For me Centaurs. Because no one has ever tried to make fully playable Centaur race. Especially, because it is struggle to find unique Centaur models.This will be exciting, especially the Goblin Cartel for me.
![]() PALADIN Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Holy Light, Divine Shield, Devotion Aura, and Resurrection | HOLY LIGHT A holy light that can heal a friendly living unit or damage an enemy Undead unit. DIVINE SHIELD An impenetrable shield surrounds the Paladin, protecting him from all damage and spells for a set amount of time. DEVOTION AURA Gives additional armor to nearby friendly units. RESURRECTION Brings back to life the corpses of friendly nearby units. |
![]() ARCHBISHOP Mystical Hero, adept at ranged assaults. Can learn Righteous Shear, Beacon of Light, Divinity Aura, and Wave of Virtue. | RIGHTEOUS SHEAR Blasts an area with the power of the Light, stunning enemy units within the area. while also dealing damage to enemy ground units within and on the outer area. BEACON OF LIGHT The Archbishop channels a beacon of light and instantly teleports a target-friendly unit anywhere across the map to his side, removing all buffs from it. DIVINITY AURA Emits an aura that increases nearby friendly units' life regeneration rate and gains damage reduction from Magic attacks and Spells. WAVE OF VIRTUE The Archbishop unleashes a wave of light towards all nearby friendly and enemy units. The wave damages enemy units and heals friendly units by the same amount. |
![]() CRUSADER Warrior Hero, effective against enemies in melee combat and physical brawls. Can learn Demoralize, Relentless, Avengers Strike, and Onslaught. | DEMORALIZE The Crusader lets loose a demoralizing shout that causes nearby enemy units to tremble in fear, reducing their armor. RELENTLESS Cause this unit attacks to deal bonus damage while immune to all spells, but take more damage. AVENGERS STRIKE Gives a chance that an attack will deal more damage and stun an opponent. ONSLAUGHT The Crusader recovers lost hitpoints each time a unit dies within range from him and recovers three times the normal amount if the Crusader delivers the final blow. |
![]() PRIESTESS OF THE LIGHT Mystical Hero, adept at defensive spells and ranged supports. Can learn Holy Words: Solace; Shield; Barrier, and Summon Guardian Angel. | POWER WORDS: SOLACE Strikes a target enemy ground unit with heavenly powers, dealing damage distributed evenly among the target and nearby enemy units. POWER WORDS: SHIELD Forms an aegis of holy light to protect a friendly unit from harm, reducing damage taken from physical attacks. POWER WORDS: BARRIER Enchants friendly units within an area with an anti-magic barrier, protecting from a single target enemy spells once. SUMMON GUARDIAN ANGEL As the apostle of the Light, the Priestess can summon the holy Guardian Angel to aid her in battle. The Guardian Angel has Holy Smite, Holy Martyrdom, and Spell Resistance abilities. |
![]() PEASANT Trained from the hard-working and stout-hearted villagers to serve as a basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can become Militia. |
![]() FOOTMAN Comprising the bulk of the Army, Footmen is a versatile melee foot soldier with basic training and standard equipment. Can learn the Defend ability. |
![]() CLERIC Men of faith that act as protectors and healers for their wounded allies. Can initially cast Mend, which slowly regenerates the life of wounded units. Can also learn Purify and Aegis. |
![]() AIRSHIP Basic flying machine. Excellent at scouting, and effective against air units. Can gain Carpet Bombs and Smokescreen upgrades. Can see invisible units. |
![]() SILVERHAND RIDER Swift flying unit, mounted by ranger of the Silverhand. Has the Holy Arrows, which deals bonus damage to Unholy units. Can learn Animal War Training, and the Glimmer Veil ability. |
![]() MILITIA Peasants are called to arms with basic to no military training but are able and willing to defend themselves from invaders. |
![]() LIEUTENANT Leading a small contingent of tactical units, they are highly skilled sharpshooter, effective against air units and other units from afar. Can gain the Improved Crossbow upgrade. |
![]() BISHOP Preacher of the Holy Light that channel their religious spirits to wondrous miracle. Can initially cast Spirit Appease, which grant corpses eternal sleep. Can also learn Test of Faith and Penitence. |
![]() ONAGER Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable. Can gain the Artillery Ballistic and Shielding upgrades. |
![]() CAPTAIN Powerful flying creature, mounted by a Human captain. Has Flight ability to attack enemy ground units or air units from melee range. Can learn Animal War Training, and the Piercing Strike ability. |
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![]() KNIGHT Powerful mounted warrior with advanced combat training that has high sustainability and mobility. Can learn Animal War Training. |
![]() TEMPLAR Righteous warrior invoked with the power of the Light. Initially has Divine Shield that protects from all source of damage, Spell Resistance and Verdict. Can also learn Holy Smite. |
![]() BATTERING RAM Heavily armored siege weaponry, effective at destroying buildings from melee range, but relatively slow. Can be upgraded with the Siege Pack. |
![]() BATTLE PRIEST Warrior Hero, versatilely adept at defense and offense. Can learn Lights of Vengeance, Holy Barrier, Revive, and Grand Purification. | LIGHTS OF VENGEANCE Saturates an area with purifying lights, dealing damage to all enemy ground units caught within the area. HOLY BARRIER Conjures a shield of light that absorbs some of the incoming damage by using the Battle Priest's mana REVIVE The Battle Priest resurrects one corpse of a friendly nearby unit, bringing it back to life with maximum hitpoints GRAND PURIFICATION Calls upon the holy light of divinity to rain down blessings upon the Battle Priest and his nearby allies. Instantly heals all nearby friendly non-mechanical units to their maximum health. |
