Guide
Every WoW Forever racial at launch for all ten races, which race and class combinations exist (16 of them new), and the best Alliance and Horde race for every class and spec in PvE and PvP.
Written by stillsixty staff.
Forever rebuilt every race around two active abilities and two passives. The old weapon specializations are gone for good, so no race gets a loot edge from its axe or sword any more, and the remaining passives are small on purpose: a point of crit, a point of hit, 2% Haste. What separates the races now is mostly their active abilities, and in PvP the control breaks above all.
The short version: pick the race you like the look of. The gap between the best and the worst race for a class is a few percent in PvE. In PvP it is larger, because a stun break or a fear break decides fights.
The full list, with the numbers you will play with on Nov 4. Cooldowns are in brackets.
Breaks every stun on you (3 min).
Sees stealthed enemies much farther away for 20 seconds (3 min).
+1% crit chance with spells and attacks.
+10% Spirit.
Clears and blocks bleeds, poisons and diseases, and cuts physical damage taken by 10% for 8 seconds (3 min).
Shows treasure on the minimap, and chests sometimes hold extra items.
+10% crit chance with spells and attacks for 15 seconds (3 min).
Hides you while you stand still (10 s). Used in combat, enemies stop attacking you, and the cooldown becomes 2 minutes.
+5% maximum mana; Rogues get 5% more Energy and Warriors 5% more Rage.
For 8 seconds your damaging abilities cost 10% less and hit 10% harder; Priests get it on heals and Power Word: Shield too (2 min).
Glide down for 10 seconds, steering as you go (90 s).
+50% health and mana regeneration for 15 seconds, +100% while Attuned (2 min).
Hunter and Warlock pets deal 5% more damage.
+10% Attack Power and Spell Power for 15 seconds (2 min).
Breaks charm, fear and sleep (2 min).
Eat a Humanoid or Undead corpse for 7% health and mana every 2 seconds over 10 seconds (2 min).
Stuns up to 5 enemies within 8 yards for 2 seconds (90 s).
Grows a copy of a nearby herb that you can pick without Herbalism (15 min).
+10% casting and attack speed for 15 seconds (3 min).
Channel to restore 50% of your health over 6 seconds; moving, acting or taking damage stops it (3 min).
The same glide as the High Order.
+15% movement speed for 15 seconds, +30% while Charged (2 min).
Read Ley Line and Skysight both have a 0.5-second cast you can do on the move. Used at a ley line or an elemental convergence they also give an hour-long state, Attuned or Charged, that doubles the racial wherever you use it; the Skyborne guide explains both.
Priests also learn two spells tied to their race, one at 10 and one at 20, from the class trainer.
| Race | Racial spells |
|---|---|
| Human | Divine Grace instantly heals an ally under 50% health and clears Weakened Soul (not on yourself). Feedback burns the mana of anyone who casts at you. |
| Dwarf | Desperate Prayer is an instant self-heal. Chastise deals Holy damage and roots a Humanoid for up to 2 seconds. |
| Night Elf | is Arcane damage over 6 seconds. halves the chance melee and ranged attacks hit you for 15 seconds or three misses. |
Every class has at least four races to choose from. Six classic races gained a class, and the Skyborne add ten pairings of their own. New pairings are in bold.
| Class | Alliance · Horde |
|---|---|
| Warrior | Alliance: Human, Dwarf, Night Elf, Gnome, High Order Skyborne. Horde: Orc, Undead, Tauren, Troll, Windshaper Skyborne. |
| Paladin | Alliance: Human, Dwarf. Horde: Undead. |
| Hunter | Alliance: Human, Dwarf, Night Elf, High Order Skyborne. Horde: Orc, Tauren, Troll, Windshaper Skyborne. |
| Rogue | Alliance: Human, Dwarf, Night Elf, Gnome, High Order Skyborne. Horde: Orc, Undead, Troll, Windshaper Skyborne. |
| Priest | Alliance: Human, Dwarf, Night Elf, Gnome. Horde: Undead, Troll. |
| Shaman | Alliance: Dwarf. Horde: Orc, Tauren, Troll, Windshaper Skyborne. |
| Mage | Alliance: Human, Gnome, High Order Skyborne. Horde: Orc, Undead, Troll. |
| Warlock | Alliance: Human, Gnome. Horde: Orc, Undead, Troll. |
| Druid | Alliance: Night Elf, High Order Skyborne. Horde: Tauren, Windshaper Skyborne. |
Paladins and Shamans are no longer locked to one faction: Undead Paladins start in Deathknell with their own quest line (Undead Paladin class quests), and Dwarf Shamans get their own totem quests, starting in Dun Morogh (Dwarf Shaman totems). To browse the pairings by race or class, use the race and class explorer.
