Magni was the King of the Dwarves, and his younger brother Brann was a great explorer, Muradin was a great warrior. Muradin led an expedition to acquire the runeblade Frostmourne from Northrend and was later aided by Prince Arthas in his endeavor. However, upon realizing that Frostmourne was cursed, Muradin sought to leave it, but Arthas chose to claim the sword, unleashing a shockwave that seemingly killed Muradin.

...but, as fate would have it, Muradin was only knocked unconscious and awakened after Arthas had turned on his own people. Muradin had lost his men but also his memories, as Muradin thought himself an Earthen and resigned himself to the Storm Peaks until he was discovered by the Alliance years later in the Argent Crusade against the Lich King. When the three Bronzebeard brothers reunited, Muradin regained his memories and returned to Ironforge, after Arthas was defeated. After his brother Magni accidentally petrified himself in an ancient ritual, Muradin became the new head of the Bronzebeard clan and now shares the Ironforge throne with the Dark Iron and Wildhammer dwarves.

Muradin is a melee Tank hero with a well-rounded skillset, able to start fights, disable foes and tank damage. His trait, Second Wind, causes Muradin to heal rapidly after not taking damage for some time. His first ability is Storm Bolt, which throws a hammer that stuns the first enemy hit. After hitting enough enemies, Storm Bolt will pierce one target and Muradin's basic attacks will lower its cooldown. Thunder Clap is a ground-slam attack which slows down enemies, and Dwarf Toss is a long-range jump that grants Muradin damage resistance for a short time.

His Heroic abilities include Avatar, turning Muradin into a stony form and massively boosting his health, and Haymaker, a mighty punch that sends an enemy flying, dealing damage to the target and other enemies they get knocked into.

His current skins are Ymirjar Lord Muradin, Kandy King Muradin, Magni Muradin, Maraudin' Muradin, and Vanndar Muradin.


  • Back from the Dead: Referred to for comedy, by himself and others.
    Crown Prince Arthas: [after killing Muradin] Wait, I thought Muradin was dead...
    Muradin: Look, I was never dead, alright? I was just restin' me eyes!
  • Badass Beard: Like all dwarves of his clan, he sports a magnificent one almost as long as he's tall.
  • Bash Brothers: He and Falstad are just as friendly fighting together or against each other; Muradin even cracks a joke about hill dwarves having big talk and small hammers.
  • Boisterous Bruiser: From his trailer, for a start.
    Muradin: Alright lads, line up! It's HAMMER TIME!
  • Bond One-Liner: If he tags Tassadar or Raynor.
    Muradin: Clearly Tassadar has... failed!
    Muradin: Right in the Jimmy!
  • Boring, but Practical: As far as Heroics go, Avatar is fairly tame. Muradin becomes larger, making it easier to body-block skill shots, and harder for the enemy to click other targets near Muradin, increases his max health by 1063 + 4% per level, and heals for the same amount. A nice bail out move, but nothing extremely special. Then you realize that two of his talents, Stoneform and Healing Static, heal by percentages of his current max health.
    • A nice un-listed benefit is that it also raises Muradin's melee range from 1.0, the lowest in the game, to 2.0, the highest (for melee heroes), which can mean a big deal for certain talents and reducing the cooldown of Storm Bolt once his quest is complete.
  • Brave Scot: Just what you'd expect from a Blizzard dwarf, right down to addressing the player and some of his foes as "laddie".
    Muradin: You got my attention laddie!
    Muradin: Next time, laddie, watch yer back.
  • Dual Wielding: Axe in one hand, hammer in the other.
  • Elites Are More Glamorous: He's one of the famed dwarven Mountain Kings, among the best dwarven warriors in existence.
  • Elves vs. Dwarves: Minor case, but one of his kill quotes is, "I've met blood elves tougher than you!"
  • Healing Factor: His unique trait, Second Wind, heals him for free as long as he stays out of combat. Which can be further talented to be an active ability.
  • In a Single Bound: Muradin can cover a huge distance with just a single Dwarf Toss, also able to pass impassable terrain with it. He can even upgrade the distance with talents.
  • Kick Them While They're Down: Give em the Axe! is a unique, superior version of the standard Executioner ability, giving Muradin a greater boost than average for hitting disabled targets. Works quite well with the fact that he himself has a great supply of disables to begin with.
  • Lightning Bruiser: Don't let his dwarvish Stout Strength appearance fool you. Muradin is hard to take down, comes packed with crowd control, and can be surprisingly mobile with his jumps. Add in Give em the Axe at level 16 and he'll be hitting fairly hard too.
  • Literally Shattered Lives: If you kill him while he's in Avatar mode.
  • Middle Child Syndrome: Seemingly played straight at first, only to be immediately subverted in his intro trailer:
    Muradin: We Bronzebeards are known across the whole of Azeroth. Me eldest brother, Magni, was King of Ironforge. Wise and fair a ruler as ever been. And Brann, well, he's a renowned explorer. Always uncovering secrets, being written about in Explorer's League Geographic. With brothers like that, I'd feel a wee bit overshadowed... [Record Needle Scratch] IF I DIDN'T KICK SO MUCH ARSE! HAHAHA!
  • Nerf: Originally, his Avatar ability had a second effect that stunned targets for a quarter of a second when he hit them. This was removed largely due to the introduction of Morales, who could amp his attack speed and let him spam miniature interrupts.
  • Our Dwarves Are All the Same: He's a standard fantasy dwarf warrior. Bronzebeard dwarves like him combine the "shield" and "gold" dwarf cultures. Meaning most of his clan are smiths/engineers and minersnote , in fact his elder brother King Magni Bronzebeard forged the Ashbringer to oppose Frostmourne, and was renowned as the greatest smith in Azeroth.
  • Megaton Punch: One of his heroic abilities, Haymaker. Doubles as both Grievous Harm with a Body and Launcher Move, and can be used to forcibly throw an enemy into your teammates, or worse, behind your fortifications.
  • Super Mode: One of his heroics, Avatar, boosts his health and size.
  • Shock and Awe: His abilities revolve around throwing and slamming the ground with lightning-infused hammers.
  • Walk It Off: His trait lets him rapidly heal up damage when not in combat.
  • We Used to Be Friends: He has a few choice words for his old buddy Arthas.
    Muradin: [after killing Arthas] That's for leavin' me in the cave!
  • Why Did It Have to Be Snakes?: His interactions with Murky imply Murlocs are this to him.
  • Why Won't You Die?: He can really take a beating and survive it because of both his trait and his ability to jump off to safety. Exaggerated with Avatar and Stoneform. Used together, he has effectively two and a half to three times his nominal health. And Muradin is by no means low on base health either.

    Stitches, Terror of Darkshire 

Voiced by: Isaac C. Singleton Jr.

https://static.tvtropes.org/pmwiki/pub/images/stitches_hots.jpg
"Stitches want to play!"

Once there was a kind alchemist named Abercrombie, living in the town of Raven Hill in the Southern Elwynn Forest, now known as Duskwood. However, the death of his wife and his failed attempts to revive her with necromancy drove him mad. The man now known as The Embalmer tricked unsuspecting adventurers to help him create an abomination — Stitches — as a "gift" that would terrorize the citizens of Darkshire. The fooled adventurers made amends by putting an end to Stitches.

Stitches is a melee Tank with incredible durability and unique kill potential. His trait is Vile Cleaver, which causes his Basic Attacks to splash damaging gas around his target. His main skills are Hook, throwing out a hook skillshot that pulls in the first enemy it hits, Slam, a cleaver smash for area damage that deals extra damage and slows enemies close to Stitches, and Devour, biting an enemy to regain health. Stitches also has a fourth ability; Helping Hand, which is identical to Hook except it can also pull in allies, refunding half of the cooldown.

His Heroic abilities include Putrid Bile, causing Stitches to spew acids that slow and damage enemies everywhere he walks for a while, or Gorge, gulping down an enemy Hero and allowing Stitches to disable and reposition them before puking them back out.

His current skins are King Stitches, Chef Stitches, Psycho Stitches, Bikini Stitches, Greatfather Winter Stitches, and Snuggle Bear Stitches.