![]() HIGH THANE Warrior Hero, exceptional at augmenting nearby friendly troops with offensive charge. Can learn Battle Roar, Valiant Charge, Command Aura, and Presence of Valor. | BATTLE ROAR Gives nearby friendly units a bonus to attack damage VALIANT CHARGE The High Thane rushes forward into the battlefield, gaining increased movement and attack speed while dealing area of attack damage COMMAND AURA An aura that passively increases melee and ranged damage to the attacks of nearby friendly units. PRESENCE OF VALOR The High Thane incites bravery upon his loyal followers while striking fear upon his foes, granting nearby friendly units an armor boost of 8, and reducing enemy units' armor by 8. |
![]() SHARPSHOOTER Cunning Hero, adept at quickly killing individual units from afar. Can learn Flash Grenade, Assassinate, Headshot, and Take Aim. | FLASH GRENADE Throws a flash grenade at a target area, heavily slowing units caught within the area, causing them to occasionally miss their attacks and rendering spellcasters to unable to cast spells. ASSASSINATE Fully concentrate for up to 5 seconds, drastically slowing the Sharpshooter's speed. The first shot taken by the Sharpshooter within the duration will deal bonus damage to the enemy unit and end the duration, regaining normal speed. HEADSHOT Gives a chance to shoot a deadly precisive shot that will deal bonus damage and briefly stun a target non-mechanical unit. TAKE AIM The Sharpshooter turns into a sniping stance which greatly increases attack range to 1400, increases Headshot chances, and maximizes night sight but renders the Sharpshooter unable to move, defenseless, and has a 400 minimum range. |
![]() MOUNTAIN KING Warrior Hero, adept at offensive combat and disrupting enemy troops. Can learn Storm Bolt, Thunder Clap, Bash, and Avatar. | STORM BOLT A magical hammer that is thrown at an enemy unit, causing damage and stunning the target. THUNDER CLAP Slams the ground, dealing damage to and slowing the movement speed and attack rate of nearby enemy land units. BASH Gives a chance that an attack will do bonus damage and stun an opponent. AVATAR When Avatar is activated, it gives the Mountain King bonus armor, bonus hit points, bonus damage and spell immunity. |
![]() MINER Dwarven workers that can significantly mine gold faster. Can harvest gold and lumber, build structures, and Repair. Can gain the Gold Mining upgrade to increase its mining capability. |
![]() RIFLEMAN Highly skilled sharpshooter, effective against air units. Can gain the Rifles upgrades to use the Headshot ability. |
![]() TINKER Supporting reserve units. Can initially use Repair and the Hyper Repair ability, which can efficiently repairs mechanical units and structures. Can gain the Overhaul Maintenance upgrade. |
![]() FLYING MACHINE Fast moving flying machine. Excellent at scouting, and effective against air units. Can learn the Flying Machine Bombs and Flak Cannons upgrades. Can be rearmed into a Gyrofighter in the Workshop. |
![]() GYROFIGHTER Heavily armed aerial fighter. Excellent at aerial assaults, and effective against air units. Has the Gattling Guns which deals quick area effect damage to enemy air units and Hellfire Missiles for enemy ground units and buildings. Can see invisible units. |
![]() MOUNTAINEER Lightly armored melee warrior, resistant to slow effects. Has low-cost resources and a fast deployment rate. Can learn the Defend ability and can be promoted to Anvilguard. |
![]() MOUNTAIN RIDER Dwarven warrior mounting a wild polar bear, relatively slow but highly durable. Has Charge ability which briefly increases its movement speed. Can learn the Cleave Attack ability. |
![]() BATTLE PRIEST Essential melee battlecaster. Can initially cast Restoration, which regenerates nearby allied units hitpoint. Can also learn the Barrier and Conviction abilities. |
![]() SIEGE ENGINE Heavily armored vehicle, effective at destroying buildings. Can be upgraded with the Barrage ability. Can be rearmed into an Ubertank in the Factory. |
![]() UBERTANK Heavily armored and armed vehicle. Overall effective against all units and buildings, but relatively slow. Has the Bombardments ability, which can fires long-range rockets at enemy ground units and buildings. |
![]() ANVILGUARD Heavily armored melee foot soldier. Has Bulwark that increases its resistance towards physical attacks. Can learn Defend and Rally abilities. |
![]() GRYPHON RIDER Powerful flying creature, mounted by a Dwarven hammer-thrower. Can gain the Storm Hammers ability that deals damage to multiple ground units. |
![]() COMBAT ENGINEER Versatile front-line troopers. Initially has Pulse Rounds which shoots enhanced ammo that deals area of effect damage. Can gain the EMP Shock and Ground Turret abilities. |
![]() MORTAR TEAM Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable. Can learn the Fragmentation Shards and Flare abilities. |
![]() TRANSPORT ENGINE Versatile transport vehicle equipped with a flamethrower weapon, can transport units across the sea. Can be upgraded with the Liquid Fire and Barrage upgrades. |
![]() BLADEMASTER Cunning Hero, excellent at moving through battles and quickly killing individual units. Can learn Sword Dance, Wind Edge, Critical Strike, and Bladestorm. | SWORD DANCE The Blademaster delivers several slashes in one blow, dealing multiple attacks to the target from melee range. WIND EDGE After a short momentum, the Blademaster unleashes a swift slash while dashing forward, attacking all enemy ground units on his path. CRITICAL STRIKE Gives a chance for the Blademaster to deal more damage on an attack. Can also deal more damage on Sword Dance and Wind Edge abilities. BLADESTORM Causes a bladestorm of destructive force around the Blademaster, rendering him immune to magic and dealing damage per second to nearby enemy land units. |
