S Tier Races
Contrary to popular belief, your racials in WoW: Forever matter a tonne in PvP. With particularly powerful options that aid you in combat, your race choice matters more than ever before.
We want to pick a race based around frequency of usage in PvP combat, when considering the highest-value use-cases.
Gnome
Eureka! is insane because you gain both damage and resource reduction, allowing you to use abilities where you previously wouldn't be able to. Your bread and butter damaging abilities in
Backstab /
Ambush get reduced to 54 energy from 60,
Hemorrhage and
Eviscerate are down to 31.5 from 35 and
Gouge is 40.5 from 45. Popping Eureka in conjunction with energy increasing items such as
Thistle Tea or
Renataki's Charm of Trickery gives you massive amounts of burst, upwards of 300-600 damage if used with a Backstab spec. Eureka will also scale very hard as we get gear.
Expansive Mind means it’s the only race able to do
Cheap Shot ->
Backstab ->
Gouge, pool energy into a
Kidney Shot, without the use of
Premeditation and
Improved Expose Armor, which is the highest damage available in a stunlock at level 60 with the
Dirty Deeds talent. We do not know if the older Tier 1 Nightslayer set will offer a 10 energy bonus, so as of current datamining and assumptions, the
Gnome is incredibly powerful. Bare in mind that this opener however will not work versus
Priest with
Silent Resolve and
Orc which has the racial
Hardiness.
Escape Artist is an instant cast, 3 second
Blessing of Freedom on a 2 min CD. Two of our three main forms of counter lockdown (roots, slows and stuns) are cleared using this, allowing you even more uptime and sticking power on a target. Sometimes you are reliant on
Crippling Poison II slowing your target and you’ll be slowed before they will be. Other times you may hit a Mage’s
Ice Armorand proc a
Frostbite on yourself; you’ll be escaping this too. In group situations, you can save your healers a
Dispel Magic, or free yourself when you’re unable to be freed by a teammate; to maybe even save them. There are an abundance of slows and snares in the game - just to name a few,
Entangling Roots,
Counterattack,
Improved Hamstring,
Improved Wing Clip,
Frost Nova,
Web,
Improved Blizzard,
Cone of Cold,
Crippling Poison II,
Concussive Shot and you will be clearing all of them.
There are also niche uses of
Escape Artist: Combining it with clearing a slow or a snare into popping a
Swiftness Potion, a
Skull of Impending Doom or a pair of
Goblin Rocket Boots to catch up to a high value target. The freedom effect prevents you from being re-slowed/snared afterwards.
Engineering Specialization gives you a -20% chance to backfire engineering items, which is great for things like
Gnomish Mind Control Cap &
Goblin Rocket Boots that have a chance to backfire. When backfiring a Mind Control Cap will
Mind Control yourself for the enemy, and Goblin Rocket Boots literally explode and stun you. There will be many new Engineering items that will have backfire chances, too.
Dueling: the best race in the game for fighting
Mage. This is a no-brainer given the Mage class has the most amount of snares and slows in the game, period.
Battlegrounds: For Warsong Gulch, your number one counter will be enemy
Mages slowing you when you are attempting to protect your flag carrier, or kill the enemy flag carrier.
Escape Artist shines the most here out of all the racials. For Arathi Basin and Darkspear Isles,
Human overtakes
Gnome here, but you will be able to utilise other tools such as
Catseye Ultra Goggles and
Catseye Draught to find enemy
Rogue who are defending their bases.
Human
With
Will to Survive, Human will be the strongest counter to one of our 3 hardcounters of CC: Stuns. Everyone will however have an
Greater Insignia of the Alliance (or Horde) which clears all forms of Crowd Control, but in the event you do not have this equipped, or you have it on cooldown, Human will excel.
With the predicted abundance of Undead
Paladin in the game, this race is a must-consider for all Rogue players.
Will to Survive however is on a 1.5 second Global Cooldown, half a second longer than our default of 1 second. When you use it, you won't be able to use other abilities that are also on the GCD, such as
Blind,
Cheap Shot and
Gouge. In the early phases of the game, Human weighs incredibly highly, as potions such as
Living Action Potion will not be in the game to aid you in the clearing of Stuns.
What does this mean for us? If you are fighting an enemy
Rogue and use
Will to Survive to escape his
Kidney Shot you will not be able to use most of your abilities for 1.5 seconds; you will be locked by the GCD after using your Will to Survive. Rogues have a 1 second GCD on most abilities, so the enemy Rogue will be able to
Blind you before you are able to do the same to him.
You can
Vanish which is off the Global Cooldown, but you won't be able to
Cheap Shot immediately after using it and will still have to wait the entire 1.5s GCD timer. This will save you from the enemy Rogue as you will be invisible - unless the enemy Rogue has a DoT effect on you like
Garrote or
Rupture (either from the enemy Rogue or otherwise), but you will not be able to attack him immediately after if he decides to use his own
Vanish in response to yours. You will also be vulnerable to him using a
Goblin Sapper Charge on your
Vanish.