  • Acrofatic: For a pile of zombies in a vaguely humanoid form, Stitches can be remarkably mobile when talented; with an upgraded Putrid Bile and Hungry for More, he can dash around at 140% movement speed for 10 whole seconds while slowing his enemies down.
  • An Axe to Grind: One of his default weapons.
  • And Call Him "George"!: He just wants to play with you! He doesn't even seem aware that he's fighting people, sometimes saying that he "played too rough" or "playtime's over" when he scores a kill.
  • Belly Mouth: While all abominations have open stitching with their guts hanging out, Stitches actually has an especially gross functioning mouth as his, with ribs acting as teeth. It lets him chomp at enemies with Devour or gulp them down whole for his second heroic.
  • Body Horror: Goes without saying for an abomination, but Stitches takes it a step further. As noted above, the usual gash is also a working mouth, still full of dangling guts.
  • Chef of Iron: With the "Chef" skin, Stitches wears a toque and an apron, and attacks with a frying pan and a whole ham.
  • Composite Character: While his name and origin are taken from the original Stitches of the Duskwood region, his "want playtime" personality is actually that of the Naxxramas raid boss Patchwerk (a different abomination). For comparison, the original Stitches was simply a near-mindless hungering monster.
  • Dead Weight: He's a giant, lumbering zombie stitched together from bits and pieces of corpses.
  • Eaten Alive: That giant, gaping mouth in his stomach isn't just for show (of course, he still has to take a specific Heroic to use it).
  • Expy: Zig-zagged with regards to his relation to Dota2's Pudge. The Abomination unit was introduced in Warcraft III, and was the basis for Pudge in the original Defense of the Ancients: All-Stars mod, which was later carried into Dota2. Stitches, meanwhile, was added to classic World of Warcraft in 2004, while Patchwerk (see Composite Character above), was added in 2006, long before Dota2 existed. In this way, the original Pudge, original Stitches, and Patchwerk could all be considered "brothers", descended from the same in-game unit, and the composite Stitches in Heroes a "cousin" of Pudge in the full-fledged Dota2. What pushes Stitches into full Expy territory is that the developers largely copied Pudge's Dota2 kit, which did not exist on either Stitches or Patchwerk.
  • Fan Disservice: Bikini Stitches. Of all the heroes to get a bikini-themed skin, this guy? Why, Blizzard, why...
    • It gets worse: Bikini Stitches was on the loading screen throughout summer 2017. Enjoy.
  • Fartillery: Prior to his rework, his trait spewed Vile Gas whenever he took damage, poisoning enemies and damaging them over time.
  • Heal Thyself: Devour heals 20% of Stitches's maximum health on cast and can be talented to heal 10% more on top of that, one of his late-game talents lets him restore 5% of his health each time he attacks a hero, Vile Gas can be talented to heal Stitches every time it does damage, and he can get a talent that increases all healing he receives (but is mutually exclusive with the Vile Gas healing). Put several of these together, and watch as Stitches simply regenerates his hefty HP pool faster than the enemy can wear it down.
  • Hooks and Crooks: He has a meat-hook on a long chain and a sickle as his other weapons.
  • Jack-of-All-Stats: By tank standards. He's relatively tough, has relatively decent damage, and has a strong You Will Not Evade Me spell. However he doesn't particularly excel in any of these, though talents can make him more specialized.
  • Magic Knight: Despite his appearance, Stitches is very dependent on his mana pool.
  • Mighty Glacier: Slow and plodding, with no way to boost his own speed in combat, but he has a grab and can gain extra crowd control to make it tough for enemies to get away from him.
  • Odd Friendship: With Junkrat, due to him being a Suspiciously Similar Substitute for his pal Roadhog (and for Stitches just wanting a buddy).
  • Psychopathic Manchild: His idea of play time is hacking people with his cleaver. This tends to be the case with all the named abominations in the Warcraft universe though, so nothing particularly new.
  • Hockey Mask and Chainsaw: "Psycho" Stitches is basically an amalgamation of Shout-Outs to the slasher horror movie genre. He has a hockey mask and a machete, a torn-off Michael Myers jumpsuit, a chainsaw and a slipknot/pickaxe combo to complete the horror movie theme.
  • Stone Wall: Stitches... doesn't do damage. At all. Most of his abilities deal minor damage, Vile Gas basically does nothing but annoy, and the main reason he can even kill minions with regularity is because Devour deals bonus damage against them. He makes up for it with his hook and staying power, alongside some extremely disruptive heroic abilities. Stitches can avert this by building into Slam to deal fairly decent AoE damage at the cost of some late game tankiness. However, without building as a Bruiser, he fits this archetype to a tee.
  • Swallowed Whole: He can disable one enemy hero for a few seconds this way, carrying them wherever you want. Upgraded, you can do it to several.
  • Take That!: They actually made a jab at Pudge.
    Stitches: [killing another Stitches] Stitches greater than you, pudgy.
  • You Will Not Evade Me: Has every MOBA's quintessential grab-and-pull spell.

Bruisers

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    Chen, Legendary Brewmaster 

Voiced by: Keone Young (English), Bernard Métraux (French)

https://static.tvtropes.org/pmwiki/pub/images/chen_hots.jpg
"I bring pandamonium!"

Azeroth's greatest brewmaster, Chen Stormstout is a wandering Pandaren from the Wandering Isle. Chen took part in the founding of the Orcish Nation of Durotar by aiding Rexxar and Rokkhan in their journey throughout Kalimdor in the early days of the Horde. He also fought alongside the Horde when Kul Tiras forces under the command of Daelin Proudmoore waged war against the Horde, and was present at the Battle of Theramore Isle. When the mists surrounding Pandaria were uncovered, Chen took the opportunity to return to his ancestral homeland and adventured throughout the land with his niece Li Li. Later, he would aid his old friends Vol'jin and Thrall against Garrosh Hellscream's True Horde.

Chen is a surprisingly mobile melee Bruiser capable of jumping in and pinning down foes. Instead of mana, Chen uses Brew, which has a small static pool and doesn't naturally regenerate. To recover Brew, he needs to channel his Fortifying Brew trait, which roots him in place but also provides a massive shield. His first basic ability is a Flying Kick that positions Chen behind his target. Keg Smash, his second ability, throws a keg to slow down enemies in an area and soak them with booze. If the ability is recast within 6 seconds, it becomes Breath of Fire; belching out damaging flames that can ignite booze-covered enemies for additional damage over time. His final basic ability is Stagger, which makes him immune to all damage for 3 seconds, then causes him to take a portion of the prevented damage over the next five seconds.

His first Heroic ability is Wandering Keg, which turns Chen into a barrel, making him Unstoppable and allowing him to roll around at increased movement speed, damaging and knocking back enemies. His second heroic is Storm, Earth, and Fire, which temporarily splits him into three elemental spirits with different attack patterns. Each Spirit has an ability they can use once, and the third ability is empowered. Storm is a long-ranged attacker who can grant all three spirits a large shield, with his final cast also increasing the ability's duration. Fire is melee, and can grant attack and movement speed, and grants even more as the last cast. Earth is melee and can be commanded to leap to a target area alongside Fire, slowing enemies. If it's the final ability, it instead roots.

His current skins are Wanderer Chen, Warmaster Chen, Lunar Chen, and Brewmaster Chen.