![]() GUARDIAN OF THE ELEMENTS Mystical Hero, effective at elements manipulation to assaults and scouting. Can learn Chain Lightning, Flame Break, Feral Spirit, and Earthquake. | CHAIN LIGHTNING Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage. FLAME BREAK Hurls a blazing flame at a target that blasts upon impact, spreading a melting fire on nearby hostile units. Decreases armor; deals high damage over time to the primary target; deals slightly less damage over time to nearby targets. FERAL SPIRIT Summons 2 Spirit Wolves to fight the Guardian's enemies. EARTHQUAKE Makes the ground tremble and break, causing damage per second to buildings and slowing units within the area of effect. |
![]() BEASTMASTER Warrior Hero, adept at summoning beasts into battle for scouting and combat. Can learn Summon Bear, Summon Quilbeast, Summon Hawk, and Stampede. | SUMMON BEAR Summons a bear with high durability and sustainability to aid the Beastmaster in battle. SUMMON QUILBEAST Summons an angry quilbeast with deadly ranged attack to assault the Beastmaster enemies.. SUMMON HAWK Summons a hawk with high maneuverability to spy the Beastmaster enemies and scout forward positions. STAMPEDE Calls down hordes of rampaging thunder lizards to explode upon the Beastmaster's enemies. Each exploding lizard deals damage. |
![]() MARAUDER Cunning Hero, excellent at outflanking enemy ranks, chasing down retreating enemies and raiding bases. Can learn Mass Ensnares, Charging Rush, Plunder and Dragging Chain. | MASS ENSNARES Throw multiple snares at a target unit and enemy units near the primary target to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units. CHARGING RUSH The Marauders direwolf rush into the battlefield, gaining unobstructed movement, while the Marauders can charge his warblade for the next attack, dealing bonus damage that cleave to nearby enemy units and end the rush. PLUNDER Increases the Marauder ability to raid and pillage enemy bases, increases damage dealt to buildings and gains additional resources on each attack. DRAGGING CHAIN The Marauder hurls a chain at a target enemy ground unit that captures it and forcefully drag it 500 to 900 range towards him. Stunning the target for 3 seconds and dealing 400 to 250 damage. The greater the target hitpoints, the greater the damage dealt but the shorter its dragging range. |
![]() PEON Labeled as the lowest station in the Orcish Horde and serve as a basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can also go inside Orc Burrows to give it an attack. |
![]() GRUNT Brutish Orc warrior armed with mighty battle axe and battle-worn armor that acts as the first and last line of the Horde's defense. Can gain the Survival Instinct ability. |
![]() SHAMAN Primary spellcaster of the Orcish Horde that draws its power from the natural world and the elements. Can initially cast Purge, which dispels positive and negative buffs while also slow enemy unit. Can also learn Rock Shield and Bloodlust. |
![]() RAIDER Mighty warrior with a hefty warblade mounting a highly mobile dire-wolf. Effective against buildings and outflanking enemies. Can learn the Ensnare ability. |
![]() DRAGON RIDER Tough flying creature with high sustainability mounted by Orc hunters. Good against clustering units with its Dragon's Breath attack. Can gain the Lethal Riders ability and Beasts Supremacy upgrade. |
![]() HUNTER Highly skilled orcish spear-thrower, effective against air units and other melee units from range. Can gain the Armored Upgrade, to use the Defend ability. |
![]() LOK'OSH Supporting orc spellcaster that harness elements from within. Can initially cast Far Sight, which reveals an area of the map. Can also learn Invigorate and Levitating Spirit. |
![]() KODO BEAST Lumbering war beast, mounted by an Orcish drummer. Has the abilities War Drums, and Devour. War Drums gives friendly units nearby a bonus to attack damage. Devour allows the Kodo to eat a target enemy unit. Can gain the War Drums Upgrade. |
![]() KOR'KRON Elite fighter of the Orcish Horde, serves as Warchief's personal bodyguard and enforcers. Can gain the Blood Rage ability. | |
![]() DEMOLISHER Long-range siege weaponry. Effective against buildings but slow and vulnerable. Can learn the Burning Oil ability. |
![]() FAR SEER Mystical orc caster that command the elements as an offensive force. Has Earthbind, which slows enemy units and Firebolt, which stuns and damage enemy units. Can learn Chain Lightning, and Monsoon. |
![]() WYVERN RIDER Light flying creature with high mobility mounted by Orc hunters. Excellent at scouting and against other air units in melee range with its Wyvern's Bite. Can gain the Lethal Riders ability and Beasts Supremacy upgrade. |
![]() SUNWALKER Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Sacred Chasm, Solar Radiance, Blessing of the Sun and An'she Protection. | SACRED CHASM Slams the ground with the Sunwalker's purified totem, cracking sanctified fissures in a straight line, stunning and dealing damage to enemy ground units while also creating fissures that blocks pathing and slows enemy units movement rate. Deals more damage when casted on daytime. SOLAR RADIANCE Summons a purifying force from the power of An'she upon the Sunwalker surroundings, slowly healing nearby friendly units. Deals damage to enemies caught within the area on daytime. BLESSING OF THE SUN Bless nearby friendly units with the power of the Tauren Sun god, granting increased life regeneration rate to all nearby friendly units. Increases regeneration on daytime. AN'SHE PROTECTION Bestows an almost impenetrable protection from An'she the Tauren Sun God to all nearby friendly units within reach of the Sunwalker. |