How we pick. For PvE we look at what adds damage or healing over a raid night (a passive like hit or crit, an active that lines up with your other cooldowns) and at survival tools for tanks. For PvP the deciding question is what gets you out of the control your opponents use most: stuns (Human, Orc), fears and charms (Undead), roots and snares (Gnome), and what lets you lock someone down yourself (Tauren).
| Class | Our picks |
|---|---|
| Warrior | Alliance: Human for damage and PvP, Dwarf to tank. Horde: Orc for damage and PvP, Tauren to tank. |
| Paladin | Alliance: Human for Holy, Retribution and PvP, Dwarf for Protection. Horde: Undead. |
| Hunter | Alliance: Dwarf for PvE, Night Elf or Human for PvP. Horde: Orc for PvE and PvP. |
| Rogue | Alliance: Human for PvE and PvP. Horde: Orc for PvE, Undead for PvP. |
| Priest | Alliance: Human to heal, Gnome for Shadow, Dwarf or Night Elf for PvP. Horde: Troll for PvE, Undead for PvP. |
| Shaman | Alliance: Dwarf. Horde: Orc for Elemental and Enhancement, Troll for Restoration, Tauren or Orc for PvP. |
| Mage | Alliance: Gnome for PvE and PvP, Human close behind. Horde: Orc or Troll for PvE, Undead for PvP. |
| Warlock | Alliance: Gnome for PvE, Human for PvP. Horde: Orc for PvE, Undead for PvP. |
| Druid | Alliance: Night Elf, High Order Skyborne for casters. Horde: Tauren, Windshaper Skyborne for casters. |
Ruthless adds a point of crit, which feeds Flurry and Deep Wounds for Arms and Fury. Will to Survive is the best PvP racial a Warrior can have: every Rogue opener, Hammer of Justice and Charge stun becomes optional. Night Elf is a fine damage alternative, as lines up with Recklessness or Death Wish for a big burst.
Ruthless adds crit to both your heals and your Seals, and helps your mana between fights. Will to Survive gets you out of stuns so you can heal or close in.
Artisan's Precision's extra hit matters most early in raids, and Big Game Hunter adds 5% against the Beasts you kill all the way to 60.
Ruthless means more crits, more combo points and more Relentless Strikes procs. In PvP, Will to Survive breaks stuns and Perception finds the other Rogue first. Gnome's is the PvP alternative for slippery players.
The extra Spirit is the best mana racial a healer can have, and Divine Grace is an instant emergency heal for someone else. Ruthless adds crit to your heals.
Dwarf Shamans are new and the only Alliance Shamans. Stoneform and Artisan's Precision both suit Enhancement, and Stoneform shrugs off Rogue poisons in PvP.
Eureka! adds damage and saves mana on your burst, and Expansive Mind adds 5% mana. In PvP, Escape Artist breaks a Frost Nova or Hamstring so you can keep your distance. Human comes close: Ruthless helps Ignite for Fire, and Will to Survive is the better break against Rogues.
Eureka! fits Shadow Bolt burst and Expansive Mind adds 5% mana for Life Tap to refill. Escape Artist helps in PvP.
Tauren run fast. Plainsrunning builds to 60% faster on foot when you keep moving. Over a long run between quests that beats any other racial.
Trolls never stop. Regeneration keeps 20% of health regen going in combat, and Rapid Regeneration gives half your health back in 6 seconds after a pull.
Beasts are everywhere. Troll Beast Slaying and Dwarf Big Game Hunter add 5% damage against the most common mobs of the leveling zones.
Skyborne skip the walk. Walk on Air turns every cliff into a shortcut, and Read Ley Line or Skysight cut downtime and travel. Attuned and Charged last an hour, so use them whenever you pass a ley line or a convergence.
Night elves die faster. Wisp Spirit makes every corpse run 75% faster.
+1% hit chance with spells and attacks.
+5% damage against Beasts.
+1% dodge and +2% movement speed that stacks with other speed effects; Night Elf Rogues and Druids are harder to spot in stealth.
You become a wisp when you die, 75% faster on the corpse run.
Breaks roots and snares and keeps them off for 3 seconds (2 min).
Engineering gadgets fail or backfire 20% less often.
+2% Haste for spells, melee and ranged attacks.
+5% damage against Elementals.
Removes your curses and banes and cuts magic damage taken by 5% for 8 seconds (3 min).
Stuns on you last 20% shorter.
Breath lasts four times as long underwater.
