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Human Heroes:

Archer Summon Archer (e)
The first rank of the Elven army is comprised of Archers. These brave warrior women are expert marksmen and use the concealing forests of Kalimdor to their advantage. Their lightning quick ambushes are legendary - for few warriors can match the speed and cunning of the proud Archers.
Base Damage: 28 - 38 Range: 600 Cooldown: 1.30
Strength: 18 + 1.2x Agility: 19 + 1.5x Intelligence: 15 + 2.6x
Day Sight: 1400 Night Sight: 1000 Speed: 335

Blood Mage Summon Blood Mage (r)
A mystical hero, blood mages are adept at controlling magic and ranged assault. While they were still members of the Alliance, the blood elves began to turn to the darkest parts of magic, abandoning the water and frost spells of the Kirin Tor for the fire and heat of what some people fear to be demonic magic.
Base Damage: 38 - 44 Range: 400 Cooldown: 1.70
Strength: 18 + 2.0x Agility: 14 + 1.0x Intelligence: 22 + 3.0x
Day Sight: 1600 Night Sight: 1200 Speed: 310

Mortar Team Armed with their innovative exploding shells, the stalwart Mortar Teams of Ironforge are capable of blasting apart enemy ranks from long range. These fearless dwarves are masters of explosive devices and relish in pounding fortified enemy emplacements to dust.

Base Damage: 91 Range: 800 Cooldown: 2.41
Strength: 22 + 2.3x Agility: 14 + 1.1x Intelligence: 17 + 2.5x

Rifleman Summon Rifleman (d)
The brave Dwarven Riflemen have faithfully protected their mountain kingdom of Khaz Modan for hundreds of years. Yet they have once again offered their weapons and skills to the Alliance of Lordaeron. Using the legendary Single-shot Blunderbuss Longrifles, Riflemen are excellent marksmen and can shoot both land based and airborne opponents.
Base Damage: 30 - 50 Range: 800 Cooldown: 1.50
Strength:15 + 1.2x Agility: 23 + 2.3x Intelligence: 15 + 1.8x
Day Sight: 1400 Night Sight: 1000 Speed: 310

Spell Breaker Summon Spell Breaker (c)
Elven warrior trained to disrupt and contort magical energies. These Blood Elven warriors, fresh from the destruction of their homeland, have turned a new eye towards the dying land of Lordaeron. Can it possibly remain their home?

Base Damage: 46 - 50 Range: 600 Cooldown: 1.90
Strength: 17 + 1.5x Agility: 13 + 1.4x Intelligence: 19 + 3.5x
Day Sight: 1400 Night Sight: 1000 Speed: 325

Night Elf Heroes:
Assassin Summon Assassin (r)
Skilled in the art of death, Assassins are those few who have gone on to perfect the arts of murder to an incredibly fine degree. So deadly are the cold-hearted killers that they are beyond the ideas of allegiance and devotion to anything more than the next challenging kill.
Base Damage: 20 - 30 Range: 400 Cooldown: 1.20
Strength: 15 + 1.3x Agility: 23 + 2.1x Intelligence: 15 + 2.1x
Day Sight: 1600 Night Sight: 1200 Speed: 340

Demon Hunter Summon Demon Hunter (q)
Demon Hunters are dark, shadowy warriors who are shunned by the greater Night Elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity.
Base Damage: 32 - 44 Range: 100 (Melee) Cooldown: 1.70
Strength: 20 + 1.6x Agility: 20 + 2.0x Intelligence: 16 + 2.0x
Day Sight: 1400 Night Sight: 1000 Speed: 320

Druid Summon Druid (z)
Druids have adopted the totem of the Crow. Their primary role in society is information gathering and intelligence. They have the ability to transform into Storm Crows and fly over the field of battle to scout and deliver orders to distant troops. Their magical spell-like abilities are capable of channeling even the winds to fight against the enemies of Kalimdor.
Base Damage: 22 - 36 Range: 600 Cooldown: 1.60
Strength: 17 + 1.4x Agility: 15 + 1.5x Intelligence: 18 + 3.1x
Day Sight: 1400 Night Sight: 1000 Speed: 350

Mountain Giant
These monstrous creatures, crafted by the Titans when the world was young, are composed of living stone and stout flora. Benevolent and solitary by nature, the mountain giants have awakened to find that the tranquil world they once helped to shape has become a hectic battlefield of fire and sorrow.
Base Damage: 69 Range: 128 (melee) Cooldown: 2.16
Strength: 21 + 3.0x Agility:14 + 0.9x Intelligence: 14 + 2.1x

WardenSummon Warden (a)
The mysterious wardens serve as the night elves' special police force in Kalimdor. Set apart from the militant Sentinels, wardens are usually employed as jailors, assassins, and bounty hunters. When loosed upon escaped criminals, wardens employ a number of supernatural powers that enable them to recapture their prey and mete out the night elves' justice.
Base Damage: 47 - 67 Range: 100 (Melee) Cooldown: 2.05
Strength: 18 + 1.8x Agility: 20 + 1.6x Intelligence: 15 + 2.0x
Day Sight: 1400 Night Sight: 1000 Speed: 320