![]() SEER Mystical Hero, exceptionaly versatile at ranged assaults and providing support from afar. Can learn Earth Embrace, Rock Shield, Natural Outburst and Sandstorm. | EARTH EMBRACE Heals some amount of hit points to all friendly non-mechanical units around the Seer when casted. ROCK SHIELD Forms a shield of incisive rocks around a target unit, dealing damage per second to units around it. NATURAL OUTBURST Blast a wave of natural energy which dispels all buffs from units caught within the area then restores some amount of mana to affected friendly units while burns half amount of mana to enemy units and slows them for a brief duration. SANDSTORM Channel waves of vicious sand that can swoop down all of the Seers enemies. Each wave of sand can deal up to 240 damage to enemy ground units and buildings every second. |
![]() BATTLEMASTER Cunning Hero, exceptional at adapting and maneuvering through battles. Can learn Whirling Axes, Weapon Mastery, Endurance Aura and Battle Cry abilities. | WHIRLING AXES Hurls a fistful of five axes in a cone shape in front of the Battlemaster, each axe deals damage to enemy ground units. Enemy units can be hit by multiple axes at once. WEAPON MASTERY Allows the Battlemaster to swap combat form into melee or ranged attack. The Battlemaster gains bonus armor and damage in melee form while gaining bonus attack speed in ranged form. ENDURANCE AURA Increases the movement speed and attack rate of nearby friendly units. BATTLE CRY The Battlemaster lets loose an irrepressible cry that slows all nearby enemy units in a large area and additionally reduces the stats of enemy units in closer proximity. |
![]() CHIEFTAIN Warrior Hero, exceptional at absorbing damage and engaging enemies in melee combat. Can learn Shockwave, War Stomp, Ancestral Strength and Reincarnation. | SHOCKWAVE A wave of force that ripples out from the Hero, causing damage to land units in a line. WAR STOMP Slams the ground, stunning and damaging nearby enemy land units. ANCESTRAL STRENGTH Increases the Tauren Chieftain durability from physical or magical damage and also grants bonus hit points regeneration. REINCARNATION When killed, the Tauren Chieftain will come back to life. |
![]() STALWART Tauren younglings serves as laborers for their race. Can harvest gold and lumber, build structures, and Repair. Can also learn Kodo Taming to mount a Kodo Beast. |
![]() BRAVE Tauren warriors that passed the first trial of the tribe, a title of respect to take up arms to fight and safeguard. Can learn the Shieldbearer ability and gain the Warriors Fortitude upgrade. |
![]() SPIRIT WALKER Mystical Tauren spellcaster. Has Ethereal Form, which renders immunity to physical damage. Also has Spirit Link, which allows units to distribute incoming damage. Can learn Disenchant, and Ancestral Spirit. |
![]() KODO BEAST RIDER Lumbering war beast mounted by a tauren Stalwart drummer. Has Devour that allows the Kodo to eat a target enemy unit and War Drums that increases nearby friendly units attack damage. Can gain the War Drums Upgrade.. |
![]() GALEWING Flying two headed assault creature, a chimaera variant of the Stonetalon Peak mountain. Has Gust attack which deals overtime damage and slows enemy units. Can learn the Whirlwind ability. |
![]() KODO BEAST Lumbering war beast that collects harvested lumbers, and can be mounted by Tauren Stalwarts or packed with war contraptions. Has Devour that allows the Kodo to eat a target enemy unit. Provides food, which increases the maximum number of units that can be trained. Can gain the Kodo Taming and Kodo Mounting upgrades. |
![]() LONGWALKER Scouts of the Bloodhooves tribe as they are a highly skilled Tauren spear-thrower, effective against air units. Can gain the Bullseye and Warriors Fortitude upgrades. |
![]() RUNEMASTER Essential Tauren spellcaster. Has Elemental Sight, which detects nearby invisible units. Also has Essence of Tranquility, which heals nearby friendly wounded units. Can learn Entangling Roots, and Natures Devotion abilities. |
![]() KODO DEMOLISHER PACK Lumbering war beast packed with long-range siege catapult, effective against buildings. Has Devour that allows the Kodo to eat a target enemy unit. Can gain the Burning Boulders upgrade. |
![]() MINOTAUR Tribalist Tauren with aggresive and ruthless nature. Has Uproar which can slows nearby enemy units speed. Can learn the Raging Blood and Resistant Nature abilities. |
![]() GRIMTOTEM Mighty Tauren warrior armed with enchanted totem, effective against buildings. Can learn the Pulverize ability and gain the Warriors Fortitude upgrade. |
![]() WYVERN SPIRIT Manifestation of vengeance, excellent against heavy armored units while also resistant towards spells and magic attacks. Has Soulblast which deals area magic damage on attacks. Can learn the Magic Thirst ability. |
![]() KODO TOWER PACK Lumbering war beast packed with heavy armored tower, effective against cluster of units. Has Devour that allows the Kodo to eat a target enemy unit and Multishot Arrows that attacks multiple units at once. Can gain the Multishot Arrows Upgrade. |
![]() MAIDEN OF ELUNE Mystical Hero, adept at harnessing spells to support her warriors and disrupt enemy forces. Can learn Twilight Wave, Lunar Flare, Celestial Attunement, and Moonlight Shadow. | TWILIGHT WAVE Calls forth a wave of energy that heals hitpoints and manapoints for half amount. If cast on a friendly units also heals the Maidens hitpoints for half of the amount. LUNAR FLARE Calls down a celestial blaze in a target area, dealing damage while gradually slowing enemy units attack rate and movement speed caught within the area. CELESTIAL ATTUNEMENT Dispels all negative buffs from friendly units and positive buffs from enemy units within an area. Deals damage to summoned units. MOONLIGHT SHADOW The Maiden surrounds all nearby friendly units in a cloak of shadows, turning them Invisible and grants bonus movement speed. Units with the buff will restore its invisibility with fade time after attacking or casting spells.. |
