A Warrior with a healer and a Warrior alone have very different fights. With support, Arms can keep pressure on a target under
Mortal Strike; solo, you have to save your gap closers and plan around being kited. We also cover Fury and shield builds, including their tradeoffs. Below are stances, rage, weapon swaps, level-60 builds and matchups based on beta 1.60.1.
PvP shorthand: a quick glossary
- Arms / Fury / Prot
- Warrior specs; Prot is Protection. MS means
Mortal Strike. - Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play a Warrior in WoW Forever PvP
A Warrior is a melee fighter without an escape. You have no
Vanish,
Blink or shapeshift: just
Charge,
Intercept and your legs. Once you reach your target, though, you keep it Hamstrung, reduce its healing and hit hard enough to make the enemy healer work overtime.
Your resource is rage. You gain it by hitting enemies and taking damage, and lose it outside combat. In Forever, rage per swing depends only on weapon speed, white critical hits generate twice as much, and a Priest's shield no longer denies rage from incoming damage. Under focus fire with a healer nearby, you have plenty; chasing a Mage, you have almost none.
Each job has its own stance. Battle is for Charge and
Overpower; Berserker for Intercept, interrupts and fear protection; Defensive for Disarm and
Shield Wall. Stance changes are instant and retain some rage. Switching quickly into the right stance is the core PvP Warrior skill.
Warriors have three roles, each usable in battlegrounds, world PvP and duels. Arms is the classic
Mortal Strike Warrior, driving the fight with a healer nearby. Fury is the most mobile: frequent Intercepts, slow removal and 30 seconds without fear. Shield-wearing Protection is a very tough flag carrier and base defender. Below, each role gets a plan for every setting.
Since October 8, absorbed damage generates rage as though it had not been absorbed: do not turn down a Priest's shield to preserve your resource.
Deep Wounds is required for Impale. Since October 15,
Battle Shout buffs the raid, damage no longer pushes back Slam, and
Improved Berserker Rage correctly removes movement-impairing effects.
Specs: Classic versus Forever
In Classic, almost every PvP Warrior played Arms 31/20/0:
Mortal Strike and
Improved Hamstring, with Enrage and
Piercing Howl from Fury. Wowhead, Icy Veins and WoW is Classic recommend it, and Wowhead's PvP author explicitly says Warriors have no other viable PvP spec. Protection carried flags in Warsong Gulch and tanked Alterac bosses. In one-on-one fights, Warriors were considered the game's weakest class: without a healer, any Hunter or Mage could kite them.
Forever keeps that foundation.
Mortal Strike is unchanged: weapon damage plus 160 and 50% less healing for 10 seconds. Enrage now triggers from any hit taken, rather than only critical hits, and has near-constant uptime in combat. Weapon specializations have merged into Weaponmaster, removing the mace stun chance. Testers still consider the new Arms talents, Bloodthrill and
Spearing Strike, debatable choices.
The biggest PvP addition is the middle of Protection. On October 1, Blizzard rearranged talents so a Warrior without a shield could reach
Iron Will,
Last Stand,
Improved Disarm and
Improved Shield Bash, explicitly calling it a secondary PvP tree.
Shield Bash's silence now starts at the 16th point, allowing it to fit alongside
Mortal Strike for the first time.
Fury gained PvP tools too.
Improved Berserker Rage removes slows,
Death Wish protects against fear for 30 seconds, talented Intercept has a 20-second cooldown, and
Bloodthirst grants 10% movement speed. It still cannot reduce healing. Protection is tougher:
Shield Slam hits almost twice as hard and talented
Shield Wall is available every 4 minutes, but
Improved Revenge's stun was removed.
Assessments from before October 15: in the level-30 beta, Mobalytics' duel tier list puts Warrior in C alongside Paladin because sticking to a target is difficult and damage is low even in melee. It considers Protection slightly more promising because of its durability. RankedBoost, which evaluates talent trees, puts Fury in A, Arms in B and Protection in C. At 30, however, Warriors lack
Mortal Strike,
Bloodthirst and
Pummel, so a substantial improvement is expected by 60. Our outlook: Arms for battlegrounds and healer partnerships, Fury for solo world PvP, Protection for flags and melee duels. These rankings do not account for the latest patch and are not an up-to-date class comparison.
| Spec | In Classic | In Forever | Best use |
|---|---|---|---|
| Arms 31/20/0 | The main PvP spec: | Same core, Enrage from any hit, no mace stun | Battlegrounds with a healer, world PvP, duels |
| Arms / Protection 31/0/20 | Impossible: the silence required 21 points | Against casters, healers and crowd control | |
| Fury 20/31/0 | Rare in PvP | Slow removal, 30 seconds of fear immunity, Intercept every 20 seconds | Solo world PvP, random battlegrounds |
| Flag carrier 0/20/31 | Protection 14/5/32 for Warsong Gulch | Flags and base defense | |
| Shield fighter 20/0/31 | Not played | Bastion: +10% damage with a shield; | An experimental option for melee duels |
Choosing a race
All 10 races can be Warriors in Forever, including both factions' Skyborne. The most important PvP racials break crowd control: Human removes stuns, Undead fear, Gnome roots and slows, and Dwarf bleeds and poisons. This section includes the October 15 racial changes.
| Race | What it offers a PvP Warrior | Best for |
|---|---|---|
| Orc | Hardiness reduces stun duration by 20%. Savage: +1% critical strike chance regardless of weapon. | The best Horde choice for Arms |
| Undead | Against Priests and Warlocks | |
| Tauren | Base skirmishes; the stun shares diminishing returns with Charge and Intercept | |
| Troll | Berserking: +10% attack speed. | Fury and world PvP |
| Human | A strong Alliance choice | |
| Dwarf | Stoneform removes bleeds, poisons and diseases. Earth Fury: +2% critical damage and healing regardless of weapon, not critical strike chance. | Against Rogues, Priests with Plague and other Warriors |
| Gnome | Escape Artist instantly removes roots and slows and grants 3 seconds of immunity. Eureka! lasts 8 seconds without charges and also works with | Against Mages and Hunters |
| Night Elf | Burst around | |
| Skyborne | +3% attack and casting speed. | In our assessment, weaker than the other choices for PvP |
Stances, rage and weapon swapping
Warrior stances are like Druid forms: each has its own toolkit, and half your PvP skill is being in the right stance at the right second. Changing stance does not trigger the global cooldown; it has its own 1-second cooldown. From level 14, baseline
Tactical Mastery retains up to 10 rage when switching, or up to 25 with the Arms talent. Anything above that is lost.
- Battle: Charge,
Overpower, Retaliation,
Sweeping Strikes and
Spearing Strike. Also
Shield Bash, Rend,
Thunder Clap,
Hamstring and Execute. The stance has no inherent modifier. - Defensive: 10% less damage taken and dealt. Disarm,
Shield Wall,
Shield Block and Revenge are exclusive to this stance;
Shield Bash, Rend and, for the first time,
Thunder Clap also work here. Vanguard lets you Charge from it too. - Berserker: +3% critical strike chance, but +10% damage taken. Intercept,
Pummel, Whirlwind,
Berserker Rage and Recklessness require it.