  • Achilles' Heel: Unlike most other Warrior heroes, Chen's only disable is a slow and his lack of hard disable such as a root or stun reduces his capability to force the enemy to stay and engage him instead of his squishier teammates. Further, his infamous tankiness comes from the Shield he gets by drinking booze, which while very hard to break without focused fire, relies on the enemy team focusing on him as he drinks. This means savvy enemy team can just ignore Chen and go after his teammates as he's drinking.
  • Acrofatic: Who would have believed someone twice the width of a regular man could move so acrobatically? Flying Kick is a ridiculously fast-moving dash with a decent range, and it has a low cooldown and minimal Brew cost.
  • All Monks Know Kung-Fu: Technically, Brewmasters are monks according Mists of Pandaria lore, being an avoidance tank specialization for player character monks. That means Chen.
  • Badass Beard: Subtle since he's hairy all over, but he's got a pretty magnificent beard that flares out a good bit from his chin.
  • Boisterous Bruiser: He's very cheerful, even when kicking your ass.
  • Booze-Based Buff: Gains a shield when he drinks his booze. If you're alone, there's little chance for you to break his shield while he's drinking.
    • He also has a talent that grants bonuses based on how much Brew he has (basically, how drunk he is).
  • Booze Flamethrower: Enemies soaked in his brew will suffer more damage from his fire breath.
  • Breath Weapon: Chen is capable of breathing fire and doing so is more effective after soaking enemies in booze.
  • The Brute/The Dragon: Not regular Chen, but his Warmaster skin says he was this (or possibly became this) to Lei Shen the Thunder King, serving him as an Elite Mook. No information is provided, however, for how he ended up working for The Emperor or whether or not he's a willing servant.
  • Combo: His fire-breathing is more effective on booze-soaked enemies, so usually you'll want to toss the keg first then burn.
  • Cool Uncle: To Li Li.
  • Drunken Master: He powers himself up by drinking as is customary for a brewmaster. In-game, it's very common for Chen to start drinking in the middle of a fight to refill his Brew meter, letting him throw more abilities around. His gameplay is actually meant to emulate this, since he goes from clumsily standing still and not feeling any pain to suddenly jumping across the battle.
  • Feel No Pain: Stagger makes him immune to all damage briefly, but then take it back as a Damage Over Time. Presumably it's because he gets too drunk to be hurt.
  • Me's a Crowd: His Storm, Earth and Fire heroic splits him into three smaller versions of himself, each with its own attack style.
  • "Get Back Here!" Boss: A low-cooldown, low-cost (that can be talented to have none) mobility skill with Flying Kick, plus a slow with Keg Smash, plus a level 7 talent that boosts his walking speed if he's low on brew... it can be quite hard to get him if he decides to run away.
  • Obfuscating Stupidity: His lines makes you think he's having a serious case of No Sense of Direction when he's in fact one of the most insightful and powerful Pandarens in Azeroth.
  • Panda-ing to the Audience: He is a giant panda and won't let you forget it.
  • Pun: Not even Chen can avoid making an un-bear-able pun when he starts a match:
    I'll defeat you with my bear hands! Ha ha!
  • Simple Staff: He wields one with a kettle and gourd attached to it, in his Wanderer skin it becomes a Naginata while in his Warmaster skin it becomes a Kanabo.
  • Spam Attack: All of his basic abilities feature pretty low cooldowns. It's kept in measure by his low Brew total, but can use one and a half cycles of his abilities before running dry. Stopping to drink doesn't take that long either. Taking a talent to remove the cost of Flying Kick allows him to go through all of his abilities twice.
  • Stone Wall: Chen is perhaps the single hardest hero to take down, but doesn't really have the damage or crowd control to back it up.
  • Throw a Barrel at It: One of his skills is to throw a keg of booze at his enemies.
  • Weapon of Choice: Either a staff with a sake gourd tied to it, or a Peasant Flail, depending on the skin.
  • Why Won't You Die?:
    • Chen's Fortifying Brew grants him a temporary shield. Since he needs to use this trait to refill his Brew meter, unless you stun him or have a buddy to outdamage his shield, he is practically unkillable. If he uses Stagger to soak damage, he can retreat then use his trait to prevent the DoT Stagger normally inflicts.
    • One of his heroics split him into 3 spirits which will keep him alive as long as one of them lives. It is very common to bring Chen down to critical hp, only to see him split and keep the fight much longer, or simply run away. Also, his other heroic turns him into an fast-moving unstoppable barrel that's also impossible to impede since he'll knock you out of the way. Killing Chen is a chore all by itself.

    Ragnaros, The Firelord 

Voiced by: Matthew Mercer (English) Patrick Melennec (French)

https://static.tvtropes.org/pmwiki/pub/images/ragnaros.jpg
"BY FIRE BE PURGED!!!"

Ragnaros is the Elemental Lord of Fire - like a flame, his only desire is to watch everything burn. The Firelord and his brethren once held sway over the entire world. As a servant of the Old Gods, he fought against the Titans for domination over the planet. The victorious Titans banished him and his brethren to the Elemental Planes — there to remain imprisoned until the end of time. It was then and there that the elementals turned on each other. For five millennia a battle was fought at the core of this world, with Ragnaros biding his time in the Firelands.

Ragnaros returned to the surface when the Dark Iron clan, in a desperate attempt to fight back against the other dwarven clans, summoned him into Redridge. His emergence permanently scarred the land and created the volcano known as Blackrock Mountain. Ragnaros swiftly proceeded to enslave the Dark Iron clan, and remained inside the Molten Core of the volcano to gather his strength. Now, his full destructive potential is ready to be unleashed, and there has never been a realm more suited for it than the Nexus.

Ragnaros is a melee Bruiser, able to deal heavy damage with both abilities and attacks. He can use Empower Sulfuras to power up his next attack to deal area damage and heal for a portion of the damage dealt, call down a Living Meteor which rolls forward and damages all enemies in its path, or place a Blast Wave on himself or an allied hero to increase their movement speed and cause an explosion around them when it ends. Ragnaros's Heroics are Sulfuras Smash, dropping the hammer to damage and stun enemies in an area, and Lava Wave, which travels from your core to the enemy's core along a targeted lane, heavily damaging any enemies it hits.

Ragnaros also possesses a unique trait, Molten Core, which transforms him into a temporary fort by taking over a fallen or allied structure and growing to massive size, empowering his abilities and granting a large amount of health but rendering him stationary for the duration. Empower Sulfuras becomes a Molten Swing that strikes and stuns enemies in an arc, Living Meteor is replaced by Meteor Shower, calling down multiple meteors in a line, Blast Wave instead places an Explosive Rune on the ground that detonates after a delay, and the range of Sulfuras Smash is greatly increased. Ragnaros' health slowly drains while Molten Core is active, and the ability ends when his health runs out.

His current skins are Sulfuron Ragnaros and Lil' Ragnaros.


  • Achilles' Heel: He is extremely powerful in a fight, but he lacks mobility and engaging/disengaging tools. Outside of his Molten Core mode, a Blast Wave talent and Sulfuras Smash, he doesn't have any kind of crowdcontrol tools, so it is very easy to kite and kill him.
  • Breaking the Fourth Wall: If you browse him in the shop for a while; he will remark 'CLICK TRY; INSECT!'.
  • Death from Above: One of his abilities while in Molten Core lets him call down a meteor shower in a line. His second Heroic, Sulfuras Smash, has him dropping his hammer down from the sky.
  • Drop the Hammer: His signature weapon, Sulfuras, which is used for two of his abilities as well as his right-click attack. Said attack is both slow, and extremely powerful. Empower Sulfuras is barely stronger than a normal attack, but even then, when used as an auto-attack reset, the quick one-two is brutally effective.
  • Elemental Embodiment: Lore-wise, he's considered the most powerful fire elemental in Azeroth.
  • Fog Feet: His lower body is a solid mass of magma.
  • Hell Is That Noise: Both allied and enemy heroes will hear a voice line, when Ragnaros takes over a fort/keep or casts Lava Wave. The lines are different for allied and enemy Ragnaros; if you hear "BY FIRE BE PURGED!", that's your cue to push; if it's "DIE, INSECTS!", run.
  • Horned Humanoid: Thanks to Art Evolution.
  • Large Ham: TASTE THE FLAMES OF SULFURON!!!
  • Life Drain: Empower Sulfuras heals him for a portion of the damage dealt.
  • Magic Knight: His basic attack damage is nothing to sneeze at and he's got the health pool of a warrior, but where Ragnaros really shines is in his abilities, which have the potential to be highly destructive in the right hands.
  • Magma Man: His attacks use lava and molten rocks more often than they use traditional fire. He even looks like a living volcanic eruption.
  • Make My Monster Grow: When he activates his Molten Core trait, Ragnaros becomes huge, and all of his skills are enhanced and their ranges are drastically increased.
  • Mechanically Unusual Class: His trait, Molten Core, allows him to take possession of a friendly fort (or a destroyed enemy fort) to temporarily become a high-powered stationary attack platform with massive bonuses to his health and damage. The trait also converts all of his basic abilities into more powerful attacks with enormous range, and his melee attack sweeps a semi-circle with almost the same radius as Sergeant Hammer's siege attack range.
  • Mighty Glacier: Ragnaros is a force to be reckoned with in close combat, with powerful attacks, a hefty health pool, and powerful spells. His mobility, on the other hand, is limited to Blast Wave's speed boost, which doesn't do a whole lot.
  • No Indoor Voice:
    Ragnaros: I'M NOT SHOUTING, THIS IS MY INDOOR VOICE!
  • One-Hit Polykill: Lava Wave does this to Minion waves. All enemy minion waves on the lane.
  • Pivotal Boss: His being one of these in all his boss fights is what inspired his trait.
  • Playing with Fire: Him being a fire elemental, all of his abilities around purging enemies with fire. Fiery rocks, fiery magma waves, fiery explosions, fiery hammer...
  • Puny Earthlings: Ragnaros often refers to his opponents as "INSECTS!". On a more personal level, he looks down on dwarves (due to the Dark Irons once being his slaves), and sees anyone that uses fire (particularly Kael'Thas) as being little more than an extension of his will.
  • Run or Die: When he casts Lava Wave, it's better to get out of the lane he is targetting or else burn to death. Of course, the player can see it a mile coming, hears a warning from Ragnaros, and should not just run straight away from the wave...
  • Taking the Bullet: Ragnaros can use Molten Core to replace a fort temporarily, while mostly used to defend it directly with major waveclear, can also simply be used to facetank incoming projectile objectives, such as Blackheart's Cannon barrages.
  • Units Not to Scale: Ragnaros is absolutely massive when compared to Varian in the Forged by Fire trailer, but in-game, he's not that much bigger than anyone else. He can, however, grow to such size using his trait, Molten Core.
  • You Shall Not Pass!: Trying to push a fort being defended by Ragnaros is an exercise in frustration with his massive wave-clearing power, especially if he has a Lava Wave ready. Additionally, any damage taken by Ragnaros in Molten Core form is not applied to the building he's taking over, effectively giving the fort a lot more HP that the enemy has to wear down.