![]() MOON KNIGHT Warrior Hero, adept at assaulting enemy forces with high mobility and durability. Can learn Moonbolt, Wrath of Elune, Knight's Grace, and Eclipse. | MOONBOLT The Moon Knight hurls a lucent projectile that stuns a target enemy unit and deals damage to it. WRATH OF ELUNE Channels the wrath of the Moon Goddess into the Moon Knight, gains bonus damage and drain hitpoints for a portion of the damage dealt. KNIGHT'S GRACE Grace Moon Knight combat capability with a chance to deal 2 times normal damage on each attack and reduce damage taken from ranged attacks. ECLIPSE Causes a lunar eclipse that blocks the light and creates a gleaming shadow within the Moon Knight's presence. Grants the Moon Knight and nearby friendly units a chance to evade enemy attacks. |
![]() NIGHT HUNTRESS Cunning Hero, adept at assaulting enemy vital points and assassinating enemy priority units. Can learn Shadow Stalk, Rapid Fire, Huntresses Mark, and Kill Shot. | SHADOW STALK Allows the Night Huntress to become invisible, and move faster for a set amount of time. When the Night Huntress attacks a unit to break invisibility, she will deal bonus damage. RAPID FIRE The unparalleled marksmanship of the Night Huntresses can greatly increases her attack rate. HUNTRESSES MARK Initiating an attack, marks the target enemy unit to expose their weakness. Reducing the target enemy unit armor before launching an attack KILL SHOT The Night Huntress launches a precisive shot to a target enemy unit, dealing 200 base damage. If the target enemy unit's current hitpoints are below 30% of its maximum, she deals 15% of the target maximum hitpoints as bonus damage. Killing the target enemy unit with this skill instantly refreshes its cooldown. |
![]() PRIESTESS OF THE MOON Warrior Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Owl Companion, Elune Arrows, Trueshot Aura, and Starfall. | OWL COMPANION Calls the Priestess loyal owl companion, which can be used to scout the map and aid her in battle. ELUNE ARROWS The Priestess' enchants her arrows with the power of the Moon Goddess Elune to increases the damage of the Priestess' attack. TRUESHOT AURA An aura that gives friendly nearby units bonus damage to their ranged attacks. STARFALL Calls down waves of falling stars that damage nearby enemy units. Each wave deals damage. |
![]() BOTANIST Sentinels specialist in plants and resources. Can harvest gold and lumber, create Sentinel buildings and Renew. Has Cultivate that regenerates nearby trees to increases lumber resources. |
![]() ARCHER First rank of the Sentinels army with long range attack effective againts enemy air units. Can learn the Marksmanship, Improved Bows and Hippogryph Taming upgrades. |
![]() PRIESTESS Hand of Elune act as a supporting spellcaster. Can initially cast Light of Elune, which can heals friendly wounded units and damage enemy Unholy units. Can also learn Moonshade and Elune's Blessing abilities to gain the Mark of Elune upgrade. |
![]() SENTINEL Sentinel warriors that supports allies with long range abilities. Initially has Elune Spears to deal bonus damage on each attack and Nature's Grace abilities. Can gain the Fullmoon ability. |
![]() CHIMAERA Deadly territorial two headed beasts with heavy breath attack, effective against cluster of ground units. Can learn Corrosive Breath that deal massive damage to structures. |
![]() HUNTRESS Sentinels elite cadre of short-ranged warriors with swift and agile Nightsaber panthers as their mount. Can learn the Sentry Owl ability and gain the Upgraded Moon Glaive attack. |
![]() HIPPOGRYPH Given allegiance to the Sentinels, they serves as a flying melee attack beast that is effective against other enemy air units. Can learn the Hippogryph Taming ability. |
![]() MOON WARRIOR Habinger of Elune's wrath, act as an offensive melee battlecaster. Can initially cast Moon Bolt, which stuns and damage an enemy unit. Can also learn Panther Companion and Wrath of Elune abilities to gain the Mark of the Moon upgrade. | ||
![]() GLAIVE THROWER Sentinels long-range siege weaponry. Exceptional damage versus buildings. Can gain the Vorpal Blades and Living Woodwork upgrades. |
![]() DRUID OF THE MOON Aerial druids of Elune adept against spellcasters and providing air supports. Has Spell Immunity and Celestial Sphere abilities. |
![]() OWLBEAR Blessed by Elune herself to protect sacred places, this large powerful creature is effective against cluster of enemies. Has Screech and Wind Gust abilities. Can gain the Thrash, and Resistant Natures upgrade. |
![]() ARCHDRUID Mystical Hero, adept at using nature spells with high versatility. Can learn Living Armor, Trees Sprout, Noxious Vine, and Ancient Form. | LIVING ARMOR The Archdruid infuses a target-friendly unit with a protective coating of nature which provides health regeneration and bonus armor. Gain Nature's Wrath ability in Ancient Form. TREES SPROUT Sprout a ring of trees upon a target area that can trap ground units within it while also regrowth dead trees and removing blight within the area. Gain Overgrowth ability in Ancient Form. NOXIOUS VINE Cultivates a seed that grows into poisonous ivy after 10 seconds. When enemy ground units come near the ivy, it produces poison fog that reduces nearby ground units' armor. Gain Eat Tree ability in Ancient Form. ANCIENT FORM Grants the Archdruid the ability to freely transform into an Ancient and return to a Night Elf form. Ancient Form slows mana regeneration and mobility but makes him a powerful melee warrior with increased hit points, armor, damage, and different sets of abilities. |