Hamstring and Execute also work. - Any stance:
Mortal Strike,
Bloodthirst,
Shield Slam,
Intimidating Shout,
Piercing Howl,
Concussion Blow, Bloodrage,
Death Wish,
Last Stand and
Victory Rush. - Rage: rage per hit depends only on weapon speed, so fast and slow weapons generate roughly equal amounts over time. White critical hits generate twice as much. Absorbs no longer reduce rage from incoming damage, and a Priest's shield no longer starves you. Bloodrage is off the global cooldown and grants 10 rage immediately plus 10 over 10 seconds, on a one-minute cooldown.
- Weapon swapping:
Shield Bash,
Shield Wall,
Shield Block and
Shield Slam require an equipped shield. Since October 8, a macro once again swaps a two-hander for a sword and shield within one global cooldown, as in Classic. Swapping resets your white-swing timer, so do not do it without a reason. - Slow weapons are still better for PvP:
Mortal Strike and
Overpower deal weapon damage plus a bonus, while rage per second does not depend on weapon speed.
Abilities: what to press, when and why
Below are the Warrior's level 60 abilities, grouped by purpose. The level indicates when a trainer teaches the ability or how many points you need in its talent tree. A quick reference follows at the end.
Closing the gap
Charge only works out of combat: 8-25 yards, a 1-second stun, 15 rage and a 15-second cooldown. Out of combat refers to you, not your target. You can Charge someone fighting a mob, but not if a DoT is already ticking on you or a shot has hit you. That is why Mages and Hunters in Forever tag Warriors from 30-40 yards first. This is beta Warriors' main complaint, and Blizzard has not yet addressed it.
Intercept is your in-combat gap closer:
Berserker Stance, 10 rage, a 3-second stun and a 30-second cooldown, reduced to 20 with the Fury talent. Charge and Intercept share stun diminishing returns, so Intercept immediately after Charge lasts only 1.5 seconds. If you have no rage, use Bloodrage first: it is off the global cooldown and instantly gives you 10 rage.
Intervene and Spell Reflection do not exist at level 60 in Forever: those are TBC abilities, and guides listing them were written for a different version of the game.
Crowd control and interrupts
Hamstring is your main button against everyone: 50% less movement speed for 15 seconds, costing 10 rage with no cooldown. It is not magic, so Priests and Paladins cannot dispel it.
Improved Hamstring adds a 15% chance per use to root the target for 5 seconds; those roots have no diminishing returns. Druid shapeshifting, Escape Artist,
Blessing of Freedom, the PvP trinket and potions can remove
Hamstring.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Fury's
Piercing Howl slows all enemies within 10 yards by 50% for 6 seconds. It is your best button against a crowd around the flag or a Rogue who appears next to your healer.
Intimidating Shout fears up to 5 nearby enemies for 8 seconds, with the primary target cowering in place. Damage breaks the fear; the shout is not magic and cannot be dispelled. Its cooldown is 3 minutes. Usually you use it to disengage and bandage or interrupt a base capture.
Disarm in
Defensive Stance removes a weapon for 10 seconds on a one-minute cooldown, or 40 seconds with the Protection talent. It works on Warriors, Rogues, Paladins, Shamans and Hunters in melee, but Druid forms cannot be disarmed.
Pummel in
Berserker Stance locks a spell school for 4 seconds;
Shield Bash locks it for 6 and adds a 3-second silence with the talent. They appear to share a cooldown, so you cannot chain both interrupts.
Protection's
Concussion Blow stuns for 5 seconds for 10 rage, on a 45-second cooldown. It shares diminishing returns with Charge and Intercept, so save it until the previous stun's diminishing returns have expired.
Thunder Clap now works in
Defensive Stance too and reduces the attack speed of up to 4 enemies by 20%;
Demoralizing Shout reduces nearby attackers' attack power by 210 for 45 seconds. This is noticeable against Rogues, Warriors and Cats.
Damage
Mortal Strike is Arms' signature button: weapon damage plus 160 and 50% less healing for 10 seconds, costing 30 rage on a 6-second cooldown. It cannot be dispelled, so maintain it on any target being healed. A Hunter's crocolisk also reduces healing, but after the October 15 change its reduction is 25% for 6 seconds, not
Mortal Strike's 50%.
Fury's
Bloodthirst deals 45% of attack power plus 48 damage, has a 6-second cooldown and increases movement speed by 10% for 10 seconds. It no longer heals you as it did in Classic.
Whirlwind in
Berserker Stance now hits up to 4 nearby enemies with both weapons.
Overpower becomes available in
Battle Stance after the target dodges and cannot be dodged, parried or blocked. It is your best answer to a Rogue's Evasion. Arms' Bloodthrill also enables it without a dodge: a main-hand hit against a target affected by your Rend has a 20% chance to trigger it.
Execute finishes targets below 20% health: at 60 it deals 600 damage plus 15 per additional point of rage. Since October 8, PvP critical hits are no longer weakened, making Execute and
Mortal Strike crits fight-deciding again.
Rend's bleed prevents Rogues and Cats from restealthing.
Sweeping Strikes in
Battle Stance is off the global cooldown: your next 5 attacks also hit a second target. The classic flag-fight combination is
Sweeping Strikes,
Berserker Stance and Whirlwind. In Forever, though, it costs 55 rage, which Arms struggles to spare.
Spearing Strike is a new Arms talent: 40% weapon damage, plus another 80% against a mounted target. Its tooltip says it dismounts the target, but this has not yet been verified in game after the beta changes. It is weak against players on foot, and testers call it a trap.
Victory Rush heals 10% health after a kill granting experience or honor, with a 30-second cooldown. It works in world PvP and battlegrounds, but not duels, where nobody dies.
Defense and survival
From level 30,
Berserker Rage in
Berserker Stance grants 10 seconds of immunity to fear and incapacitation, including Sap, Gouge and, according to the data, Repentance. Its cooldown is 30 seconds. Use it preemptively: when a Warlock starts Fear or a Priest moves within 8 yards, press
Berserker Rage immediately. It does not protect against Blind,
Polymorph, Seduction or
Death Coil.
Bloodrage is off the global cooldown and gives 10 rage immediately plus 10 over the next 10 seconds, on a one-minute cooldown. The Protection talent increases that rage by 50%.
Retaliation in
Battle Stance counters every frontal attack for 15 seconds, up to 30 times, on a 15-minute cooldown. Against Rogues, Warriors and Cats, face them with your back to a wall.
Shield Wall in
Defensive Stance with a shield reduces all damage by 60% for 12 seconds, on a 15-minute cooldown, or 4 minutes with the Protection talent.
Recklessness in
Berserker Stance gives +100% critical strike chance and fear protection for 15 seconds, but increases damage taken by 20%, on a 30-minute cooldown.
Protection's
Last Stand grants 30% health for 20 seconds, on a 3-minute cooldown and off the global cooldown. Fury's
Death Wish gives +20% physical damage and 30 seconds of fear immunity at the cost of +5% damage taken, on a 3-minute cooldown. Passively, Protection's
Iron Will reduces stun and fear duration by 15%,
Blood Craze heals 3% health after you take a critical hit, and Enrage grants +10% damage after you are hit.