    Rexxar, Champion of the Horde 

Voiced by: Steve Blum (English), David Kruger (French)

https://static.tvtropes.org/pmwiki/pub/images/rexxar_hots.jpg
"I hear the call of the wild."

Rexxar is a descendant of the mok'nathal, the children of orcs and ogres. His ancestors had been bred by the Shadow Council as tools of war but proved too stubborn, fiercely independent and thick-headed to be useful to them. Rexxar and his wolf companion, Haratha, left their homeworld of Draenor to fight alongside the Old Horde during the First War. His father Leorokk was fiercely against this; when Rexxar went anyway, his father disowned him. However, Rexxar grew disenfranchised with the Horde due to their leaders' Chronic Backstabbing Disorder. After Haratha died defending him from a warlock, Rexxar declared he would only trust the beasts from then on, and traveled the world of Azeroth with his new animal companion, Misha.

This changed when Rexxar encountered a dying grunt with a message for Thrall. Coming to admire the Horde's new Reasonable Authority Figure, Rexxar stayed in Orgrimmar and helped with its construction, later being caught up in a violent conflict between the New Horde and Grand Admiral Daelin Proudmoore, ruler of Kul Tiras, who wanted to wipe them out. Rexxar viewed the admiral as a proud warrior above all else and told his grieving daughter Jaina to remember him that way. After Daelin's death, he turned down an offer from Thrall to return to Orgrimmar, instead wanting to remain in the wild among the beasts; Rexxar nevertheless promised that Thrall was now like a brother to him and if he ever had need of the mok'nathal's help, he had only to ask. He then left, seeking new adventure with Misha in tow, now bearing the epithet "Champion of the Horde".

Rexxar is a unique Bruiser who works in tandem with his bear companion Misha to control the battlefield. Rexxar himself is a ranged attacker, while Misha is a durable melee character. Misha is worth 25% of a hero kill, while Rexxar is worth the other 75%. If Misha dies, she will respawn after a cooldown, but Rexxar's death will kill them both. His trait, Misha, Focus!, allows Rexxar to better control Misha, sending her to walk to a location or chase down an enemy. Rexxar's basic abilities include Spirit Swoop, sending his hawk to damage and slow enemies in a line, Misha, Charge! which has Misha trample across an area to stun enemies in her path, and Mend Pet, healing Misha for a large amount of health over time.

His first Heroic ability is Bestial Wrath, which grants Misha a massive attack damage boost for a short time. His second choice, Unleash the Boars, sends boars forward to track down enemies in a large area, damaging and slowing them once they reach their targets.

His current skins are Beastmaster Rexxar, Frostlord Rexxar, and Raider Rexxar.


  • Achilles' Heel:
    • Misha can be killed and forced to sit through a respawn timer which scales with level just like that of regular heroes and Rexxar won't last very long without her, so make a point to keep your beloved bear alive as best you can.
    • Misha counting as a hero is a double-edged sword. She benefits from hero-specific buffs and can be healed by other heroes besides Rexxar, but she can also give stacks for quests like The Butcher's Fresh Meat, Zul'jin's You Want Axe? and Kel'Thuzad's Master of the Cold Dark (i.e. she is a valid target for Chains of Kel'Thuzad), and her death will reset Li-Ming's Critical Mass Trait.
    • Bypassing Misha and going straight for Rexxar can lead to a very quick death, as Rexxar has limited, if any self-sustain.
  • An Axe to Grind: Complete with Dual Wielding and Throwing Your Sword Always Works, although if his targeted foe is in melee range, he won't bother to throw his axes.
  • Barbarian Hero: His traditional depiction in Warcraft lore. Not to mention that he's even more of a Barbarian Hero than the Horde, favoring the wilderness to the civilization being built by Thrall.
  • Bears Are Bad News: Misha the Bear, who's the most central to his playstyle.
  • The Beastmaster: His abilities center around creative use of his Loyal Animal Companions.
  • Boring, but Practical: Using Misha as a tank while Rexxar supports her is one of the key aspects of their playstyle, which enables them to solo merc camps and certain map objectives such as Ka's sun-powered Beam Spamming temples from Sky Temple.
  • Combat Medic: Almost entirely combat, but he can use the Mend Pet skill to heal Misha.
  • Composite Character:
    • His presence here represents not only himself, but also the mok'nathal Beastmaster mercenary Hero Unit Blizzard added in a late patch of The Frozen Throne, and the animals he summons are all ones he could call on during his debut appearance in the bonus campaign "The Founding of Durotar". However, he only threw his axes to attack air units, which the generic Beastmaster couldn't do; here, meanwhile, he focuses on ranged combat (via axe-throwing) with Misha remaining a melee fighter. Basically he's a World of Warcraft Hunter with the Beast Mastery specialisation. This is supported by his use of the Mend Pet skill, which debuted in World of Warcraft.
    • Also with his abilities. His Boar-summoning ability has been combined with his former Ultimate ability Stampede, which involved Kodos in Warcraft III.
  • Death Is Cheap: Misha has her own respawn timer for if she dies. Additionally, killing Misha counts as one-fourth of a hero kill, akin to Murky and the Lost Vikings.
  • Decapitated Army: A two-man version. Rexxar will survive if Misha gets killed but if he dies, so does she.
  • Difficult, but Awesome:
    • Rexxar is quite squishy for a Warrior hero, and Misha is such an important aspect of his playstyle that his utility will be hampered if Misha dies. Also, if Rexxar dies, Misha goes down with him. However, Rexxar is packed with crowd control skills, and if he and Misha are positioned correctly, they can be the difference between winning and losing in teamfights.
    • One of his level 4 talents is this to the extreme. Once selected, Rexxar and Misha have their max HP raised by 2 per second, without an upper limit, potentially giving him and Misha more than a thousand bonus HP. The catch? Killing Rexxar (but not Misha) brings this bonus back to 0.
  • Expy: Zig-zagged. Rexxar used to be the Beastmaster from Defense of the Ancients: All-Stars, replaced by Karroch in Dota 2 to avoid copyright issues. In this game, Rexxar plays nothing like Karroch... but his gameplay with Misha as his companion draws similarities with another Dota hero: Sylla the Lone Druid.
  • Full-Boar Action: In one of his heroics, Unleash the Boars, he summons a herd of boars to damage and slow down enemy heroes.
  • Noble Bird of Prey: His Spirit Swoop skill, which lets him summon his hawk, Spirit, to damage and slow down targets in a straight line.
  • Nonhuman Humanoid Hybrid: Half orc, half ogre.
  • No-Sell: His Feign Death Talent usually is your typical 'Stasis Invulnerability' skill like Ice Block, but Rexxar's deserves special mention because everyone else uses something magical in nature to protect themselves. Rexxar just plays dead, and he'll block off every attack or harmful ability, even if it's a massive laser beam from the sky.
  • Odd Friendship: Has befriended fellow wanderer Hanzo.
  • Playing Possum: The Feign Death Talent puts Rexxar into Stasis.
  • Puppet Fighter: He's basically two units in one: Rexxar himself and Misha. Playing as him thus requires the player to keep an eye on both of them. Unlike with the Lost Vikings, though, Misha isn't controlled directly. Instead, Rexxar has abilities that give commands to Misha. On the Hanamura map, Misha counts as a separate character to escort the payloads, meaning only Rexxar and one other character are needed to escort the payload at full speed, instead of three characters.
  • Why Won't You Die?: Misha is one of the most difficult targets to bring down in the game. Unfortunately, Rexxar is not.

