Source-verified • RPG v0.3.7

Races & Skills

These values were rebuilt from the current server-side SourcePawn scripts rather than the older race guides. Most skills have four ranks. Ultimate cooldowns below are the current Core defaults and can be changed by server configuration.

Race 2

Human Alliance

Subtle defenses, devotion, Bash, and safe aim teleportation.

Ultimate default: 20 sec
Passive

Invisibility

Reduces player render alpha.

Rank 1 0.84 alphaRank 2 0.68Rank 3 0.56Rank 4 0.40
Passive

Devotion Aura

Adds maximum health.

Rank 1 +15 HPRank 2 +25 HPRank 3 +35 HPRank 4 +45 HP
Proc

Bash

Eligible normal attacks can lock the target's movement for 0.20 sec. A target cannot be re-locked by Bash for 0.60 sec.

Rank 1 7%Rank 2 13%Rank 3 19%Rank 4 25%
Ultimate

Teleport

Safely teleports toward your aim. A failed safe-destination check does not consume the full cooldown. A Human who knows Teleport starts a spawn with a 10 sec cooldown.

Rank 1 600 unitsRank 2 700Rank 3 850Rank 4 1000

Race 3

Orcish Horde

Critical strikes, stealth, healing wards, and chain lightning.

Ultimate default: 20 sec
Proc

Critical Strike

Eligible normal weapon hits have a flat 15% proc chance. On a proc, damage is increased by the rank bonus.

Rank 1 +33%Rank 2 +66%Rank 3 +101%Rank 4 +133%
Passive

Wind Walker

Partial invisibility. Dealing or receiving damage temporarily reveals the Orc, then stealth returns.

Rank 1 0.84 alpha; 4.2 sec revealRank 2 0.68; 3.4 secRank 3 0.56; 2.6 secRank 4 0.40; 2.0 sec
Ability

Healing Ward

Place 1/2/3/4 wards. Each covers a 300-unit radius and heals teammates once per second. Multiple wards from the same Orc expand coverage but do not stack healing on one target during the same tick.

Rank 1 1 ward / 1 HPRank 2 2 / 2 HPRank 3 3 / 3 HPRank 4 4 / 5 HP
Ultimate

Chain Lightning

Starts at 60 damage, then chains to the nearest next enemy for 66% of the previous strike, rounded each jump. Up to 8 targets.

Rank 1 150-unit chain rangeRank 2 200Rank 3 250Rank 4 300

Race 1

Undead Scourge

Vampirism, supernatural movement, and a lethal death blast.

Ultimate default: 30 sec
Passive

Vampiric Aura

Heals the Undead for a percentage of eligible normal weapon damage dealt.

Rank 1 5%Rank 2 10%Rank 3 15%Rank 4 20%
Passive

Unholy Aura

Permanent movement-speed multiplier while the race is active.

Rank 1 1.05×Rank 2 1.10×Rank 3 1.15×Rank 4 1.20×
Passive

Levitation

TF2C-safe airborne gravity compensation preserves horizontal velocity and engine knockback.

Rank 1 0.85 gravityRank 2 0.70Rank 3 0.60Rank 4 0.50
Ultimate / Death effect

Suicide Bomber

!ult forces a real death and explodes. A legitimate gameplay death can also trigger the blast when the ultimate cooldown is ready. Team-switch/spectator forced deaths are suppressed by the current exploit fix. Damage falls off with distance.

Rank 1 133 center dmg / 250 radiusRank 2 175 / 290Rank 3 250 / 310Rank 4 300 / 333

Race 4

Night Elf

Evasion, reflected damage, Trueshot, and Entangling Roots.

Ultimate default: 20 sec
Passive

Evasion

Chance to completely evade an eligible normal weapon hit.

Rank 1 5%Rank 2 7%Rank 3 13%Rank 4 15%
Passive

Thorns Aura

Reflects a percentage of eligible incoming weapon damage back as synthetic skill damage.

Rank 1 5%Rank 2 9%Rank 3 13%Rank 4 17%
Passive

Trueshot Aura

Multiplies eligible normal weapon damage.

Rank 1 1.05×Rank 2 1.09×Rank 3 1.13×Rank 4 1.17×
Ultimate

Entangling Roots

Targets an enemy you are aiming at within 600 units. If successful, movement is locked for the rank duration.