Everything a Warrior applies to an enemy, except
Shield Bash's silence, is undispellable. The reverse is also true: enemies cannot dispel Retaliation, Recklessness,
Shield Wall or
Berserker Rage from you.
Quick reference
| Ability | Level | Cooldown | PvP purpose |
|---|---|---|---|
| 4 | 15 sec, out of combat only | Open with a stun | |
| 4 | - | Bleed to prevent restealthing | |
| 8 | - | Keep targets close; roots with the talent | |
| 12 | 5 sec | Answer dodges and Evasion | |
| 12 | 12 sec | Interrupt with a shield | |
| 18 | 1 min (40 sec talented) | Disarm a melee attacker | |
| 20 | 15 min | Counter frontal melee attacks | |
| 20 | 30 sec | 10% health after a kill | |
| 22 | 3 min | Disengage or interrupt a capture | |
| 24 | - | Finish targets below 20% | |
| 28 | 15 min (4 min talented) | 60% less damage for 12 sec | |
| 30 | 30 sec | Preempt fear and Sap | |
| 30 | 30 sec (20 sec talented) | Close the gap in combat | |
| 36 | 10 sec | Damage a crowd | |
| 38 | 10 sec | Interrupt in | |
| 50 | 30 min | Burst and fear protection | |
| Talent, 20 | - | Slow everyone nearby | |
| Talent, 20 | 3 min | +30% health | |
| Talent, 30 | 45 sec | 5-sec stun | |
| Talent, 30 | 3 min | Damage and 30 sec of fear immunity | |
| Talent, 40 | 6 sec | 50% less healing on the target | |
| Talent, 40 | 6 sec | Damage and +10% movement speed | |
| Talent, 40 | 6 sec | Damage and removing magic from the target |
Combinations: building a fight
- Arms opener: Charge from
Battle Stance,
Hamstring,
Mortal Strike, then
Overpower after every dodge and
Mortal Strike on cooldown. - The target runs:
Berserker Stance (retaining rage), Intercept,
Hamstring. Remember that Intercept immediately after Charge stuns for half as long. - No rage for Intercept:
Berserker Stance, Bloodrage, Intercept. - Stun chain: use
Concussion Blow on fresh diminishing returns or after an ally's
Kidney Shot, which has its own category. Do not use it immediately after Intercept or
War Stomp. - Bandaging:
Intimidating Shout, step back, bandage. Damage breaks fear, so a shout after your own Rend will not last long. - Shield with a two-hander: a macro swaps your two-hander for a sword and shield, then
Shield Bash a cast or
Shield Wall incoming burst, and swap back. - Against fear:
Berserker Rage just before
Psychic Scream or Fear. Longer protection comes from
Death Wish for 30 seconds and Recklessness for 15. - Against Rogues: face them with Retaliation,
Overpower into Evasion, Rend to prevent restealthing, and Disarm after their opener. - Flag skirmish:
Sweeping Strikes in
Battle Stance,
Berserker Stance and Whirlwind, then
Piercing Howl on runners.
Diminishing returns
Repeated crowd control of the same type on one target lasts less time: in Classic, 100%, then 50%, 25% and immunity, resetting after roughly 15-20 seconds. Forever's categories come from client 1.60.1 data, which does not include reset timings; those are likely unchanged from Classic. Rogue
Kidney Shot has its own category.
| Category | Warrior abilities | Shares with |
|---|---|---|
| Stuns | Charge, Intercept, | |
| Fear | Fear, | |
| Silence | Kick's silence, Silence | |
| No diminishing returns | Blind, Riposte, |
Builds: which talents to take and why
Below are six level 60 builds: two Arms, two Fury, a flag carrier and a niche shield fighter. Each includes an in-game-style talent tree, an explanation of every talent and a leveling order. The number in an icon's upper-left corner is the level at which you take that talent's first point.
There are almost no published level 60 Forever Warrior PvP builds. The only one, from RankedBoost, uses the tree from before October 1 and cannot be transferred to the current tree. These builds therefore reflect our reading of the talent tree, Classic equivalents and tester discussions. Talents unlock at level 10 and can be reset at a class trainer; dual specialization comes at 40. If talents change before the November 4 release, we will update the builds.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Arms, Fury, Protection. They are not character levels.
Arms: Mortal Strike and Enrage (31/20/0)
The main Warrior PvP build uses the same framework as Classic.
Mortal Strike reduces healing,
Improved Hamstring holds targets in place, Enrage has near-constant combat uptime, and
Piercing Howl catches crowds. Strengths: the best Warrior alongside a healer and in battlegrounds. Weaknesses: no slow or root removal beyond potions, trinket and racials; low rage while chasing; and only
Berserker Rage and Recklessness against fear.
Improved Rend 3/3Rend is 35% stronger. Its bleed prevents Rogues and Cats from restealthing, and it unlocks
Deep Wounds.
Deflection 2/5+2% parry. Essentially two points to unlock the second row.
Improved Tactical Mastery 5/5Retain 25 rage instead of 10 when changing stance. Without this, dancing for Intercept,
Overpower and Disarm consumes all your rage.
Improved Overpower 2/2+50%
Overpower critical strike chance. It cannot be dodged or parried, making it the best answer to Evasion.
Anger Management 1/1+1 rage every 3 seconds in combat, even while controlled or running.
Deep Wounds 3/3Every critical hit applies a bleed for 60% of average weapon damage over 12 seconds. Another bleed to prevent restealthing.
Two-Handed Weapon Specialization 3/3+3% two-handed weapon damage.
Impale 2/2+20% critical strike damage for abilities:
Mortal Strike,
Overpower and Execute.
Sweeping Strikes 1/15 attacks also hit a second target. Required for
Mortal Strike and useful around the flag.
Weaponmaster 5/5Axe: +5% critical strike chance; sword: 5% chance of an extra attack; mace: attacks ignore 15% armor, useful against plate. Maces no longer stun.
Improved Hamstring 3/3
Hamstring has a 15% chance to root for 5 seconds, with no diminishing returns. That is why you use
Hamstring again even when it is already applied.
Mortal Strike 1/1Weapon damage plus 160 and 50% less healing for 10 seconds. Arms' defining ability and the reason for the build.
Cruelty 5/5+5% critical strike chance: more rage,
Deep Wounds and Impale.
Unbridled Wrath 5/5Each weapon hit has a 60% chance to generate 1 extra rage.
Piercing Howl 1/1Slows all enemies within 10 yards by 50% for 6 seconds, costing 10 rage. Catches flag crowds and Rogues near your healer.
Blood Craze 3/3Heals 3% health over 6 seconds after a critical or heavy hit against you.
Booming Voice 1/5Shouts cost 5% less and have 10% greater range. One point to unlock Enrage.
Enrage 5/5A 30% chance after any hit taken to gain +10% physical damage for 12 seconds. In PvP you are constantly hit, so the buff rarely falls off.