    Thrall, Warchief of the Horde 

Voiced by: Chris Metzen

https://static.tvtropes.org/pmwiki/pub/images/thrall_hots.jpg
"Glory to the Horde!"

Thrall is the Warchief of the New Horde, who, after the Old Horde's crushing defeat against the Alliance, has led the orcs to a new and promising future. Thrall was born to Durotan, chieftain of the Frostwolf clan, and his mate Draka, in Azeroth, two years after the opening of the Dark Portal. However, not long after his birth, his parents were slaughtered by assassins sent by Gul'dan. The lone survivor of the attack, he was found by Aedelas Blackmoore, a human lord who planned to raise him to lead an army of orcs against the Alliance. Renamed "Thrall", he spent his days fighting in a gladiator ring for entertainment and learning the ways of war and strategy, though he was also taught how to read and write in the human tongue to make him an intelligent servant. Thanks to some sympathetic humans he met during this time, Thrall developed an idealistic view, believing that there was good (or at least the potential for it) in all beings, regardless of race. Thrall aimed to escape his imprisonment and find his people, which he eventually did.

Thrall learned of his natural shaman talents from the far seer Drek'thar of the Frostwolves, and the ways of the orc warrior from Grom Hellscream of the Warsong clan. After impressing the Warchief of the Old Horde, Orgrim Doomhammer, Thrall, Grom and Doomhammer began a journey to reunite the orc clans now living in internment camps scattered across Lordaeron. In one of their attacks on the camps, Doomhammer died, but not before he could bestow Thrall with his hammer, his armor and the title of warchief. In the end Thrall killed Blackmoore himself, though not before Blackmoore had killed his closest human friend, Taretha Foxton. At the behest of the prophet Medivh, Thrall then led the orcish Horde to Kalimdor, where on his journey he befriended the trollish Darkspear tribe and the tauren Bloodhoof tribe. After defeating the Burning Legion with the aid of the Alliance led by Jaina Proudmoore and the night elves, Thrall settled his people in a desert he called "Durotar" after his father, and founded the Horde's capital city of Orgrimmar.

Thrall is a Bruiser hero built as a damage-oriented brawler and represents both the Far Seer hero from Warcraft III and the Enhancement shaman from World of Warcraft. His trait, Frostwolf Resilience, restores a portion of his Hit Points every fifth time he hits an enemy with one of his abilities. His basic abilities include Chain Lightning, which damages a target enemy and then bounces to additional enemies nearby, Feral Spirit, a wolf that charges forward and roots enemy Heroes hit by it; and Windfury, a temporary boost in movement speed and attack speed.

His first heroic, Sundering, splits the earth in a straight line, dealing high damage while knocking away and stunning enemies hit. His Earthquake heroic creates a massive zone that deals light damage and applies a heavy slow to enemies that stand in it, pulsing three times before ending.

His current skins are World-shaman Thrall, Hellhammer Thrall, and Earthbreaker Thrall.


  • Achilles' Heel: Even as a Magic Knight, he is incredibly reliant on his abilities, as they are the source of his biggest hitters and durability. Without mana, he's a Mighty Glacier who hits too slowly to be relevant at dueling Assassins, and no way to chase or keep the enemy still so he can continue hitting them. His durability likewise, relies on his ability to hit things with spells and Windfury attacks, as his base health is middle of the pack at best. Stunning Thrall and bursting him down is generally held as the easiest way to take him out.
  • Badass Longcoat: His World-shaman skin has him in his shaman robes but over top of Doomhammer's armor, giving it this look.
  • Big "SHUT UP!": One of his lines for activating Sundering is him shouting "ENOUGH!". Considering the main use of the heroic is breaking apart and stunning clumped up enemies, it usually has this effect.
  • Chain Lightning: One of his basic skills.
  • Difficult, but Awesome: Sundering is a fairly simple skill if you just use it to stun and nuke things, but landing it properly to split a healer or assassin off from their frontline is easier said than done.
  • Drop the Hammer: Uses his signature weapon, the Doomhammer, in battle.
  • Elemental Powers: Fire, wind and lightning for his basic abilities; earth for both of his heroics.
  • Evil Counterpart: If artwork is to be believed, his Hellhammer skin. The image for the Battlefield of Eternity shows him on the side of the Burning Hells.
  • Glory Days: In his Stop Poking Me! quotes, he says he misses the days of Real-Time Strategy and recalls the 'joke thing' segment, but he clearly did not miss the poking.
  • Lightning Bruiser: Normally he's a Mighty Glacier (see below), but if he activates Windfury, he gains movement and attack speed for a short while. Combined with his huge base damage, this is his primary, and most dangerous source of burst damage. He also has a difficult-but-powerful talent that grants him a permanent 15% speed boost after finishing a quest.
  • Magic Knight: One of the straightest examples around. He's a melee bruiser who can use spells to augment his attacks, and also packs offensive magic to back them up.
  • Mighty Glacier: Thrall lacks any fast gap closers aside from running straight at the enemy with Windfury, but his attacks and abilities deal extreme damage once he gets in range. He hits incredibly slowly (0.91 atk per second), but every single blow hits hard. Late game, he can easily hit for 400+ damage per hit, without any other talents or buffs.
  • Reasonable Authority Figure: As he's still the Warchief of the Horde, he still counts, as he maintains the personality of 'avoid unnecessary conflict, but if it's unavoidable, give them hell' and expresses his dedication to the faction with quotes like "For the Horde!".
  • Self-Deprecation: Pokes fun at the entire concept of the game, and especially that they paid someone to write lore for it, declaring it to be "precisely what fanfiction is for". He's voiced by Chris Metzen, who was basically in charge of all story developments at Blizzard.
    • He has an interaction with Falstad, who seems to be recounting the infamous occasion at BlizzCon 2010. Thrall is exasperated and says he wishes he'd stop telling this story.
  • Ship Tease: Toward Jaina. As shown in the trailer for Anub'arak's Lovebug skin, Thrall is on the game's version of Tinder and states in his profile that he likes "gorgeous golden-tressed wizardesses".
  • Shock and Awe: He retains his semi-signature Chain Lightning spell.
  • Three Strike Combo: Windfury consists of this, first a sideways strike, then a jumping uppercut, and finally slamming down from midair. The Tempest Fury talent in particular adds in the "last strike does more damage" bit.

    Varian, High King of the Alliance 

Voiced by: Chris Metzen (English), Philippe Dumond (French)

https://static.tvtropes.org/pmwiki/pub/images/varian.jpg
"We will forge a great destiny!"

Son of the Alliance's first king Llane Wrynn, Varian witnessed his father's murder by the half-orc Garona Halforcen, instilling his dislike towards the Horde. He then grew up to be a respectable man, with good signs that he would become a good king of Stormwind one day. Unfortunately due to the plot of the Black Dragon Onyxia, Varian ends up being split in two, his diplomatic but more passive side residing in Stormwind, while his warrior spirit stranded to Kalimdor, amnesiac and picked up as a gladiator by Rehgar Earthfury. Befriending two other gladiators, Valeera Sanguinar and Broll Bearmantle, Varian would make a name of himself in the ring as "Lo'Gosh/Ghost Wolf", but he soon broke away from his gladiator life. Accompanied by his two friends, he reclaimed his true identity and kingdom, slaying Onyxia.

Returning as the King of Stormwind and becoming the High King of the Alliance, Varian led the Alliance in many battles against the Lich King, Deathwing, Garrosh Hellscream, the Iron Horde and finally the Burning Legion. While at first his hatred for the Horde for killing his father made him a bit too hotheaded, he managed to temper his ferocity and develop his diplomatic side further in a good balance with his warrior spirit, seeing the big picture and the importance of unity. He heroically sacrificed himself during the assault of the Burning Legion on the Broken Shore, buying enough time for the Alliance to regroup. His son, Anduin, has assumed Varian's position as King of Stormwind and High King of the Alliance.