Rank 1 1.25 secRank 2 1.50 secRank 3 1.75 secRank 4 2.00 sec

Race 5

Blood Mage

Phoenix revival, Banish, gold siphoning, and Flame Strike.

Ultimate default: 20 sec
Passive

Phoenix

When a teammate dies, a living Blood Mage on the same team can proc a revive. The revive is attempted at team spawn after 2 sec. A successful revive halves that Blood Mage's current Phoenix chance, with a rank-based minimum; the revived victim has a 30 sec revive lockout.

Rank 1 20% initial / 2% minimumRank 2 30% / 4%Rank 3 40% / 6%Rank 4 50% / 8%
Proc

Banish

Eligible normal hits can briefly blind/disorient the target for about 0.20 sec.

Rank 1 5%Rank 2 10%Rank 3 15%Rank 4 20%
Proc

Siphon Mana

Eligible normal hits can steal 10% of the victim's current WarCraft Gold, with a minimum transfer of 1 when the victim has gold.

Rank 1 2%Rank 2 4%Rank 3 6%Rank 4 8%
Ultimate

Flame Strike

Aim at an enemy within 500 units. Deals 10 damage once per second; a target already under Flame Strike cannot receive another until the current effect ends.

Rank 1 4 ticks / 40 totalRank 2 6 / 60Rank 3 8 / 80Rank 4 10 / 100

Race 6

Shadow Hunter

Healing waves, skill resistance, serpent wards, and Voodoo.

Ultimate default: 20 sec
Passive

Healing Wave

Heals nearby teammates, including the Shadow Hunter, once per second. Where multiple Shadow Hunters overlap, only the strongest heal is applied for that target.

Rank 1 1 HP / 450 radiusRank 2 2 / 500Rank 3 3 / 550Rank 4 4 / 600
Resistance

Hex

Chance to stop an incoming hostile WarCraft skill effect.

Rank 1 2.5%Rank 2 5%Rank 3 7.5%Rank 4 10%
Ability

Serpent Wards

Place up to 1/2/3/4 wards. Each covers 300 units and processes damage every 0.5 sec. Same-owner overlapping wards do not multiply damage on the same target during one tick.

Rank 1 1 ward / 2 dmgRank 2 2 / 4 dmgRank 3 3 / 6 dmgRank 4 4 / 8 dmg
Ultimate

Big Bad Voodoo

Temporarily ignores normal enemy-player damage. Synthetic/skill damage is not described by this protection path.

Rank 1 0.66 secRank 2 1.00 secRank 3 1.33 secRank 4 1.66 sec

Race 7

Warden

Fan of Knives, ultimate immunity, poison, and Vengeance.

Ultimate default: 20 sec
Defensive proc

Fan of Knives

When hit by eligible weapon damage, the Warden can retaliate for 50 skill damage to enemies within 300 units.

Rank 1 5%Rank 2 10%Rank 3 15%Rank 4 20%
Resistance

Immunity

Chance to completely resist a hostile WarCraft ultimate effect.

Rank 1 25%Rank 2 50%Rank 3 75%Rank 4 100%
Proc

Shadow Strike

Eligible normal hits can deal 20 immediate poison damage followed by 5 damage every second for the listed number of trailing ticks.

Rank 1 5% / 2 ticks / 30 totalRank 2 10% / 3 / 35Rank 3 15% / 4 / 40Rank 4 20% / 5 / 45
Ultimate

Vengeance

Heals the Warden for a percentage of maximum health, capped naturally by available missing health.

Rank 1 25% max HPRank 2 50%Rank 3 75%Rank 4 100%

Race 8

Crypt Lord

Impale, spiked defense, Carrion Beetles, and Locust Swarm.

Ultimate default: 20 sec
Proc

Impale

Eligible normal hits can disorient the enemy with a brief screen shake.

Rank 1 5%Rank 2 9%Rank 3 12%Rank 4 15%
Passive

Spiked Carapace

Reduces eligible incoming weapon damage and reflects the same percentage of the incoming amount as skill damage.

Rank 1 4% reduce / reflectRank 2 8%Rank 3 12%Rank 4 16%
Proc

Carrion Beetles

Eligible normal hits can add 10 synthetic skill damage.

Rank 1 5%Rank 2 10%Rank 3 15%Rank 4 20%
Ultimate

Locust Swarm

Strikes the nearest valid enemy within 800 units for a percentage of that target's maximum health.

Rank 1 10% max HPRank 2 20%Rank 3 30%Rank 4 40%