![]() ENCHANTRESS Cunning Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Leech Seed, Venomous Spore, Enchanted, and Faeries Swarm. | LEECH SEED The Enchantress plants a leeching seed to a target enemy unit which deals great initial damage, slows its speed and deals damage every second. VENOMOUS SPORE Adds a poison effect to an attack that deals damage per second, and slows the target enemy's movement and attack, but drains mana with each attack. ENCHANTED Grants the Enchantress a shield that block a target negatif spell aimed towards her, and passively reduce damage taken from Magic attacks and spells. FAERIES SWARM Calls a swarm of forest faeries that aids the Enchantress attack nearby enemy units. Each faeries attack also has Venomous Spores that deals damage overtime and slows enemy units. |
![]() FURBOLG CHAMPION Cunning Hero, adept at maneuvering through battles and delivering quick attacks. Can learn Earthshock, Fury Swipes, Open Wounds, and Savage Roar. | EARTHSHOCK Leap and slams the ground, dealing damage while slowing movement and attack speed of nearby enemy land units. FURY SWIPES The Furbolg Champions channels his inner fury to deliver quick attacks, greatly increasing his attack speed for a subsequent number of attacks. OPEN WOUNDS Swipes of claws dig deeper wounds in the enemy, causing attacks to enemy with less health to deal more damage. SAVAGE ROAR The Furbolg Champion lets loose a fierce roar that disarms nearby enemies, rendering them unable to attack. |
![]() KEEPER OF THE GROOVE Warrior Hero, adept at augmenting friendly units in melee combat. Can learn Entangling Roots, Force of Nature, Thorns Aura, and Tranquility. | ENTANGLING ROOTS Causes roots to burst from the ground, immobilizing, disarming and damaging a target enemy temporarily. FORCE OF NATURE Converts an area of trees into Treants. Treants deal Normal type damage and can gain Strength of the Ancient and Nature's Blessing upgrade. THORNS AURA An aura that gives friendly nearby units a damage shield, which returns a percentage of a melee attacker's damage back to it. TRANQUILITY Causes rains of healing energy to pour down in a large area, healing friendly allied units for hit points per second. |
![]() WISP Ancient spirits of nature that aids the Cenarion Circles as aides. Can harvest gold and lumber, create Ancients and Renew. Can Detonate to dispel magic, damage summoned creatures and drain mana in an area. |
![]() FURBOLG WARRIOR Descendants of Ursoc that willingly defend their lands from invaders. Can gain the Fury Swipes ability. |
![]() DRUID OF THE TALON Aviana's ardent disciples with maneuverable and reliable support spells. Can initially cast Faerie Fire, which reduces armor and gives vision of an enemy unit. Can also learn Storm Crow Form, Cyclone and Mark of the Talon. |
![]() DRUID OF THE CLAW Worshipers of Ursoc that adepts as a versatile spellcaster. Can initially cast Roar, which increases nearby friendly units attack damage. Can also learn Rejuvenation, Bear Form and Mark of the Claw. |
![]() DRUID OF THE PACK Goldrinn's followers exceptional at offensive spells. Can initially cast Howling Wolves, which reduce nearby enemy units attack damage. Can also learn Feral Instinct, Wolf Form and Mark of the Pack. |
![]() TREANT Elementals of nature, a mighty tree-folk imbued with great wisdom and strength native to the forests of Azeroth. Can gain the Nature's Blessing upgrade. |
![]() DRYAD Children of Cenarius that serve as a ranged support unit. Has Venomous Spore which can slows and damages enemy units. Can learn Enlightenment and gain the Cenarius's Blood upgrade. |
![]() RAVENFLIGHT Aviana's royal servitors, a swift flying ranged creatures that is excellent at scouting. Has True Sight which detects invisible units. Can gain the Feather Strikes upgrade. |
![]() FURBOLG SHAMAN Essential spellcaster of the Furbolgs adept at defensive magics. Can initially cast Barkskin that increases armor and reduce spell damage. Can learn the Essence of Replenishment ability. |
![]() TURTLE GUARDIAN Powerful descendants of Tortolla that can devour enemy units and effective at destroying enemy buildings. Can gain Spiked Shell and Impenetrable Shell upgrades. |
![]() KEEPER Protector of the forests with high mobility and sustainability. Has Break that deals increased damage to Mechanical units. Can learn Regrowth and gain the Cenarius's Blood upgrade. |
![]() FAERIE DRAGON Flying creature of the Emerald Dreams, adept at harming spellcasters and avoiding damage. Has Spell Immunity, Phase Shift and Mana Flare. Can gain the Emerald's Favor upgrade. |
![]() MOUNTAIN GIANT Massive melee unit crafted by the Titans that can disrupt enemy attackers and take incredible amounts of punishment. Has the Taunt and War Club abilities. Can learn Hardened Rock, and Immunity Crag. |
![]() EMERALD WYRM Dragons of the Green Dragonflight that aids the Cenarion Circles with exceptional capability against cluster of enemies from afar with their Emerald Blaze ability. Can gain the Ethereal Plane ability. |
![]() ARCH NECROMANCER Mystical Hero, adept at raising armies against cluster of units. Can learn Greater Raise Dead, Desecrate, Art of Necromancy, and Soul Torn. | GREATER RAISE DEAD The Arch Necromancer can raise a more powerful skeleton from a corpse. Can raise 4 types of skeletons with different utilities. DESECRATE Defile a target area with necromantic magic, covering it in blight and spawning several rotten corpses within the area. ART OF NECROMANCY Necromancy, the power over the dead emits pestilence and rots all things near the caster. Deals damage to all nearby enemies for a percentage of their current health whenever the Arch Necromancer casts a spell. SOUL TORN Torns health away from a maximum of 10 nearby units and uses it to heal a target-friendly unit or damage a target enemy unit. Each units deal or heals for 20 hitpoints. |
