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Warrior

Warrior Basics

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arriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat.

Strengths:

Able to equip all armor and almost all weapons

Takes the most damage before becoming incapacitated

Great close range melee skills

Lots of equipment options

Slaughter monsters

Weaknesses:

No healing abilities, relies on food or other players to heal

Very gear dependent class

Information

Class Role
The Warrior can be a defensive, shielded tank, a damage-dealing powerhouse, or a mixture of the two. Their abilities obviously pertain to the art of close combat; their stances carry with them different moves for different situations and party setups. All in all, the Warrior is one of the prime candidates to capture and hold the attention of creatures while they die to sword and spell. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!

Allowable Races: Human, Dwarf, Night Elf, Gnome, Orc, Tauren, Undead, Troll

Standard Bars: Health/Rage

Allowable equipment: Cloth, Leather, Mail, Plate, Shields
Allowable weapons: All (excluding wands)

Other Information

This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.

Rage
The Warrior has a red Rage bar. This is similar to a Mana bar for casters. During combat the Warrior generates Rage based both on damage done and damage taken/prevented. You may also generate Rage using specific abilities. The Rage bar continues to fill as the Warrior fights. Once the Warrior has enough Rage points, the Warrior can use different skills that require Rage. When not in active combat, the Warrior's Rage slowly fades to 0. The Warrior also loses all accumulated Rage if the Warrior switches stances, so plan ahead and avoid changing stances mid fight!

Stances
Warriors have different stances available to them which determine what abilities can be used during combat. There are special stance buttons located above your action bar to switch stances. If you switch stances during battle you lose all your Rage so keep that in mind. Typically you don't switch stances during battle. Stances are for different situations.

  • Battle Stance is used mainly for soloing, adding different state changing attacks and high damage moves.
  • Defensive Stance offers fewer types of offensive special attacks but gives the Warrior more defensive specials plus a bonus to your defense rating. This is primarily meant for acting as a group's main tank.
  • Berserker Stance allows for more critical strikes but the Warrior takes more damage. This is best used when the Warrior is a secondary tank in a party.
Other Information
Warrior abilities that target one or more enemies generate additional threat.

Action Bar
Each stance has its own action bar. You place abilities for that stance on that bar. When you switch stances, your action bar also switches.

Shouts
The Warrior has several Shouts which are useful in combat situations. All Shouts require Rage to use, are instant, and have a moderate re-use timer.

Battle Shout - Increases the melee attack power of all party members within X yards by Y. Lasts Z sec.
Intimidating Shout - The warrior shouts, causing the targeted enemy to stay and fight. All other nearby enemies will flee in fear. Lasts X sec..