Before he chooses his Heroic, Varian is a fairly generic Bruiser with straightforward abilities. His trait, Heroic Strike, periodically grants him bonus damage on his next basic attack, with further attacks reducing its cooldown. Lion's Fang deals damage and slows enemies in a line while also healing Varian. Parry makes him temporarily immune to basic attacks and has two charges. Charge allows him to rush at an enemy, dealing damage and massively slowing them.

The Heroic abilities are a different story. Varian has three of them, reflecting the three specializations of the Warrior class from World of Warcraft. All three Heroics alter his base statistics, redefining his playstyle and determining whether he acts as a Tank, Bruiser, or Assassin. Furthermore, Varian's Heroics are chosen at level 4 instead of 10, giving him a massive early power spike and allowing him to quickly adapt to the game.

  • Taunt increases Varian's maximum health; activating it silences a single enemy hero and forces them to attack Varian. This makes Varian a Tank who dominates the battlefield with crowd control.
  • Colossus Smash passively increases Varian's attack damage, but decreases his maximum health. Activating it allows Varian to jump in with a crushing blow that reduces an enemy's Armor. This turns Varian into a hard-engaging, if somewhat squishy, burst Assassin who excels at putting pressure on his target.
  • Twin Blades of Fury is a fully-passive ability which increases Varian's attack speed at the cost of his basic attack damage, causes his basic attacks to greatly reduce the cooldown of Heroic Strike, and grants Varian a speed boost on hit. With this Heroic, Varian remains a Bruiser but gains a lot of mobility, excellent at zeroing in on and chasing down targets.


His current skins are Lionheart Varian, Lo'gosh Varian, Commandant Varian, Grand Marshal Varian, and Stormwind Footman Varian.


  • Adaptive Ability: Varian's dual-role nature makes him extremely able to specialise against the enemy team.
  • An Axe to Grind: Wields an axe in his off hand in his Lo'gosh skin if you take Twin Blades of Fury.
  • Attack! Attack! Attack!: Varian is extremely offense-oriented. No matter what Heroic he picks, he excels at one job: picking a foe out of the pack and killing them. And what he can't do, no matter what Heroic he picks, is really interfere with the enemy team defensively: he has weaker crowd control than any other tank (and several bruisers!). If you're playing a defensive game, Varian is probably not your man.
    • Exaggerated when he takes his Fury build. He doesn't even have a Heroic under those circumstances. Just a crapton of DPS.
  • Badass Boast: "Come, and see why they call me Lo'gosh!", "You are standing between the king of Storwind and his objective, a very unwise decision." or "I never lost a battle in the arena, and I don't intend to start now."
  • Barbarian Hero: Lo'gosh. He even has the classic Conan Headband.
  • Barbarian Longhair: A holdover from his days as Lo'gosh.
  • Bash Brothers:
    • With Rehgar, the orc he's the friendliest toward.
    • He's also this to Greymane, Jaina and Valeera, the former two being prominent members of the Alliance and Valeera being a friend of his back in his days as an amnesiac gladiator.
  • The Berserker: With Twin Blades of Fury, Varian is designed to relentlessly and aggressively attack the enemy until either he, or they are dead.
  • Bifurcated Weapon: In an unorthodox example, his sword, Shalamayne, splits down the middle to form two smaller swords, Shalla'tor the Shadow Render and Ellemayne the Reaver.
  • Blood Knight: Varian enjoys a good fight, a holdover from his gladiator days.
  • Canon Welding: While most of the heroes are merely 'picked up from different timelines', Varian's entrance is treated like the Nexus is basically his Warrior Heaven after his death at the Broken Shore.
  • Close-Range Combatant: As expected of a man holding one of the most famous BFSs to ever grace the realm of Azeroth, Varian does almost all of his fighting in close-quarters. This is also his downfall against more experienced opponents. He can't really do a thing if his target is far away and well-protected (Lion's Fang is a useful ranged ability, but the slow and healing components of it are as vital as its damage - if these aren't helping him or his team, relying on Lion's Fang is probably just going to be a slow defeat for Varian), which is especially prominent with the Arms and Fury builds.
  • Composite Character: His heroic selection is meant to symbolize that Varian combines the three Warrior builds in World of Warcraft: Protection (Taunt), Arms (Colossus Smash) and Fury (Twin Blades of Fury).
  • Confusion Fu: It's not clear to opponents whether Varian is intending to play as a Warrior or Assassin, until he chooses his Heroic, although canny opponents could guess from his lower level talents. This is doubly effective in draft games, where choosing Varian tells your opponent very little besides "Melee Hero" to counter-pick him.
  • Cool Sword: Shalamayne, which he can wield in one-handed, two-handed, or even split it into its component blades.
  • Counter Attack: At level 1, Varian can pick up a talent that resets Heroic Strike and makes it more powerful every time he parries an attack successfully.
  • Critical Hit Class: His Heroic Strike trait allows him to deal bonus damage to his next basic attack and the trait's cooldown is reduced with every other basic attack that connects to his target.
  • Crutch Character: After Varian was rebalanced with his ultimate being chosen at level 4, his power curve is more toward this. His base stats are lower than before, and his ultimates don't match up to the strength of other characters' at level 10, but he's probably got his ultimate numerous levels before anyone else has.
  • Divergent Character Evolution: Varian has three distinct modes: Wielding a BFS, split said BFS into twin swords, or picking up a shield to fight with alongside his sword. The one he uses depends on his choice of Heroic, and all have very different playstyles.
    • This versatility makes Varian useful at all levels of play. Once you start getting on coordinated teams, Taunt is great for shotcalling: the receiving player loses control of their character for 1.25 seconds, and that's more than enough time for your team to pile on some damage and eliminate them. Of course, this level of coordination is not guaranteed at lower levels... but that just means you can break out Twin Blades of Fury, a quintessential pubstomp talent. Twin Blades Varian is sticky and has a lot of self-sustain, and individual characters typically can't stop him from messing up their day. Coordinated characters can... but at that point you switch back to going Taunt.
  • Foe-Tossing Charge: That's what his Charge skill boils down to. Varian simply dashes towards his target while ignoring everything else, slowing down the target on impact. He can even upgrade this with the Warbringer talent, which drastically reduces the mana cost and cooldown, allowing him to constantly charge at enemies. His Colossus Smash heroic is basically a bigger version.
  • Four-Star Badass: Varian has the strongest team buffing abilities of any Hero, with his banners easily capable of flipping a teamfight by their lonesome, especially if upgraded with Glory to the Alliance. He can also combo it with his Demoralizing Shout to further tip the scales in his team's favor.
  • Fragile Speedster: Twin Blades of Fury allows Varian to split Shalamayne into its basic components. This increases his attack speed tremendously at the cost of base damage, and also gives him bonus movement speed on every attack along with many more procs of Heroic Strike. This lets Varian deal heavy sustained damage and chase down fleeing enemies more easily, but doesn't do any favors for his burst damage or survivability. The latter can be remedied somewhat by taking the Second Wind Talent and by utilizing Varian's Banner of Ironforge and Glory to the Alliance Talents, which provide him with healing and armor.
  • Frontline General: As a classic World of Warcraft warrior, he leads his team into battle, especially if the player decides to make him a tank.