![]() DEATH KNIGHT Warrior Hero, the evil counterpart to the Human Paladin. Can learn Death Coil, Death Pact, Unholy Aura, and Animate Dead. | DEATH COIL A coil of death that can damage an enemy living unit or heal a friendly Undead unit. DEATH PACT Kills a target-friendly Undead unit, giving a percentage of its hit points to the Death Knight. UNHOLY AURA Increases the movement speed and life regeneration rate of nearby friendly units. ANIMATE DEAD Raises the 6 most powerful dead units in an area to fight for the Death Knight. Animated units are invulnerable but have no mana or spells. |
![]() LICH Mystical Hero, particularly adept at cold magic. Can learn Frost Armor, Frost Nova, Dark Ritual and Death And Decay. | FROST NOVA Blasts enemy units around a target enemy unit with a wave of damaging frost that slows movement and attack rate. FROST ARMOR Creates a shield of frost around a target-friendly unit. The shield adds armor and slows melee units that attack it. DARK RITUAL Sacrifices a target-friendly Undead unit to convert its hit points into mana for the Lich. DEATH AND DECAY Channels a baleful energies of spell that cause anything caught inside to rot, decompose, and wither within seconds. Damages everything in its area of effect by its base hit points per second. Also destroys trees. |
![]() SKELETON KING Warrior Hero, adept at disrupting enemy forces and leading battles as vanguard. Can learn Skeletal Swing, Undying, Fealty Unto Deah and Entomb. | SKELETAL SWING Deliver a crushing blow upon a target enemy ground unit from melee range, dealing damage to it and slightly less damage to nearby hostile units while also reducing their armor and speed. UNDYING The Skeleton King becomes a restless ghost whenever he dies, rendering it ethereal, unable to attack, moving slower, and taking more damage. After 20 seconds, the Skeleton King regains its true form, recovering a portion of health and mana. Skeleton King can only be slain when in Ghost Form. FEALTY UNTO DEATH Force loyal souls to deliver final retribution and reckoning upon their death. Cause nearby friendly ground units that dies to heal the Skeleton King or damage nearby enemies based on their maximum health. ENTOMB The Skeleton King summons graves of the dead before him, creating an area of unpassable tombs filled with Blight that send damaging souls to nearby enemy units. Each grave deals range damage and has 300 hitpoints. |
![]() ACOLYTE Fanatics that worships the Lich King and serves the Undead Scourge with undying fidelity. Can summon structures, harvest gold, and Restore. Acolytes may be sacrificed at a Sacrificial Pit to create Shades. |
![]() GHOUL Ravenous cannibals of rotting corpse with feral and vicious instinct. Capable lumber harvesters and acting as the shock troops for the Scourge. Can learn Cannibalize and Ghoul Frenzy. |
![]() MEAT WAGON Corpse storage contraption that also serves as long-range siege weaponry with exceptional damage versus buildings, but slow and vulnerable. Can learn the Disease Cloud ability. |
![]() NECROMANCER Casters of dark and shadow magics that serves as the epitome of Scourge unholy forces. Can initially cast Raise Dead on corpses. Can also learn Unholy Frenzy and Cripple. |
![]() FROST WYRM Reanimated vessels of destruction that serves as a flying heavy assault creature of the Undead Scourge. Has Frost Breath that slows enemy speed. Can learn the Freezing Breath ability. |
![]() SHADE Disembodied restless spirits called forth from a sacrificial rites, this wraith-like creature is permanently invisible and can see other invisible units, but cannot attack. |
![]() LICHLING Servitors of Liches wielding frost magics that is fairly effective against spells and magics. Has Cold Embrace which turns buffs to frost effect. Can gain the Frost Attack, and Empowered Vessel upgrades. |
![]() ABOMINATION Twisted and mutilated unholy creatures sewn from multiple dead limbs and body parts of different corpses. Can learn the Disease Cloud ability and Cannibalize. |
![]() CULTIST Cult of the Damned evokers that support the Scourge forces. Can initially cast Corpse Bomb, to explode a friendly unit that damage nearby units. Can also learn Death Coil and Scourge Ward. Cultists may be sacrificed at a Sacrificial Pit to create Spectres. |
![]() ![]() SKELETONS Reanimated bones summoned forth by Scourge Necromancers to become mindless but tenacious melee or ranged attackers. |
![]() SPECTRE Vengeful spirits called forth from the darkest of sacrificial rites, this wraith-like creature is lethal and far more dangerous from Shades. It is permanently invisible and can see other invisible units. |
![]() GARGOYLE Voracious flying attack creature of the Scourge who revels in slaughters and mayhem. Effective against enemy aerial forces. Can learn the Stone Form ability to quickly regenerate lost hitpoints. |
![]() OBSIDIAN STATUE Fortified mobile statue that help replenish and rave the Undead army to battle. Can initially cast Spirit Touch and Essence of Blight, and learn the Destroyer Form ability. |
![]() DESTROYER Large flying unit that must consume magic to sustain its mana. Excellent at destroying enemy casters and clusters of ground forces. Initially has Spell Immunity, Devour Magic, Absorb Mana, and Orb of Annihilation. |
![]() ![]() ![]() ![]() GREATER SKELETONS Reanimated bones summoned forth by Scourge Arch Necromancers to become mindless but tenacious melee or ranged attackers. |