You can utilise tools that are off the Global Cooldown such as
Skull of Impending Doom to attempt to counter the enemy Rogue’s
Blind (as it does self-damage to you), or use a potion like
Restorative Potion; but it’s a necessary thing to know. Having this escape is still better than sitting the entire Stun duration assuming the enemy has lethal damage for you.
Perception is a mainstay and very potent in the right hands. You will almost always have the opener on enemy Rogues if you pop this and they do not use a
Vanish inside of their
Stealth for extra Stealth levels. This is also incredibly strong in Arathi Basin and the new Darkspear Islands Battleground, as you will be able to defend and attack bases which are frequently defended by other Rogues far more consistently.
Sap enemy Rogue -> click Flag, etc.
Ruthless: Rogue PvP is based around kill windows and opportunities, thus having increased crit is incredibly good. Ruthless giving 1% is an entire item of crit. Excellent for PvP
Dueling:
Human is one of the strongest if not the strongest for Dueling, as you will be able to use your
Will to Survive on
Iron Grenade,
Portable Bronze Mortar,
Tidal Charm, proc stuns such as
Improved Concussive Shot,
Intimidation,
Blackout,
Hammer of Justice,
Seal of Justice,
Bash, and not to mention enemy Rogue stuns such as
Cheap Shot and
Kidney Shot.
Battlegrounds: For Arathi Basin & Darkspear Isles, this is the best race choice. For Warsong Gulch it falls short to
Gnome as your number one counter in Warsong Gulch is enemy slows. You will be frequently involved in teamfights with enemy players protecting their flag carrier; not aiming to kill you most of the time. They will play to slow you, not stun you.
A Tier Races
Orc
Strongest pick for Horde overall. All racials are solid.
Blood Fury scales very hard, as the stronger your character becomes, the more damage with it you will do. You can also use it while in
Stealth, making your openers with abilities like
Ambush, far better. Having
Blood Fury will be equal to having an extra damage trinket on-use, for free.
Shatter Curse: combined with the fact there are more instant cast & fast cast magic spells in the game such as a
Heating Up
Pyroblast,
Ice Lance and the fact that Damage over Time spells can now crit, having a Magic Damage reduction buff is nothing to scoff at. It's a relatively small damage reduction but as a minor combat benefit, it's a nice little thing to have.
Hardiness is an incredibly powerful passive; while not as consistent as the Human’s
Will to Survive, being able to reduce every Stun duration on you by 20% no matter what can help save you versus one of our biggest hardcounters. You cannot kill people if you’re dead yourself.
Dueling: the Orc is the most consistent race for dueling the majority of matchups bar anything that can use
Psychic Scream, or
Fear. You will not have a fear break on a racial ability like Undead do, so you will have to use other tools such as
Greater Insignia of the Horde,
Glimmering Mithril Insignia (from
Blacksmithing),
Ultra-Flash Shadow Reflector and your
Kick to escape or prevent fears, depending on which fear type it is. However, versus the rest of the classes whose sole win conditions will be to slow and/or stun you, having the blanket protection from
Hardiness, the extra damage from
Blood Fury and the minor magic protection from
Shatter Curse should provide far more combat bonuses.
Battlegrounds: in Arathi Basin and Darkspear Isles, you will gain a tonne of value from having
Hardiness when going toe-to-toe with other Rogues at bases. You are unlikely to teamfight in big skirmishes, though when you do, you will have more combat bonuses than any other Horde race. In Warsong Gulch, you are unlikely to be encountering enemy stuns as much as you will be fears and slows - this is where Undead takes the crown with the
Will of the Forsaken.
Undead
Will of the Forsaken provides you a Fear, Charm and Sleep break. This is incredibly useful versus
Psychic Scream,
Fear,
Seduction, and
Intimidating Shout. This is particularly potent in Warsong Gulch where you will be feared quite often when trying to shut down the enemy flag carrier and in duels where you face classes that fear - as you will not have to use other tools to break or stop them in your trinket slots.
Touch of the Grave is relatively inconsequential but when it procs when we've lost some health, it's stronger than
Shatter Curse. You can assume at 60 you will heal for around 150-250 hp depending on your gearset, every 25-30 seconds. Our fights are as short as our up-time windows are, so outside of this proccing initially in a fight where we may not need the heal, I wouldn't categorize it as a racial to plan a chocie around.
Cannibalize is a fair racial, particularly useful while leveling and when not under the effects of a DoT effect after a PvP kill, but nothing comparable to the strength of the Orc racials.
B Tier Races
Night Elf
Elune's Light provides us with a massive crit bonus every 3 minutes. Using this in conjunction with a burst window can cause us to win fights where we would not. It not only benefits all of our bursting abilities such as
Backstab and
Mutilate, but our auto attacks and Poisons too. This is not a minor bonus, as it's a controllable variable, unlike Human and Orc's passive crit chance.