Your hits can drain up to 5% of your maximum health from the target: 30% chance for Priests, Mages and Warlocks, 20% for Warriors, Paladins and Rogues, at most once every 15 seconds.
+2% movement speed every 5 seconds you keep moving, up to +60%. Damage or standing still wears it down; it does not work mounted.
+5% maximum health.
+5% damage against Beasts.
+20% health regeneration, and 20% of it keeps going in combat.
The same 2% Haste.
The same 5% against Elementals.
| Gnome | Confounding Flash confuses up to 5 nearby enemies for 3 seconds. Contingency Plan wards an ally for 30 seconds: if they drop below 35% health, they get a shield and a heal over time. |
|---|
| Troll | Hex of Weakness cuts an enemy's melee attack power and the healing they receive. Shadowguard hits back with Shadow damage whenever you are struck. |
|---|
| Undead | Touch of Weakness punishes the next melee hit on you. Dark Sacrifice turns your own health into mana over time. |
|---|
Stoneform is an emergency button: 10% less physical damage for 8 seconds, and it wipes bleeds, poisons and diseases off you. Artisan's Precision adds a point of hit, so fewer of your threat abilities miss.
Press Blood Fury with your other cooldowns every 2 minutes for 10% more Attack Power. Hardiness shortens every stun, which matters in every PvP fight. Troll is close for damage, as Berserking means more swings and more Rage.
Endurance gives 5% more health, and War Stomp stuns five enemies when a pull goes wrong. In PvP, Undead is worth a look: Will of the Forsaken breaks the fears Warriors suffer so much from.
Stoneform for the bleed, poison and disease phases and the extra hit from Artisan's Precision make Dwarf the tank pick. A Dwarf Retribution Paladin is fine in raids, where the hit counts more than the crit.
The Undead Paladin is new and the only Horde Paladin. Will of the Forsaken breaks fears and charms, and Touch of the Grave heals you a little as you hit. The class starts in Deathknell with its own quests.
Shadowmeld resets a fight in your favour: you vanish, your pet keeps the pressure on, and in PvE it also drops you from the enemy's attention. Elune's Light is a strong burst for Aimed Shot. Human is the other PvP pick, for the stun break, and is new to the class.
Command makes your pet hit 5% harder all the time, and Blood Fury adds Attack Power every 2 minutes. Hardiness covers the PvP side. No other Horde race comes close for a Hunter.
Blood Fury goes with Adrenaline Rush and Blade Flurry every 2 minutes. Troll's Berserking is close.
Will of the Forsaken breaks Psychic Scream and Fear, the spells that end a Rogue's fight. Touch of the Grave drains health back as you hit.
Gnome Priests are new. Eureka! adds damage and saves mana on your burst, Expansive Mind adds 5% mana, and Contingency Plan is a neat insurance policy on a tank. For PvP, Dwarf (Chastise and Stoneform against Rogues) and Night Elf (Elune's Grace against melee) are both strong.
Berserking speeds up every heal or Mind Blast for 15 seconds, and Hex of Weakness weakens a hard-hitting enemy.
Will of the Forsaken is the strongest PvP racial for a Priest. Dark Sacrifice turns spare health into mana.
Blood Fury raises both Attack Power and Spell Power, so it works for both damage specs. Hardiness helps in PvP too.
Berserking speeds up your Chain Heals when the raid takes damage.
War Stomp is control a Shaman otherwise lacks, and the extra health keeps you up. Windshaper Skyborne get a steady 2% Haste and Skysight to run from melee.
Orc Mages are new. Blood Fury adds 10% Spell Power every 2 minutes, in time with your other cooldowns. Troll is just as good: Berserking is 10% faster casts for 15 seconds.
Will of the Forsaken, and Touch of the Grave procs more often for casters. High Order Skyborne are the Alliance choice for a relaxed leveling Mage: Read Ley Line cuts drinking time and Wind Blessed speeds up every cast.
Will to Survive is the break Warlocks need most, against Rogues and Warriors.
Command makes your demon hit 5% harder, Blood Fury adds Spell Power, and Hardiness helps in PvP. Troll Warlocks are new and play well too, with Berserking.
Will of the Forsaken wins the Warlock against Warlock fear duel and breaks Priest fears.
Quickness makes your Prowl harder to see, Shadowmeld works in forms, and Elune's Light lines up with your burst. The default Alliance Druid.
Wind Blessed speeds up every cast. Read Ley Line adds regeneration between pulls, though Innervate replaces it while both are up.
War Stomp works in forms, and Endurance adds health for tanking. Plainsrunning also gets you between quests quickly.
The same 2% Haste for casters, plus Skysight to get out of melee range.