![]() FEL LORD Warrior Hero, exceptional at offensive and physical melee combat. Can learn Decimate, Rampage, Warlust Aura and Inferno Bulwarks. | DECIMATE Delivers a devastating cross slash at a target enemy ground units from melee range, dealing random damage and stunning it for a random duration. RAMPAGE The Fel Lord begins its rampaging state to viciously charge its foes. Rapidly increasing its attack speed and movement speed at the cost of taking more damage. WARLUST AURA Incites the warriors led by the Fel Lord with the lust of battle, causing nearby friendly melee units gain hit points when they hit enemy units. INFERNO BULWARKS Empowers fortification with demonic bulwarks that encircle the Fel Lord. Granting 10 bonus armor and dealing damage back to melee attacker. Has 20% chance to counter units attack with Destruction Wave that deals 75 damage to enemy ground units towards the position of the attacker. |
![]() QUEEN OF PAIN Mystical Hero, exceptional at manipulating enemy minds and causing havoc. Can learn Scream of Pain, Subservience, Alluring Gaze and Charm. | SCREAM OF PAIN The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies SUBSERVIENCE Infiltrate the mind of a target enemy unit and torturing it from the inside. Rendering it cannot move or attack while also dealing damage overtime to it. ALLURING GAZE Gives the Queen of Pain a percentage chance to allure enemy units that attack her when facing each other. Allured enemies cannot move or attacks. CHARM The Queen of Pain able to dominate the minds and will of a less feeble creature to takes control of a target enemy unit. Charm cannot be used on Heroes, or creeps above level 6. |
![]() DREADLORD Cunning Hero, adept at controlling combat from the shadow. Can learn Sleep, Terrify, Hunter of Shadows, and Mind Break. | SLEEP Puts a target enemy unit to sleep. A sleeping unit can be awoken by attacking it. TERRIFY Instill fears to a target enemy unit which cause damage over time, prevent the casting of spells, and reduce attack damage. HUNTER OF SHADOWS The Dreadlord blends into the darkness, becoming a hunter of shadows. Gains additional abilities with each level. MIND BREAK Tears up the mind from the inside with shadow magics. Instantly deals damage to a target enemy unit. Remove Sleep or Terrify buffs from it and nearby enemy units then deal bonus damage to them. |
![]() PIT LORD Warrior Hero, adept at terrorizing large group of enemies. Can learn Fel Firestorm, Howl of Terror, Cleaving Attack, and Demon Overlord. | FEL FIRESTORM Calls down waves of fire that damage units in an area. Each wave deals initial damage and then burns enemies. HOWL OF TERROR The Pit Lord lets loose a terrifying howl that causes nearby enemy units to shiver in fear, reducing their attack damage. CLEAVING ATTACK The Pit Lord strikes with such force that he damages multiple enemies with his attack. DEMON OVERLORD Enhances other Pit Lord abilities with increased effect to its physical prowess and magical affinity. |
![]() IMP Lesserly low level demon that serve as the harbinger of their master. Can harvest gold and lumber, summon structures, and Restore. Can use Phase Jaunt to instantly move in and out of position. |
![]() FELGUARD Demons of the Mo'arg race that serve as the bulwarks for the Burning Legion's army. Has Brutality to temporarily increases attack speed but takes more damage. Can gain the Unbridled Strength upgrades. |
![]() EREDAR WARLOCK Mighty spellcaster of the Burning Legions, exceptional at dealing damage. Can initially cast Torment to deals damage overtime and Felblast which causes attacks to deals area of effect damage. Can also learn Ravage, and Finger of Death. |
![]() FELHOUND Highly mobile demonic creatures that is effective against enemy spellcasters. Has Mana Burn ability which can burns mana and damage enemy units. Can learn the Spell Lock ability and gain the Demonic Flux upgrade. |
![]() OVERFIEND Malicious demons with potent ranged attacks which hurls harmful Fel Projectiles upon their foes. Can gain the Malevolent Crash upgrade. |
![]() SUCCUBUS Cunningly agile, the Sayaad races are the ranged combat specialist of the Burning Legions. Can gain the Elusive Figure and Alluring Gaze abilities. |
JAILER Essential spellcaster of the Burning Legions, adept at debilitating enemy units. Can initially cast Dark Affliction to weaken enemy units defenses and Abysmal Field which reduce attack damage within an area. Can also learn Sinister Grip, and Soul Catcher. |
![]() EVIL BEHOLDER Repulsive and abominable flying demon that is effective against cluster of units and structures. Can gain the Disintegration Beam ability. |
![]() DOOM GUARD Powerful and deliberate battlecaster of Ered'ruin demons that has Resistant Skin. Can initially cast Doom Stomp and Devour Magic abilities. Can learn Rain of Fire and Corruption abilities. | |
![]() CHAOSBRINGER Burning Legions medium-ranged siege construct. Has Hellfire Shells that delivers exceptional damage versus buildings and cluster of units. Can gain the Juggernaut upgrade. |
![]() INQUISITOR Mysterious spellcaster of the Burning Legions, exceptionaly versatile at offensive and defensive magics. Can initially cast Spell Revertion to manipulates buffs and Dark Sight which can observe distant areas. Can also learn Shadows Impulse, and Condemnation. |
![]() FELBAT Fast flying demonic creature. Exceptional for scouting and against other air units with their life drain attacks. Can see invisible units. |
![]() INFERNAL Amalgamations of fel energy which immune to magic and cloaked in demonic flames that damage nearby enemy ground units. Can gain the Minfernal Spawns and Burning Fist abilities. |
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