Wiki / Classes / Warrior

Melee

Warrior

Charge in, cut the heals

Health 533Anti-healBurstDurable

Overview

Stay on your target and keep Mortal Strike's healing cut up. Turn every stun into a hard-hitting Overpower.

How to play

  • Keep Mortal Strike on whoever their healer is saving.
  • Stun first, then Overpower.
  • Save Charge for when they kite you.

Key passives

  • Mortal Wounds

    Mortal Strike and Heroic Throw cut healing taken by 20% for 5.2 sec. Mortal Strike also bleeds for 28 over 5.2 sec.

  • Battle Trance

    Landing a stun makes your next Overpower within 4.2 sec deal 28% more damage.

  • Charge Momentum

    For 3 sec after Charge connects, you deal 10% more damage.

Action bar

Hover or tap a spell for its in-game tooltip. Default keybinds.

Stock kit

Mortal Strike1
Hamstring2
Shield Bash3
Heroic ThrowE
Overpower4
AvatarQ
Shield Wall5
ChargeSpace
Pummel6
Gladiator's MedallionV

Abilities

1

Mortal Strike

Physical

Melee rangeInstant2.4 sec cooldown

Strikes the target for 64 Physical damage and causes Deep Wounds, 28 damage over 5.2 sec. Healing received reduced by 20% for 5.2 sec.

2

Hamstring

Physical

Melee rangeInstant5.2 sec cooldown

Strikes the target for 27 Physical damage and reduces movement speed by 32% for 8 sec.

3

Shield Bash

Physical

Melee rangeInstant16 sec cooldown

Bashes the target for 15 Physical damage and stuns it for 3.6 sec.

Most reliable straight after Charge.

E

Heroic Throw

Physical

22 yd rangeInstant12 sec cooldown

Throws your weapon for 19 Physical damage. Healing received reduced by 20% for 5.2 sec.

4

Overpower

Physical

Melee rangeInstant5.2 sec cooldown

A heavy strike that deals 66 Physical damage.

Stunning a target grants Battle Trance: your next Overpower hits much harder.

Q

Avatar

Instant60 sec cooldown

Removes all roots and snares and resets Charge. For 10 sec you are immune to roots and snares and Mortal Strike recharges 2 times as fast.

Off the global cooldown.

5

Shield Wall

Instant42 sec cooldown

Reduces damage taken by 50% for 4 sec.

Usable while stunned.

Space

Charge

27 yd rangeInstant11 sec cooldown

Charges an enemy, interrupting its cast and rooting it briefly on arrival. On an ally: Intervene, reducing their damage taken by 18% for 2.4 sec.

6

Pummel

Physical

Melee rangeInstant10 sec cooldown

Interrupts spellcasting and prevents any spell in that school from being cast for 1.5 sec.

V

Gladiator's Medallion

Instant50 sec cooldown

Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.

Talents

One pick per row, or leave a row on the stock kit.

1Keystone

Heroic Leap

Charge becomes a leap to any spot in range.

Leap to any spot, 20% farther than Charge, no target needed. Landing hits every enemy nearby for 16 and slows them by 40% for 2 sec.

No root or cast interrupt on landing, and it can't Intervene an ally.

Land on their healer and partner together, or leap a pillar to escape.

Spell Reflection

Shield Wall becomes a short spell reflect.

For 2 sec, the next single-target spell aimed at you bounces back. Bolts hit the caster for their damage; Polymorph, Fear, Cyclone and Silence land on the caster for 3 sec.

Only 30% damage reduction for 2 sec (Shield Wall is 50% for 4 sec). 28 sec cooldown (was 42).

Press it when you see a Polymorph, Fear or Chaos Bolt cast on you.

Piercing Howl

Hamstring becomes a shout that slows every enemy around you.

Hits every enemy around you for 14 and slows them by 32% for 2.6 sec.

Half of Hamstring's damage per target (14, was 28).

Peel two melee off your healer at once.

2Tactics

Shield Charge

Shield Bash dashes you to the target from range.

Shield Bash can be used from up to 300 range. You dash to the target and stun them when you arrive.

Stun lasts 2.4 sec (was 3.6).

Catch a caster who kited out of reach, and keep Charge for the chase.

Disruptive Pummel

Pummel locks the spell school out for longer.

Pummel locks the school out for 3 sec (was 1.5).

Pummel cooldown 15 sec (was 10).

Save it for the heal or crowd control cast that decides the fight.

Pinning Throw

Heroic Throw also roots the target.

Heroic Throw roots the target for 1.2 sec.

Heroic Throw cooldown 16 sec (was 12).

Pin a kiting caster, then walk in without spending Charge.

3Style

Unbridled Fury

Mortal Strike hits harder, but you take more damage.

Mortal Strike deals 12% more damage.

You take 6% more damage from everything.

Take it when your healer can keep up and you set the pace.

Last Stand

Dropping low heals you and cuts the damage you take.

Below 35% health: heal 10% of max health and take 40% less damage for 4 sec.

Once every 90 sec. Avatar cooldown +10 sec.

Keep swinging through a kill attempt and save Shield Wall.

Relentless

Charge frees you from roots and slows; Intervene frees your ally too.

Charge works while rooted and removes roots and slows; Intervene frees your ally too.

Charge cooldown 7 sec (was 5.5).

Intervene a rooted healer out of a go.