  • Game-Breaking Bug: Not quite as severe as utterly game-ruining for anyone, but it's about as close for Fenix players - Varian's Shattering Throw does up to 1400 bonus damage against targets with shields, and Fenix's persistent recharging shield mechanic makes him count as having shields even if the damage from Shattering Throw would have destroyed his shield...thus, Varian can certainly (barring other heroes' potential intervention) kill Fenix with literally just Shattering Throw if 60% of Fenix's shields are gone, a state Varian can easily put Fenix at by himself.
  • Gladiator Games: His Lo'Gosh skin represents Varian's time as a gladiator slave in Rehgar's ownership.
  • Glass Cannon: Colossus Smash makes Varian wield Shalamayne in two hands. It passively increases attack damage but decreases max HP, and allows Varian to deal a crushing blow that also reduces the target's armor, giving him high burst damage potential but weakening his staying power.
  • Hell Is That Noise: Unlike most heroes who spout an awesome or witty one-liner while performing their ultimate abilities, Varian lets loose a bloodcurdling howl when using Colossus Smash. Players learn to hate (or love) it very quickly, as a screaming Varian leaping at a wounded or squishy hero will usually kill them within the next second or two.
  • Jack-of-All-Stats: At the early game, Varian's stat distributions are rather average for a Warrior-Assassin hybrid, but upon picking his Heroics, Varian fundamentallys change his playstyle. Even then, he can use different talent combinations to give himself a balance of durability and damage.
  • Lantern Jaw of Justice: It just wouldn't be Varian without a chin that puts every other chin in the Nexus to shame.
  • Life Drain: Lion's Fang has a small lifesteal attached to it. His Second Wind talent gives his basic attacks a lifesteal effect. It's especially nasty when combined with Twin Blades of Fury.
  • Lightning Bruiser: Varian's kit gives him a respectable amount of damage and mobility, though his survivability takes a hit when he takes Colossus Smash.
  • Luckily, My Shield Will Protect Me: Played with. He at his tankiest after taking Taunt as his Heroic Ability, granting him a huge bonus to his maximum HP, but he doesn't actually block with his shield most of the time, doing most of the parrying with Shalamayne. Played straight if you decided to take the Shield Wall Talent, which allows him to nullify any and all incoming damage (and shows him using both his sword and shield to block).
  • Magikarp Power: Historically, Varian probably had the worst case of this in all of Heroes of the Storm. When his Heroics were at Lv.10, he had to play extremely conservative because he simply couldn't survive much in the way of aggressive play. Additionally, his most powerful Talents were Lv.4 and Lv.7, making for huge jumps in power. Once he got that Heroic, a switch flipped and the entire team could play differently to accommodate his new potential. This was lessened considerably by his rework, which swapped his Lv.10 Heroics and Lv.4 Talents, smoothing his power curve significantly.
  • Make Me Wanna Shout: At Level 20, Varian can learn the Demoralizing Shout talent, which upon activation will reduce the damage inflicted by nearby enemy heroes by 25% for a few seconds.
  • Meaningful Name: Also a Stealth Pun. His choice of Heroics gives several, distinct Variants in playstyle.
  • Mechanically Unusual Class: One of the most unusual in all of the MOBA genre, in fact.
    • Currently the only hero in the game who qualifies as two different classes (Cho'gall doesn't count as he's controlled by two players).
    • Currently the only hero in the game to choose between three Heroics.
    • While we've had heroics with a passive component before (most notably on Malfurion and Brightwing), Varian's choice of heroic drastically changes his stats via passive components.
    • The only hero in the game to choose his Heroics at Lv.4. Everyone else chooses at Lv.10. (Tracer also has hers from the start, but doesn't choose it.)
  • Mythology Gag: His heroics are patterned on the three Warrior specs from World of Warcraft and picking one basically turns him into a Warrior of that spec. He even used to unlock them at level 10, the same level that a Warrior in World of Warcraft unlocks the ability to choose a specialization.
  • No-Sell: Normally, Parry only reduces basic attack damage to 1% for 1 second, but with the Shield Wall talent, his Parry skill will completely block not only basic attacks, but also spells. Notably, Parry has two charges and its duration is the exact same as that of Taunt, effectively allowing Varian to force the enemy to attack him and then completely shrug off their attacks. (Shield Wall was later nerfed to remove one of those two charges, though it also lowers the Parry cooldown to "once every five seconds" instead of "up to twice in 20 seconds".)
  • Obvious Rule Patch: Heroic Strike formerly provided a direct increase to Varian's attack damage, except it made Varians with Twin Blades of Fury and Second Wind ridiculously hard to kill. It was changed to deal spell damage to limit the Life Drain of a Varian with that particular build.
  • One-Handed Zweihänder: Uses Shalamayne in one hand until level 4, at which point he can opt to split it into its component blades, wield it properly in two hands, or pick up a shield alongside it and keep using Shalamayne singlehandedly. Also Reality Ensues, as his damage output while playing this trope straight is at its lowest.
  • Parrying Bullets: Varian can parry any basic attack, including Tychus' minigun, Tracer's pulse guns, Hammer's 180mm artillery cannon, and Zarya's particle cannon. Upgrade it with the Shield Wall talent, and he can even parry spells. This isn't Intangible Man abilities like Xul or Illidan, this is straight-up Badass Normal skill. (Parodied inevitably by Hero Storm.)
  • Screaming Warrior: Varian's quote for using Colossus Smash is an absolutely terrifying scream of fury.
  • Shoulders of Doom: Imported directly from World of Warcraft, of course, but his shoulderpads are still ridiculously ornate and big. They get even bigger for his Lionheart skin.
  • Stone Wall: Interestingly, Taunt Varian averts this trope, similar to how tanks in WoW do good damage. Taunt allows Varian to wield a shield alongside his sword, Shalamayne. This grants armor to Varian, increases his max HP, and can be activated to force enemies to attack Varian, turning him into a damage sponge for his team. Varian still is dangerous, as Taunt forces the enemy hero to attack and, combined with Parry and his Counter Attack talent, Varian can quickly return threatening amounts of damage to his target.
  • Sword Beam: His Lion's Fang ability, which sends out a shockwave from his sword, dealing damage and slowing enemies caught in the shockwave.
  • Theme Music Power-Up: At level 16, Varian chooses between one of three banners, Stormwind, Ironforge, and Dalaran, each with a unique effect. Regardless of which he picks, placing it down causes the respective theme from World of Warcraft to play and override the normal BGM.
  • Throwing Your Sword Always Works: The Shattering Throw talent gives Varian the ability to throw a sword which does a ridiculous amount of damage to enemy shields.
  • Why Won't You Die?: Twin Blades of Fury, combined with Second Wind talent, gives Varian ridiculous in-combat regeneration, a full 1% of his HP every time he attacks, and he swings 5 times in 2 seconds. Once he gets under 50%, he'll also heal for a full 50% of his damage output on top of that. Then his Glory of the Alliance increases these bonuses by 50% while standing within the protection provided by his banner. As a result, a Twin Blades of Fury wielding Varian with this build is nearly impossible for any hero to take on in single combat if he manages to keep pace with them.
  • You Have Researched Breathing: Varian's ultimates. Sure, Shalamayne isn't normally able to just split into two swords at will, but the ultimate requirement still otherwise means he's going to have wait some levels to just also pick up a shield, or hold his sword in two hands at once.