Level-by-level order
- 10–12
Improved Rend 3/3 - 13–14
Deflection 2/5 - 15–19
Improved Tactical Mastery 5/5 - 20–21
Improved Overpower 2/2 - 22
Anger Management 1/1 - 23–25
Deep Wounds 3/3 - 26–28
Two-Handed Weapon Specialization 3/3 - 29–30
Impale 2/2 - 31
Sweeping Strikes 1/1 - 32–36
Weaponmaster 5/5 - 37–39
Improved Hamstring 3/3 - 40
Mortal Strike 1/1 - 41–45
Cruelty 5/5 - 46–50
Unbridled Wrath 5/5 - 51
Piercing Howl 1/1 - 52–54
Blood Craze 3/3 - 55
Booming Voice 1/5 - 56–60
Enrage 5/5
Arms / Protection: Mortal Strike and silence (31/0/20)
A new Forever build following Blizzard's own design: the middle of Protection replaces Fury. You get
Mortal Strike and a 3-second
Shield Bash silence on healers,
Iron Will against stuns and fear,
Last Stand every 3 minutes and Disarm every 40 seconds. Strengths: durability and control against casters, healers and melee. Weaknesses: no Howl, 5% less critical strike chance and no Enrage; the silence requires an equipped shield, so use a weapon-swap macro.
Improved Rend 3/3Rend is 35% stronger and unlocks
Deep Wounds. Its bleed prevents restealthing.
Deflection 2/5+2% parry. Two points to unlock the second row.
Improved Tactical Mastery 5/5Retain 25 rage when changing stance. This build dances more than any other: Battle, Berserker and Defensive for Disarm.
Improved Overpower 2/2+50%
Overpower critical strike chance: your answer to Evasion.
Anger Management 1/1+1 rage every 3 seconds in combat.
Deep Wounds 3/3Critical hits apply a bleed for 60% of average weapon damage over 12 seconds.
Two-Handed Weapon Specialization 3/3+3% two-handed weapon damage.
Impale 2/2+20% critical strike damage for
Mortal Strike,
Overpower and Execute.
Sweeping Strikes 1/15 attacks also hit a second target, and it unlocks
Mortal Strike.
Weaponmaster 5/5Weapon-type bonus: axes give critical strike chance, swords extra attacks, maces armor penetration.
Improved Hamstring 3/3
Hamstring has a 15% chance to root for 5 seconds, without diminishing returns.
Mortal Strike 1/1Weapon damage plus 160 and 50% less healing for 10 seconds.
Iron Will 5/5Stuns and fears last 15% less time. Orcs also have Hardiness.
Improved Bloodrage 2/2Bloodrage generates 50% more rage: 15 immediately and 15 afterward.
Improved Thunder Clap 3/3
Thunder Clap costs 6 less rage: 20% less attack speed for nearby melee, in Battle or
Defensive Stance.
Anticipation 3/5+12 Defense. Essentially points to unlock the fourth row.
Last Stand 1/1+30% health for 20 seconds, on a 3-minute cooldown and off the global cooldown.
Improved Disarm 3/3Disarm has a 40-second cooldown instead of a minute: two Disarms in a duel.
Improved Shield Bash 2/2
Shield Bash applies a 3-second silence. You need an equipped shield, so keep a weapon-swap macro ready.
Vanguard 1/1Charge works from
Defensive Stance too, letting you open with Disarm ready.
Level-by-level order
- 10–12
Improved Rend 3/3 - 13–14
Deflection 2/5 - 15–19
Improved Tactical Mastery 5/5 - 20–21
Improved Overpower 2/2 - 22
Anger Management 1/1 - 23–25
Deep Wounds 3/3 - 26–28
Two-Handed Weapon Specialization 3/3 - 29–30
Impale 2/2 - 31
Sweeping Strikes 1/1 - 32–36
Weaponmaster 5/5 - 37–39
Improved Hamstring 3/3 - 40
Mortal Strike 1/1 - 41–45
Iron Will 5/5 - 46–47
Improved Bloodrage 2/2 - 48–50
Improved Thunder Clap 3/3 - 51–53
Anticipation 3/5 - 54
Last Stand 1/1 - 55–57
Improved Disarm 3/3 - 58–59
Improved Shield Bash 2/2 - 60
Vanguard 1/1
Two-handed Fury (20/31/0)
A solo Warrior for world PvP and random battlegrounds: a two-hander,
Bloodthirst and the full lower-Fury PvP toolkit. Intercept every 20 seconds,
Improved Berserker Rage to clear slows,
Death Wish for 30 seconds without fear, and
Bloodthirst for movement speed. Arms supplies
Deep Wounds and Impale for critical hits. Beta testers are discussing this build: the thread's author considers it stronger than Arms solo, but explicitly recommends Arms if you always have a healer. Weaknesses: no
Mortal Strike, so enemy healers heal at full strength, and no
Hamstring roots.
For long fights without a healer, move two Flurry points into
Gore Drinker. After
Berserker Rage, Bloodrage,
Death Wish and
Bloodthirst, three attacks then heal 1% health each: open in the calculator →.
Cruelty 5/5+5% critical strike chance: more rage, Flurry and
Deep Wounds.
Unbridled Wrath 5/5Each weapon hit has a 60% chance to generate 1 extra rage.
Piercing Howl 1/1Slows all enemies within 10 yards by 50% for 6 seconds, costing 10 rage.
Blood Craze 3/3Heals 3% health over 6 seconds after a critical or heavy hit against you.
Booming Voice 1/5Shouts cost 5% less and have 10% greater range. One point to unlock the next row.
Enrage 5/5A 30% chance after any hit taken to gain +10% physical damage for 12 seconds.
Improved Berserker Rage 2/2
Berserker Rage instantly grants 10 rage and removes movement-impairing effects, including roots and slows. The October 15 patch fixed this removal.
Death Wish 1/1+20% physical damage and 30 seconds of fear immunity at the cost of +5% damage taken, on a 3-minute cooldown. Unlocks Flurry.
Improved Intercept 2/2Intercept has a 20-second cooldown instead of 30.
Flurry 5/5After a critical hit, your next 3 attacks are 25% faster.
Bloodthirst 1/145% attack power plus 48 damage every 6 seconds, and +10% movement speed for 10 seconds.
Improved Rend 3/3Rend is 35% stronger and unlocks
Deep Wounds.
Deflection 2/5+2% parry. Two points to unlock the second row.
Improved Tactical Mastery 5/5Retain 25 rage when switching stance: Berserker for Intercept and Battle for
Overpower without losing your reserve.
Improved Charge 1/2Charge generates 3 additional rage. One point to fill the row.
Anger Management 1/1+1 rage every 3 seconds in combat.
Deep Wounds 3/3Critical hits apply a bleed for 60% of average weapon damage over 12 seconds.
Two-Handed Weapon Specialization 3/3+3% two-handed weapon damage.
Impale 2/2+20% critical strike damage for
Bloodthirst, Whirlwind and Execute.