Demoralizing Shout - Reduces the melee attack power of all enemies within X yards by Y. Lasts Z sec.
Challenging Shout - A Shout that causes all nearby enemies to attack the Warrior. This shout has a long cooldown time so it is best used in emergency situations to save group members.
General Abilities
Heroic Strike - Strong attack that increases the melee damage on your next attack.
Sunder Armor - Your next attack reduces target's armor. Sunder Armor can be stacked up to 5 times. Continue to reduce the armor of the target to make them take more damage. Sunder Armor will not stack with Expose Armor, but will stack with Faerie Fire.
Shield Bash - Instant attack that bashes the target for X damage, interrupting spell casting, and preventing any spell in that school from being cast for Y sec. Not useable in Berserker Stance.
Hamstring - Your attack will cause X damage and slow the enemy's movement to Y% of normal for Z sec. Best when used to prevent an enemy from quickly fleeing. Can also be used as an escape ability. Available in both Battle and Berserker stance.
Rend - Your attack will cause the target to bleed. In addition to your regular weapon damage your target takes bleed damage for a brief period of time. This is a DOT that should be used at the start of combat. Available in Battle and Defensive Stance.
Blood Rage
An instant ability that sacrifices some of your life to increase your Rage bar. Best used in a group that has a healer. Generates X rage immediately and Y rage over its duration. Can be used in all stances.
Slam - Slams the opponent, causing X additional damage. Can be used in all stances.
Intercept - Charge an enemy, causing X damage and stunning it for Y sec.
Retaliation - Instantly counter-attack any enemy that strikes you in melee for X sec. Melee attacks made from behind cannot be counter-attacked.
Execute - Attempt to finish off a wounded foe, causing X damage and converting each extra point of rage into X additional damage. Only works on enemies that have X% or less health.
Battle Stance Abilities
Charge - This should be used at the start of combat to generate some Rage. The Warrior will quickly dash to the monster's location. Charge also allows for a chance to stun the enemy for a moment. To use this ability, the warrior can not be in active combat mode and must be close enough to the enemy without being inside the minimum range for the charge. It may take some time to learn how to properly use Charge.
Thunderclap - An instant close range area attack. All enemies affected by Thunderclap take slight damage but their attacks are also greatly slowed for a short time.
Overpower - Instant attack that causes weapon damage plus X. Only usable after the target dodges. The overpower can not be blocked, dodged, or parried.
Mocking Blow - Your attack causes additional damage and forces the target to attack you! It is great for saving a group member who is in trouble. Mocking blow has a long cooldown time so use sparingly.
Defensive Stance abilities
Defensive Stance reduces the damage taken and damage caused.
Shield Block - Greatly increases chance to block. Only blocks one frontal attack. In addition to reducing the damage taken it also sets up the revenge counter attack combo.
Disarm - If the enemy is using a weapon, a successful use of Disarm will greatly reduce the damage dealt by the target for a short period of time. Long cooldown time.
Taunt - Instant ability that taunts the target. A successful use will draw the attention of the target, causing them to attack you. This should be used regularly to keep the monsters attacking you. This of course requires healers to keep you alive during the battle.
Revenge - Instant attack that causes extra damage. Counter attack the enemy for additional damage. This must follow a defensive action. Best used in conjunction with Shield Block.
Berserker Stance abilities
Cleave - A sweeping attack that does your weapon damage plus X to the target and his nearby ally. This ability is useful when fighting multiple monsters at once. Make sure the other monster isn't slept; otherwise Cleave will wake them up.
Berserker Rage - The warrior enters a berserker rage, becoming immune to fear and knockout effects and generating extra rage when taking damage. Lasts X sec.
Recklessness - The warrior will cause critical damage with most attacks and be immune to fear effects for the next X sec., but damage taken is increased by Y%
Whirlwind - In a whirlwind of steel you attack up to X enemies within Y yards, causing weapon damage to each enemy.
Pummel - Instant attack that causes damage and interrupts spellcasting for a short duration.
Combos
Use a Shield Bash/Block, then attack with Revenge.

Training
It's very important to build up your skills in multiple weapons so you can easily switch to a different weapon if a better weapon of a different type comes along. Keep weapons of as many types as you can in your packs and continue to swap them to build up your skills.

Tips

  • Team up with healers (Priest, Shaman, Druid) to keep you alive.

  • Pick one or two of the two-handed weapon types to use.

  • Manage your Rage! If you are fighting a caster save some for a timely shield bash/Pummel to stop them from blasting you or healing themselves. That one extra use of Heroic Strike may have caused some extra damage but if the monster heals it's like starting all over.

  • Try and plan your Talents ahead of time.

  • Protect your group mates. A Priest or a Mage isn't meant to take the brunt of an enemy's attack. Use the Taunt ability to focus the attacks on yourself.

    Profession Options
    You can pick whatever you want. You might find these more tailored to the Warrior:

    Mining/Blacksmithing - Make all your own equipment.
    Herbalism/Alchemy - Make healing potions and potion buffs.
    First Aid - You can't normally heal yourself so take this skill up to reduce downtime.
    Cooking/Fishing - Catch and make food to reduce downtime after combat.
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