Undead Heroes:

Banshee Summon Banshee (w)
Banshees were once beautiful female Night Elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation. Over the years they became jealous of the living and seeded a deep hatred for all life.
Base Damage: 30 - 34 Range: 700 Cooldown: 1.50
Strength: 16 + 1.2x Agility: 15 + 1.5x Intelligence: 22 + 3.7x
Day Sight: 1400 Night Sight: 1000 Speed: 340

Crypt Lord Summon Crypt Lord (s)
These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. The insidious Crypt Lords were swayed over to the Lich King's ranks and granted considerable power.

Base Damage: 44 - 72 Range: 128 (Melee) Cooldown: 1.90
Strength: 22 + 2.3x Agility: 14 + 1.2x Intelligence: 14 + 1.6x
Day Sight: 1400 Night Sight: 1000 Speed: 300

Death Night
These renegade Paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King offered them untold power in exchange for their services and loyalty.
Base Damage: 66 Range: 100 (melee) Cooldown: 2.01
Strength: 21 + 2.5x Agility: 12 + 1.5x Intelligence: 17 + 2.0x
Speed: 350

Lich Summon Lich (r)
A lich is a powerful undead sorcerer who possesses tremendous magical power. Ner'zhul granted them control over the furious elements of the cold north. The liches wield frost magic along with their own considerable necromantic spells.

Base Damage: 40 - 54 Range: 600 Cooldown: 1.90
Strength: 15 + 1.2x Agility: 14 + 1.0x Intelligence: 20 + 3.4x
Day Sight: 1600 Night Sight: 1200 Speed: 310

Necromancer Summon Necromancer (x)
Though they retained their Humanity after making a pact with death, Necromancers became the most terrifying agents of the Scourge. These dark, insidious men were once thought to be aspiring geniuses by the Magocracy of Dalaran.

Base Damage: 51 - 55 Range: 600 Cooldown: 2.00
Strength: 17 + 1.5x Agility: 13 + 1.4x Intelligence: 19 + 3.5x
Day Sight: 1400 Night Sight: 1000 Speed: 325

Orc Heroes:

Blademaster Summon Blademaster (r)
Though their numbers are few, the seasoned Blademasters represent an elite fighting force within the Horde. These skilled swordsmen were once part of the ill-fated Burning Blade Clan which consumed itself in the throes of Demonic corruption.
Base Damage: 40 - 62 Range: 100 (Melee) Cooldown: 1.77
Strength: 18 + 2.0x Agility: 23 + 1.8x Intelligence: 16 + 2.2x
Day Sight: 1400 Night Sight: 1000 Speed: 330

RaiderSummon Raider (r)
Raiders are were the wolfriding orc warriors that served the Orcish Horde primarily during the First War. As an organization, they were referred to as the Sythegore Arm. By the beginning of the Second War, raiders were extremely rare within the ranks of the Orcish Horde.
Base Damage: 47 - 61 Range: 100 (Melee) Cooldown: 1.85
Strength: 23 + 2.6x Agility: 12 + 1.5x Intelligence: 18 + 2.0x
Day Sight: 1600 Night Sight: 1200 Speed: 350

Shadow Hunter Summon Shadow Hunter (v)
These reclusive, wily jungle trolls are considered to be the highest authority within their respective warbands. They are masters of voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies.
Base Damage: 36 - 42 Range: 600 Cooldown: 1.80
Strength: 15 + 2.0x Agility: 20 + 1.5x Intelligence: 17 + 2.5x
Day Sight: 1400 Night Sight: 1000 Speed: 320

Shaman Summon Shaman (f)
Under the leadership of Thrall, the Orcs have rediscovered their ancient Shamanistic traditions. In an attempt to rid the Horde of its demonic corruption, Thrall banned the use of Warlock magic and necromancy. Now, all Orc magic users practice Shaman magic which draws its power from the natural world and the elements.
Base Damage: 32 - 38 Range: 100 (Melee) Cooldown: 1.60
Strength: 15 + 2.0x Agility: 18 + 1.0x Intelligence: 19 + 3.0x
Day Sight: 1400 Night Sight: 1000 Speed: 340

Tauren Chieften
Ceremoniously decked with the ancient totems of their Tribes, These elder Tauren warriors uphold the honor and simplicity of Tauren culture. When roused by battle, the gigantic Chiefs employ enormous warblades which are capable of tearing through solid trees with one mighty swipe.
Base Damage: 67 Range: 128 (melee) Cooldown: 2.01
Strength: 22 + 3.1x Agility: 10 + 1.4x Intelligence: 13 + 1.2x
Speed: 310

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