Level-by-level order
- 10–14
Cruelty 5/5 - 15–19
Unbridled Wrath 5/5 - 20
Piercing Howl 1/1 - 21–23
Blood Craze 3/3 - 24
Booming Voice 1/5 - 25–29
Enrage 5/5 - 30–31
Improved Berserker Rage 2/2 - 32
Death Wish 1/1 - 33–34
Improved Intercept 2/2 - 35–39
Flurry 5/5 - 40
Bloodthirst 1/1 - 41–43
Improved Rend 3/3 - 44–45
Deflection 2/5 - 46–50
Improved Tactical Mastery 5/5 - 51
Improved Charge 1/2 - 52
Anger Management 1/1 - 53–55
Deep Wounds 3/3 - 56–58
Two-Handed Weapon Specialization 3/3 - 59–60
Impale 2/2
Fury / Protection (0/31/20)
The toughest Warrior without a permanently equipped shield: the full Fury PvP toolkit plus the middle of Protection, including
Iron Will,
Last Stand, Disarm every 40 seconds and
Shield Bash's silence. Strengths: mobility, slow removal, 30 seconds of fear immunity and plenty of defensives. Weaknesses: less damage than 20/31/0 because you lack
Deep Wounds and Impale, and still no
Mortal Strike.
Cruelty 5/5+5% critical strike chance: more rage and Flurry.
Unbridled Wrath 5/5Each weapon hit has a 60% chance to generate 1 extra rage.
Piercing Howl 1/1Slows all enemies within 10 yards by 50% for 6 seconds, costing 10 rage.
Blood Craze 3/3Heals 3% health over 6 seconds after a critical or heavy hit against you.
Booming Voice 1/5Shouts cost 5% less and have 10% greater range. One point to unlock the next row.
Enrage 5/5A 30% chance after any hit taken to gain +10% physical damage for 12 seconds.
Improved Berserker Rage 2/2
Berserker Rage instantly grants 10 rage and removes all slows.
Death Wish 1/1+20% physical damage and 30 seconds of fear immunity, on a 3-minute cooldown.
Improved Intercept 2/2Intercept has a 20-second cooldown instead of 30.
Flurry 5/5After a critical hit, your next 3 attacks are 25% faster.
Bloodthirst 1/145% attack power plus 48 damage every 6 seconds, and +10% movement speed for 10 seconds.
Iron Will 5/5Stuns and fears last 15% less time.
Improved Bloodrage 2/2Bloodrage generates 50% more rage.
Improved Thunder Clap 3/3
Thunder Clap costs 6 less rage: 20% less attack speed for nearby melee.
Anticipation 3/5+12 Defense. Points to unlock the fourth row.
Last Stand 1/1+30% health for 20 seconds, on a 3-minute cooldown.
Improved Disarm 3/3Disarm has a 40-second cooldown instead of a minute.
Improved Shield Bash 2/2
Shield Bash applies a 3-second silence. Requires an equipped shield.
Vanguard 1/1Charge works from
Defensive Stance too.
Level-by-level order
- 10–14
Cruelty 5/5 - 15–19
Unbridled Wrath 5/5 - 20
Piercing Howl 1/1 - 21–23
Blood Craze 3/3 - 24
Booming Voice 1/5 - 25–29
Enrage 5/5 - 30–31
Improved Berserker Rage 2/2 - 32
Death Wish 1/1 - 33–34
Improved Intercept 2/2 - 35–39
Flurry 5/5 - 40
Bloodthirst 1/1 - 41–45
Iron Will 5/5 - 46–47
Improved Bloodrage 2/2 - 48–50
Improved Thunder Clap 3/3 - 51–53
Anticipation 3/5 - 54
Last Stand 1/1 - 55–57
Improved Disarm 3/3 - 58–59
Improved Shield Bash 2/2 - 60
Vanguard 1/1
Shield flag carrier (0/20/31)
The successor to Classic's 14/5/32.
Shield Wall every 4 minutes,
Last Stand every 3,
Iron Will and a shield that generates rage from blocks, dodges and parries. Use
Concussion Blow and silence on pursuers;
Shield Slam has a 50% chance to remove an enemy magic effect, such as
Blessing of Freedom. Fury supplies Howl for pursuers and cheaper shouts. Strength: the toughest Warrior. Weaknesses: no
Improved Berserker Rage or
Death Wish, and
Berserker Rage requires its own stance.
Against many Warlocks and Priests, there is a 0/23/28 variation:
Death Wish and
Improved Berserker Rage instead of
Shield Slam. Both cannot fit alongside it within 51 points: open in the calculator →.
Shield Specialization 5/5+5% block and 5 rage per block. Your shield feeds you rage while you are being hit.
Iron Will 5/5Stuns and fears last 15% less time.
Improved Bloodrage 2/2Bloodrage generates 50% more rage.
Improved Thunder Clap 3/3
Thunder Clap costs 6 less rage: 20% less attack speed for pursuers.
Anticipation 2/5+8 Defense. Points to unlock the next row.
Last Stand 1/1+30% health for 20 seconds, on a 3-minute cooldown and off the global cooldown.
Master of Defense 2/2Another 5 rage when you dodge or parry with a shield equipped.
Improved Shield Bash 2/2
Shield Bash applies a 3-second silence, stopping the enemy healer from healing your pursuer.
Vanguard 1/1Charge works from
Defensive Stance too.
Improved Shield Wall 2/2
Shield Wall every 4 minutes instead of 15. The flag carrier's key defensive.
Concussion Blow 1/1A 5-second stun for 10 rage, on a 45-second cooldown. Stop anyone who catches you.
Focused Rage 3/3All offensive abilities cost 3 less rage, including
Hamstring, Intercept and interrupts.
Bastion 1/5+2% damage with a shield. One point to unlock
Shield Slam.
Shield Slam 1/1A shield strike for 640-670 damage plus block value every 6 seconds, with a 50% chance to remove one magic effect:
Blessing of Freedom, a Priest's shield or
Ice Barrier.
Cruelty 5/5+5% critical strike chance.
Unbridled Wrath 5/5Each weapon hit has a 60% chance to generate 1 extra rage.
Piercing Howl 1/1Slows all enemies within 10 yards by 50% for 6 seconds. Your main answer to pursuers.
Blood Craze 3/3Heals 3% health over 6 seconds after a critical or heavy hit against you.
Booming Voice 5/5Shouts cost 25% less and have 50% greater range: Intimidating and
Demoralizing Shout catch more enemies.
Enrage 1/5One point to reach 20: a 30% chance after a hit taken to gain +2% damage.
Level-by-level order
- 10–14
Shield Specialization 5/5 - 15–19
Iron Will 5/5 - 20–21
Improved Bloodrage 2/2 - 22–24
Improved Thunder Clap 3/3 - 25–26
Anticipation 2/5 - 27
Last Stand 1/1 - 28–29
Master of Defense 2/2 - 30–31
Improved Shield Bash 2/2 - 32
Vanguard 1/1 - 33–34
Improved Shield Wall 2/2 - 35
Concussion Blow 1/1 - 36–38
Focused Rage 3/3 - 39
Bastion 1/5 - 40
Shield Slam 1/1 - 41–45
Cruelty 5/5 - 46–50
Unbridled Wrath 5/5 - 51
Piercing Howl 1/1 - 52–54
Blood Craze 3/3 - 55–59
Booming Voice 5/5 - 60
Enrage 1/5
Niche option: shield fighter (20/0/31)
A Forever experiment. Bastion gives +10% to all damage with a shield,
Shield Slam hits almost twice as hard as in Classic, Revenge is 60% stronger, and Impale boosts their critical hits. This build's only supporting assessment is Mobalytics' view that Protection looks slightly more promising in level-30 duels. Strengths: flag-carrier durability with damage. Weaknesses: no
Mortal Strike, Howl or frequent Intercept, and nobody has tested its damage against plate at 60 yet.