Quickness stacks with other movement speed increasing abilities such as Minor Speed,
Sprint, and items like
Swiftness Potion and
Goblin Rocket Boots. It's a very minor bonus.
Shadowmeld is usable now while in Combat, and will drop us into a stealth-like state. We will not drop combat, and therefore cannot use our
Stealth or our stealth-requiring abilities after usage.
What this means is, if your target is able to detect you, i.e. they have High Alert, any form of stealth-detection like
Catseye Draught,
Track Hidden,
Paranoia or are simply within 10 yards of you, they will be able to see you and they will retain you as a target.
If you are however at a safe-distance of beyond 20 yards, you can assume the average target will lose you as a target, and will have to run towards you to see you again. This allows you to stop spell-casts if far enough away, or prevent damage momentarily. If the target isn't able to pop you out of your
Shadowmeld, after 5 to 7 seconds you will drop Combat and can
Stealth and move around. Otherwise, you are forced to sit still to not cancel the effect of the
Shadowmeld.
Contrary to popular belief, this racial does not have an immunity window on it, like in WoTLK+.
Wisp Spirit has some incredibly niche uses, such as getting back to your body in a Battleground incredibly fast, traveling massive distances in areas where the graveyards are scarce (think Tanaris, Burning Steppes, Un'goro Crater, Eastern Plaguelands), and may help you secure PvP objectives. You may be fighting over a World Boss, a scarce resource, in a long-duration group PvP fight where your teammates are unable to use a
Resurrection on you.
The
Night Elf sits apart as an unconventional, niche-based pick which may provide you some enjoyment if you aren't looking to generate maximum value from the other races available to us.
C Tier Races
Dwarf
Stoneform will allow you to remove bleeds such as
Rend and
Deep Wounds and allow you to use a
Heavy Runecloth Bandage. You will also become immune to them; as well as Poisons, such as
Crippling Poison II, or
Serpent Sting.
More importantly, you will be able to remove Rogue's
Blind once already affected by it. However, this is a weaker option than having Human's
Will to Survive, as there's a chance you die during the stuns, well before a
Blind arrives.
Artisan's Precision (1% Hit) - Not bad at all, but we will find hit on gear very easily at max level.
Big Game Hunter will work on
Druid in
Bear Form or
Cat Form, but when fighting these classes in a Duel you would rather be Human for the ability to
Will to Survive
Bash, or Gnome in Warsong Gulch when fighting an enemy Flag Carrier in
Bear Form, as you will be able to
Escape Artist the peels you will be receiving.
In scenarios where you're bled, need to cleanse them to survive and don't have a Tourniquet,
Stoneform is excellent. If an enemy
Druid doesn't have a
Bash or you aren't being peeled from attacking one in form,
Big Game Hunter is ideal. However; these are niche scenarios and as you have probably figured out,
Human and
Gnome are of more value overall for us in PvP.
High Order Skyborne /
Windshaper Skyborne
Elemental Insight: Useless in PvP.
Skysight: 15% movement speed isn't terrible, but in the grand scheme of things, when choosing your race for PvP, there are far more potent racials to choose from.
Read Leyline: Similar to the above; having health regeneration isn't bad, but the amount is inconsequential when considering the other races have so much value caked into them already.
Walk on Air: boasting niche uses in areas where you can run up onto a raised surface to either engage on a target, or escape, this racial is relatively useless outside of using it in a Battleground.
In Arathi Basin, you can float to other bases from height; such as above Gold Mine to the flag, from Lumber Mill to Blacksmith, or Stables/Farm. In Warsong Gulch, it's unconfirmed whether we will be able to float while holding a flag. In the case that we are, this racial is great in Warsong but the rest of Skyborne pales in comparison to our other options for this Battleground in mind - unless the floating racial is an interesting gameplay option for you.
Wind Blessed: incredibly strong in PvE, and will give us faster Global Cooldowns in PvP, but relatively inconsequential in the grand scheme.
Troll
Beast Slaying will work on
Druid in
Bear Form or
Cat Form, but when fighting these classes in a Duel you would rather be
Orc for the ability to
Hardiness
Bash, or
Undead in Warsong Gulch when fighting an enemy Flag Carrier in
Bear Form, as you will be able to
Will of the Forsaken the peels from the enemy
Priest you will be receiving.
Berserking outside of sitting on a target with weapons that have proc-effects such as Misplaced Servo Arm, enchants with high Procs Per Minute such as
Enchant Weapon - Lifestealing, a poison-focused build with
Vile Poisons,
Improved Poisons and either
Deadly Poison V /
Instant Poison VI, this racial pales in comparison to
Blood Fury.
Rapid Regeneration will have uses where you would be otherwise using a
Heavy Runecloth Bandage, so you will have a stronger bandage, and a second one to use if you're able to reset a fight twice. Sadly, damage taken cancels the effect, so we can't regenerate our way through DoTs, else this racial would be incredible.