    Yrel, Light of Hope 

Voiced by: Erin Fitzgerald

https://static.tvtropes.org/pmwiki/pub/images/yrel.jpg
"Do your worst!"

Raised as an acolyte in the Karabor Temple on an alternate Draenor, Yrel was taken hostage by the orcs after a mysterious stranger arrived and created the Iron Horde. Through a chance meeting with heroes from another reality, Yrel rose to become a paladin warrior, and a righteous leader of her people. Now, she returns the favour in the Nexus.

Yrel is a unique Bruiser with an entire set of charged abilities, which slow her movement while maintained but grow in power. Her abilities are Vindication, healing Yrel and damaging nearby enemies, with the healing and damage increased by the channel time; Righteous Hammer, knocking back enemies in a large arc, with a fully charged hammer also stunning; and Avenging Wrath, a heroic leap that grows in range as she channels. Her activated trait is Divine Purpose, enhancing her next basic ability to cost no mana and be cast at full power with no charge time.

Her Heroics are Ardent Defender, temporarily shielding her from damage and converting damage taken into healing; and Sacred Ground, a blessed field that grants Yrel a huge armor bonus and lasts indefinitely until Yrel leaves the area.

Her current skins are Mad Jester Yrel and Mecha Yrel.


  • Achilles' Heel:
    • All of Yrel's basic abilities need to be channeled (unless they are activated with her trait), which means that interrupting her with stuns and silences puts her ability on a full cooldown, which severely limits her options. Roots also will interrupt Avenging Wrath.
    • She loses movement speed while she is channeling her abilities, and has a visual indicator for that channel. This makes her relatively predictable, and severely hampers her ability to deal with highly mobile heroes. (Many of whom currently dominate the metagame.)
  • Action Girl: Yrel wields plated armor, a gigantic hammer and as a tank acts as a Frontline General in battle.
  • Armor-Piercing Attack: Righteous Hammer can be upgraded to reduce the Armor of the enemy heroes she hits.
  • Barrier Warrior: Ardent Defender surrounds Yrel in a barrier that absorbs any damage she receives.
  • Bash Brothers: As a fellow paladin, she is especially thrilled to fight side by side with other followers or even beings of the Light, like Uther, Johanna, Tyrael and Auriel. She also is glad to fight with Alliance members and heroic orcs like Thrall.
  • Beware the Nice Ones: Yrel is a genuinely Nice Girl and shows no grudge towards Horde members, after fighting together against the Burning Legion at the end of Warlords of Draenor. However, she absolutely shows no mercy towards demons, the Legion or any of its agents and does not hide her contempt for them.
  • Charged Attack: Type two. All of her basic abilities do this, and her Divine Purpose trait actually turns this off for one cast.
  • Combat Medic: Yrel is advertised as a Retribution paladin by the developers, but her role actually bears more a resemblance to Uther, who is a very tanky support. One particular talent build of hers has extremely high healing output, putting her firmly in this category.
  • Cute Monster Girl: Draenei are humanoids with hooves, horns, a tail and blue skin. Yrel still looks remarkably attractive.
  • Drop the Hammer: She wields a crystalline two-handed hammer. It's her mentor, Maraad's, Hammer of the Naaru, that she inherited after he fell in battle. When using Avenging Wrath, Yrel leaps to a location and smashes the ground with her hammer when she lands. Yrel even borrows Reinhardt's famous ultimate line "Hammer down!"
  • Energy Absorption: Ardent Defender allows Yrel to No-Sell any incoming damage. She heals for half the damage she absorbs.
  • Foil:
    • She is basically a counterpart to Uther. Both can, as paladins, be their team's Combat Medics, but while Uther's role is mostly focused on acting as a support with several warrior-like capabilities, Yrel is a warrior with support-like capabilities.
    • On a similar note, she shares a similar role with Tyrael as a supporting warrior.
  • Friendly Rivalry: Johanna attempts to mock any paladins, but Yrel is such a Nice Girl that she really isn't interested in any conflict or competition between followers of the Light. She doesn't mind a bit of fun between friends though.
  • Glacier Waif: A heavy frontline bruiser in plate armor who wields a massive hammer... with the physiology of a twig. Yrel's movement speed slows down when she charges her attacks, but several talents at level 7 attempt to mitigate this by granting her additional movement speed or allowing her to instantly mount up. She also shares the slowest autoattack speed of a warrior along with Leoric.
  • Herd-Hitting Attack:
    • Vindication releases an explosion of light that damages her enemies and heals herself.
    • Righteous Hammer is a charged attack where Yrel swings her hammer in a wide cleaving arc and knocks back enemies.
  • Hidden Buxom: Her base skins come complete with a breastplate, but her Mad Jester skins show she's pretty stacked underneath.
  • Holy Ground: Sacred Ground creates a field that grants Yrel armor.
  • Holy Hand Grenade: Wields the power of the Light to smash her foes. She also can heal and support her allies, depending on her talent choices.
  • Horned Humanoid: As with all female draenei, as part of their subversive demonic look.
  • In a Single Bound: Avenging Wrath allows Yrel to leap to a location.
  • Jack-of-All-Stats: Yrel is a warrior with a high health pool, self-sustain, mobility and crowd-control, who can support her allies with mobility, Armor or heals. She doesn't excel at anything though and her damage is rather mediocre.
  • Jeanne d'Archétype: This was her character in Warcraft, and it's implied here by Divine Purpose.
  • Light 'em Up: Yrel unleashes the power of the Light for her abilities.
  • Light Is Good: A firm believer in the Light. That said, she is a valiant defender of her people and not a pushover.
  • Magic Knight: Her kit has a large emphasis on magical abilities, with channel times making up a lot of her gameplay.
  • Mega Twintails: Mad Jester Yrel sports these in place of her horns, going with the Harley Quinn Expy look.
  • My God, What Have I Done?: She reveres beings of the Light like Tyrael and Auriel. Killing one of them will cause this reaction.
    Yrel: Killing a being of Light. What have I done...?
  • Mythology Gag:
    • She pities anyone who hasn't seen the beautiful island of Farahlon (but promises to take a selfie the next time she visits). Farahlon was a zone that was planned to be playable in the Warlords of Draenor expansion, but was ultimately scrapped.
    • Draenei have a jewelcrafting bonus in World of Warcraft. Yrel bemoans that this doesn't work on gems and shards (the other currencies besides gold in Heroes).
    • Yrel's biography states that she carries a "dark secret" within her, but players never learn in Warlords of Draenor what this secret is. A Stop Poking Me! line of hers reveals it. Or not.
      Yrel: You want to know what my dark secret is? I See Dead People. (Beat) Kidding! About that being my secret, that is; we draenei see dead people all the time.
  • No Pronunciation Guide: Warlords of Draenor players, and people who watch Yrel's spotlight are aware that her name is actually pronounced "Yee-rel". Everyone else struggles with her fantastic name at first.
  • No-Sell:
    • Her heroic, Ardent Defender, absorbs any damage Yrel receives. Worse for her enemies, she actually heals herself partially from the damage she absorbs. At level 20, she and her allies can fully heal from the damage she receives while Ardent Defender is up.
    • At level 20, Yrel can choose a talent that grants her the Unstoppable status, rendering her immune to any crowd-control effects for a short time.
  • Odd Friendship: With Protoss like Artanis, as both protoss and draenei are blue-skinned Space Elves.
    • Surprisingly, she has a positive interaction with Imperius, due to being a non-human who serves the Light.
  • Out of Focus: Lampshaded in one of her Stop Poking Me! lines. Considering she was one of the more known living draenei paladins, it's curious how she didn't play any role in Legion for the paladin class order or the Army of Light that eventually invaded her people's home planet, Argus, and defeated the Burning Legion. She's not upset about it at all.
  • The Paladin: Yrel represents a Retribution paladin from World of Warcraft. However, she doesn't actually seem to hit the Nostalgia Level of a typical Retribution paladin, as she is described as a tank, which would fit a Protection paladin more. Yrel even lampshades this.
    Yrel: Am I dedicated to the protection of my allies? Or do I bring retribution to our enemies? Honestly, I'm not into labels.
  • Power Gives You Wings: A fully charged Avenging Wrath causes her to sprout a set of angelic wings.
  • Pungeon Master: She probably thinks they were all very clever, too.
    Yrel: Learning how to wield Holy Power effectively can be tricky. It requires a... light touch. (Beat) Eh? Ehhh?
    Yrel: I hate it when people make fun of my hooves, or my tail, or my horns. It really gets my goat. Explanation 
    Yrel: Oh great, now I'm running late. If I want to rejoin the fight, I really have to hoof it.
  • Screaming Warrior: Quite vocal when attacking, similar to Garrosh.
  • So Long, Suckers!: One of Yrel's talents grants her the infamous Bubble Hearth, giving her an uninterruptible teleport back home. What really puts it in this territory, however, is the cheeky wave she gives while teleporting away.
  • Stone Wall: Despite being called a Retribution paladin by the developers, Yrel is also advertised as a tank. Yrel is extremely tough and has access to healing and defensive buffs both for herself and her allies.
  • Super Toughness: Yrel is advertised as a tank, and this is shown in her kit, causing her enemies to ask why she doesn't die if she isn't interrupted. She is not only extremely tanky, she can absorb large amounts of damage with either of her heroics and possesses a lot of self-sustain. Even if she is forced to retreat, she can instantly get away with Avenging Wrath or talents like Divine Steed and Bubble Hearth.
  • Tactical Withdrawal:
    • Divine Steed allows Yrel to instantly mount up and increase her movement speed by 80% (instead of 30%) for a moment. While if she uses this offensively, she would quickly get dismounted again; used defensively she can quickly run away once she has put some distance behind her.
    • Bubble Hearth is basically this. If Yrel can get the cast time off, she can safely make it back to base and avoid staying dead for over a minute.
  • Teeth-Clenched Teamwork: She buried the hatchet with any Horde members, but Yrel really can't stand working together with any kind of demon or people who associate themselves with demons like Gul'dan.
  • Token Wholesome: After Maiev, Yrel is the second female character from World of Warcraft brought to the Nexus with virtually no Fanservice in her default costume due to wearing heavy armor that only shows a bit of Breast Plate. Her "Mad Jester" skin, on the other hand...
  • Undying Loyalty: She is very eager to repay the debt that she and her people owe to the Alliance and happily engages in friendly conversations with any Alliance member.

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