Shield Specialization 5/5+5% block and 5 rage per block.
Iron Will 5/5Stuns and fears last 15% less time.
Improved Bloodrage 2/2Bloodrage generates 50% more rage.
Improved Revenge 3/3Revenge after a block, dodge or parry deals 60% more damage.
Last Stand 1/1+30% health for 20 seconds, on a 3-minute cooldown.
Master of Defense 2/2Another 5 rage when you dodge or parry with a shield equipped.
Improved Shield Bash 2/2
Shield Bash applies a 3-second silence.
Improved Shield Wall 1/2
Shield Wall every 9.5 minutes instead of 15.
Concussion Blow 1/1A 5-second stun for 10 rage, on a 45-second cooldown.
Focused Rage 3/3All offensive abilities cost 3 less rage.
Bastion 5/5+10% to all damage with a shield.
Shield Slam 1/1640-670 damage plus block value every 6 seconds, with a 50% chance to remove a magic effect from the target.
Improved Rend 3/3Rend is 35% stronger and unlocks
Deep Wounds.
Deflection 2/5+2% parry; parrying with a shield generates rage.
Improved Tactical Mastery 5/5Retain 25 rage when changing stance.
Improved Charge 2/2Charge generates 6 additional rage, giving you a reserve at the start.
Improved Overpower 2/2+50%
Overpower critical strike chance.
Anger Management 1/1+1 rage every 3 seconds in combat.
Deep Wounds 3/3Critical hits apply a bleed for 60% of average weapon damage over 12 seconds.
Impale 2/2+20% critical strike damage for
Shield Slam, Revenge and
Overpower.
Level-by-level order
- 10–14
Shield Specialization 5/5 - 15–19
Iron Will 5/5 - 20–21
Improved Bloodrage 2/2 - 22–24
Improved Revenge 3/3 - 25
Last Stand 1/1 - 26–27
Master of Defense 2/2 - 28–29
Improved Shield Bash 2/2 - 30
Improved Shield Wall 1/2 - 31
Concussion Blow 1/1 - 32–34
Focused Rage 3/3 - 35–39
Bastion 5/5 - 40
Shield Slam 1/1 - 41–43
Improved Rend 3/3 - 44–45
Deflection 2/5 - 46–50
Improved Tactical Mastery 5/5 - 51–52
Improved Charge 2/2 - 53–54
Improved Overpower 2/2 - 55
Anger Management 1/1 - 56–58
Deep Wounds 3/3 - 59–60
Impale 2/2
Which build should you choose?
- Playing with a healer or in a battleground group: Arms 31/20/0.
- Casters constantly control you and enemy healers escape alive: Arms / Protection 31/0/20 with silence.
- Solo world PvP: Fury 20/31/0, or 0/31/20 if you want more defensives.
- Carrying flags or holding bases: flag carrier 0/20/31, or its 0/23/28 variation against Warlocks and Priests.
- Enjoy fighting with a shield: shield fighter 20/0/31, but treat it as a bet rather than a proven build.
- For premades with healers, there is a Classic successor: dual-wield Fury 17/34/0. Open in the calculator →. Dual wielding has a hit penalty, making it weaker than a two-hander outside a group.
- If you have neither an axe nor a sword, you can replace Weaponmaster with Bloodthrill: Arms with Bloodthrill →.
- At level 40, get dual specialization: for example, Arms plus flag carrier, or a PvP build plus a dungeon tank.
Weapons and gear
For Arms and two-handed Fury, choose a slow two-hander with 3.6-3.9 speed:
Mortal Strike and
Overpower use weapon damage, while rage per second is independent of speed. Weaponmaster determines your weapon choice. Axes and polearms give +5% critical strike chance, and a crit also means double rage. Swords offer extra attacks; maces ignore 15% armor against plate.
Flag carriers and shield fighters need a one-hander and shield:
Shield Bash,
Shield Wall,
Shield Block and
Shield Slam depend on the shield, and Protection talents generate rage from blocks. Arms and Fury should also keep a shield in their bags. A macro swaps weapon and shield within one global cooldown, giving you a 6-second interrupt and
Shield Wall.
The classic first major Warrior weapon is the blacksmith-crafted
Arcanite Reaper, unchanged in Forever: 153-256 damage, 3.8 speed and +62 attack power. Rank 14 rewards epic weapons, while beta data lists the blue honor set as available from level 55. Honor, ranks and gear are explained in the PvP guide.
Arms: playing with a healer in battlegrounds
Why a Warrior and healer drive the fight
A Warrior gains rage from incoming damage. When enemies hit you and a healer keeps you alive, rage keeps flowing and you keep pressing
Mortal Strike. Forever makes this even better: Priest shields no longer deny rage, and all Priests have
Fear Ward. Horde has Paladins and Alliance has Shamans, so both factions can give their Warrior
Blessing of Freedom against kiting,
Tremor Totem against fear and Windfury Totem for damage.
Mortal Strike cannot be dispelled and lasts 10 seconds on a 6-second cooldown. You can maintain it continuously on a healed target, effectively doubling the enemy healer's mana expenditure. That is why an MS Warrior stays close to a healer in battlegrounds, and why that healer is the enemy's primary target.
Who protects whom?
Your healer supports you: shields, healing, dispelling magical crowd control (
Hammer of Justice,
Polymorph, Fear,
Frost Nova, roots),
Fear Ward before facing Warlocks and Priests, and
Blessing of Freedom against kiting. A Priest cannot remove your physical stuns or Blind.
Blessing of Protection is used on a Warrior only to prevent death: you cannot attack while it is active.
You protect your healer:
Hamstring and Howl melee attackers, Intercept whoever attacks the healer,
Intimidating Shout around them, Disarm a Rogue or Warrior, and interrupt a caster's
Polymorph or Fear aimed at your healer. A Warrior who chases a flag carrier and abandons the healer usually loses both.
Hunting healers and flag carriers
Target priority: enemy healer first, then flag carrier, then anything below 20% for Execute. Maintain
Mortal Strike on the healer and interrupt healing:
Pummel locks Holy or Nature for 4 seconds;
Shield Bash locks it for 6 and adds silence. Intercept when the healer moves away. Keep
Mortal Strike and
Hamstring on a flag carrier being healed.
Do not keep
Mortal Strike on one target when nobody is healing it: those 10 seconds of debuff are more useful where healing is happening. After a kill, use
Victory Rush for 10% health in one button.
World PvP and duels without a healer
Alone in world PvP, a Warrior has no escape: no
Vanish,
Blink or shapeshift. Choosing your fights is therefore your most important skill. Attack when the target is fighting a mob, sitting, drinking or already low, near cover rather than in an open field against a Hunter or Mage. Charge only works while you are out of combat, so approach unnoticed.
Against a caster, stand behind a pillar or tree: they need line of sight, while you need them to move closer. Drink a Free Action Potion before fighting a Mage, Hunter or Rogue; Conquest Capped rightly calls it a Warrior's lifeline. After winning, use
Victory Rush and a bandage.
In duels:
Battle Stance, Charge,
Hamstring,
Mortal Strike and Rend, then
Overpower after every dodge. Against fear, switch to
Berserker Stance and use
Berserker Rage in advance. Intercept after kiting or fear, Retaliation against frontal melee, Recklessness for the Execute finish.
Victory Rush does not work in duels, and Retaliation and
Shield Wall are almost always on cooldown during repeated duels. Agree on potions and trinkets beforehand.
Fury: solo play and random battlegrounds
Fury solves its own problems. Intercept every 20 seconds catches kiters,
Improved Berserker Rage clears slows,
Death Wish grants 30 seconds without fear, and
Bloodthirst increases movement speed for 10 seconds. It is the most convenient Warrior for world PvP and the least dependent on potions and the trinket.
What it lacks is
Mortal Strike. Fury hits hard in battlegrounds, but enemy healers heal its target at full strength, so Arms is better in a group with a healer. In random battlegrounds without a personal healer, Fury often survives longer and contributes more.
How to play: stay in
Berserker Stance and use
Berserker Rage both against fear and to remove slows.
Death Wish with Recklessness gives finishing burst, but do not use them while being focused: both increase damage taken. Whirlwind hits up to 4 enemies and finishes targets around the flag; keep
Piercing Howl ready when escaping a crowd.
The October 15 patch fixed
Improved Berserker Rage so it correctly removes movement-impairing effects, including roots and slows. Earlier beta reports that roots remained are outdated.
Shield play: flag carrying and base defense
Flag carrier
A shield Warrior is the classic second-choice flag carrier after Druid. The strength is durability rather than speed:
Shield Wall reduces damage by 60% for 12 seconds and has a talented 4-minute cooldown,
Last Stand is available every 3 minutes,
Shield Block absorbs 2 attacks, and
Iron Will shortens stuns and fear. Blocks, dodges and parries generate rage, so under focus fire you have enough for
Hamstring, Howl and
Concussion Blow on anyone who catches you.
Slows and fear are the weakness. Without
Improved Berserker Rage, a flag carrier cannot clear slows alone: use the trinket, a preemptive Free Action Potion, your Paladin's
Blessing of Freedom or Gnome Escape Artist.
Defensive Stance cannot use
Berserker Rage, so against Warlocks and Priests you need
Fear Ward,
Tremor Totem or Undead racials.
Shield Slam has a 50% chance to remove a pursuer's magic buff, such as
Blessing of Freedom.
Charge is almost useless for a flag carrier because it only works out of combat. Intercept, however, can jump to an enemy standing along your route to your own base.
Darkspear Islands
The beta has one battleground: Darkspear Islands, 15 versus 15 from level 30. It has four bases and a central flag that you carry to any base your team controls. The flag imposes a movement-speed cap, listed as 85% in client data. Routes are short, so the carrier needs to survive 10-20 seconds of focus fire rather than escape across the entire map. That is exactly the window for
Shield Wall and
Last Stand, making a plate wearer with a shield competitive with a Bear Druid here.
The open center belongs to Hunters and Mages; testers report several in every match. A flag-carrying Warrior will not survive there without a healer and trinket. Near water, keep
Berserker Rage ready against Priests and Warlocks: fear sends you into shark-infested seas. Conversely,
Intimidating Shout with your back to the sea drives enemies into the water.
Darkspear Islands Silk Bandage only works on the Islands: 640 health over 8 seconds.
Defending and assaulting bases
Bases on the Islands are captured by interacting with the flag, as in Arathi Basin; in Classic, damage and crowd control interrupted captures. Warrior tools follow from that:
Intimidating Shout scatters up to 5 attackers for 8 seconds, a distant Intercept stuns someone already interacting, and Howl and
Hamstring catch those approaching. Whether an interrupt can stop a capture has not yet been verified.
A shield defender holds the base rather than chasing kills:
Demoralizing Shout and
Thunder Clap reduce melee damage, Retaliation counters attacks, and
Concussion Blow stops the most dangerous enemy. Your job is to survive until help arrives. In a flag melee, Arms uses
Sweeping Strikes,
Berserker Stance and Whirlwind, but this costs 55 rage in Forever.
Warriors have few ways to find stealthed ninja cappers.
Thunder Clap hits up to 4 nearby targets and can reveal someone standing very close; Humans detect stealth with Perception.
Every class matchup
Below is a level 60 plan against each class. These assessments combine Classic guides, Forever data and beta tier lists; they are not level 60 gameplay experience. The main plan is for Arms in duels and world PvP. Shield play, flag carrying and battleground healer partnerships are covered separately.
| Class | One on one | With a healer or flag | Key point |
|---|---|---|---|
| Warrior | Even | Even | Who Disarms first; Execute below 20% |
| Paladin | Even to difficult | Even | 12-sec bubble, Freedom, Repentance; a battle of attrition |
| Hunter | Difficult | Difficult | In-combat traps and |
| Rogue | Even to difficult | Even | Stunlock and Blind; |
| Mage | Difficult | Difficult | Nova and |
| Warlock | Difficult | Difficult | Preemptive |
| Shaman | Even to difficult | Even | Shocks; Disarm Enhancement and interrupt healing |
| Priest | Difficult | Even to difficult | Save |
| Druid | Even to difficult | Even | Forms remove |
Warrior
In the mirror, Disarm decides momentum: whoever removes the other weapon first applies pressure. Watch for
Mortal Strike,
Hamstring roots, Intercept,
Intimidating Shout and
Retaliation, during which you should not attack from the front for 15 seconds. Retaliation has a 15-minute cooldown in Forever, so it is usually ready in world PvP. Watch the stance: Defensive means Disarm is ready; Berserker means Intercept and
Berserker Rage.
Maintain
Hamstring and use
Mortal Strike on cooldown, saving rage for Execute: whoever drops below 20% first usually loses. Disarm when they activate Recklessness or
Blood Fury to waste their burst. Dwarf Stoneform helps against their bleeds. They may drink a Potion of Venomous Blood, making your own Rend and
Deep Wounds damage you.
With a shield or in battlegrounds: against an MS Warrior on your flag carrier or healer, use Disarm,
Shield Wall,
Thunder Clap and
Demoralizing Shout.
Paladin
The threats are
Hammer of Justice's 6-second stun, Repentance,
Divine Shield for 12 seconds and
Blessing of Freedom, which removes your
Hamstring for 10 seconds on only a 20-second cooldown. Without Hammer, a Paladin cannot maintain distance, so this becomes an attrition fight.
Use
Mortal Strike on cooldown and interrupt heals with
Pummel (4 seconds without Holy) or
Shield Bash (6 seconds plus silence). Do not waste the interrupt during
Voice of Truth: the Paladin is immune to silence and interrupts for 6 seconds. During the bubble, back away, bandage and return. If they Hearthstone under it, remember that the cast takes 10 seconds and the bubble lasts 12. A timely Disarm cuts Retribution's damage. Save the trinket for Hammer during burst; a preemptive Free Action Potion gives 30 seconds without Hammer.
With a shield or in battlegrounds: Hammer and Repentance can control a flag carrier for up to 12 seconds.
Shield Slam has a 50% chance to remove Freedom from the enemy carrier.
Hunter
The Warrior's toughest opponent. In Forever,
Freezing Trap can be placed directly under the Hunter in combat,
Scatter Shot disables you for 4 seconds, and
Wing Clip slows by 60%, with a talented chance to root without diminishing returns. Pets add more problems: birds disarm, spiders web, and crocolisks reduce healing by 25% for 6 seconds after the October 15 change.
The plan is to Charge out of combat,
Hamstring and fight close, in the dead zone where the Hunter cannot shoot. If they escape it, Intercept. Drink a Free Action Potion before combat: 30 seconds without
Wing Clip, roots or Intimidation, but no protection from traps or
Scatter Shot. Save the trinket for a trap or Scatter, and
Intimidating Shout fears both Hunter and pet. Against Deterrence,
Overpower every dodge.
With a shield or in battlegrounds: Hunters are a flag carrier's main enemy. Use
Shield Wall against burst; a Paladin's
Blessing of Freedom stops kiting for 10 seconds.
Rogue
A Rogue opens from stealth with a stunlock - a chain of stuns leaving little time to respond:
Cheap Shot,
Kidney Shot for up to 6 seconds, then
Blind for 10 seconds and
Vanish. Riposte can also disarm you after a parry, and Crippling Poison slows you. Sap no longer breaks the Rogue's stealth in Forever.
While looking for the Rogue, stay in
Berserker Stance: preemptive
Berserker Rage protects against Sap and Gouge. Once the stunlock begins, switch to Defensive with a shield, because
Berserker Stance gives them 10% extra damage, then return to your two-hander.
Overpower into Evasion, Rend to prevent restealthing, Retaliation while facing them, and Disarm after the opener. Drink a Free Action Potion before the opener; Restorative Potion and Dwarf Stoneform remove Blind.
With a shield or in battlegrounds: Retaliation only works from the front, so put your back to a wall. Limited Invulnerability Potion and
Shield Wall help a flag carrier against Rogues.
Mage
A Mage holds you in
Frost Nova for 8 seconds and casts
Ice Lance, which deals triple damage to frozen targets. They also have
Polymorph and
Blink, which removes your stun and roots; Frost adds
Ice Block and
Ice Barrier. A good Mage can kite a Warrior in both Classic and Forever.
Charge,
Hamstring, then interrupt
Frostbolt or
Polymorph. Mages wait for Charge's stun to end before using Nova, so save your trinket or Escape Artist for it and escape before
Ice Lance. Intercept immediately after
Blink. Drink Free Action Potion in advance; Restorative Potion removes both Nova and
Polymorph. The new trinket's tooltip suggests it also removes
Polymorph, unlike the Classic Warrior trinket.
Shield Slam can remove
Ice Barrier.
With a shield or in battlegrounds: trinket, potion or your healer can remove
Polymorph or Nova from a flag carrier. Fury with
Improved Berserker Rage clears slows itself.
Warlock
Watch for
Fear for 20 seconds,
Howl of Terror on nearby enemies,
Death Coil for 3 seconds without diminishing returns and unaffected by
Berserker Rage, Succubus Seduction, curses and
Soul Link redirecting some damage to the demon. Against you, the Warlock uses Curse of Weakness or
Curse of Exhaustion; only one curse from each Warlock can affect a target.
Stay in
Berserker Stance throughout the fight. Use
Berserker Rage as soon as Fear starts casting: you cannot activate it once feared.
Pummel on Fear or
Shadow Bolt locks Shadow for 4 seconds, including both Fear and
Death Coil. Save Intercept for after
Death Coil. Hit the Warlock, not the demon:
Mortal Strike reduces
Drain Life healing. Trinket the second fear or Seduction; Recklessness gives 15 seconds without fear for the finish.
Orcs clear curses with
Shatter Curse, Undead break fear with
Will of the Forsaken, and Restorative Potion removes Fear,
Death Coil and curses. With a shield or in battlegrounds: a carrier in
Defensive Stance lacks
Berserker Rage and needs Priest
Fear Ward,
Tremor Totem or the trinket.
Shield Slam can remove
Soul Link.
Shaman
A Shaman hits with Stormstrike and Windfury procs, slows with
Frost Shock and
Earthbind Totem, and escapes in
Ghost Wolf. If
Tremor Totem is nearby, your
Intimidating Shout is useless.
Charge,
Hamstring, Rend,
Berserker Stance and
Mortal Strike.
Pummel on Chain Lightning or a heal locks Nature for 4 seconds, including all Shaman healing. Destroy Earthbind and Disarm Enhancement.
Frost Shock every 6 seconds is a reason to use Free Action Potion or the trinket. A Dwarf Shaman's Stoneform removes your bleeds.
Thunder Clap and
Demoralizing Shout reduce their damage.
With a shield or in battlegrounds: an enemy Shaman's Purge removes Freedom and
Fear Ward from your carrier. Your Shaman supplies
Tremor Totem and Windfury Totem.
Priest
Psychic Scream fears up to 5 targets for 8 seconds on a 30-second cooldown, and neither potion nor dispel removes this fear. The Priest's shield absorbs damage;
Devouring Plague, on a 24-second cooldown, heals the Priest, and only Restorative Potion or Stoneform removes Plague. Gnome Priests blind with a flash; Dwarves briefly root.
Charge,
Hamstring, Rend,
Berserker Stance. Save
Berserker Rage specifically for Scream. Our Priest guide advises screaming after your
Berserker Rage expires, so patience wins.
Pummel
Mind Blast or
Penance;
Mortal Strike reduces both Plague healing and
Penance. Execute below 20%, and heal immediately after winning because DoTs keep ticking. Trinket the second Scream, Recklessness for the finish, Intercept to catch up after Scream.
With a shield or in battlegrounds: the trinket,
Fear Ward or
Tremor Totem saves a Defensive-Stance flag carrier from Scream. A friendly Priest healer is an excellent partner: their shield no longer denies your rage.
Druid
Shapeshifting removes
Hamstring, Howl and roots, and a Druid in form cannot be disarmed. They have
Nature's Grasp to root the first attacker,
Entangling Roots, Bear Bash, Barkskin and
Travel Form, while Dire Bear handles Warriors better than it looks.
While the Druid runs and shifts, do not waste rage on damage; wait for caster form. They leave form to heal, which is your moment for Intercept,
Mortal Strike and an interrupt:
Pummel locks Nature for 4 seconds, including heals and roots. Reapplying
Hamstring after each shift forces more mana expenditure. Disarm them in caster form: a disarmed Druid also deals less damage in form, an October 1 change. Trinket roots or Bash during their heal; Gnomes can clear roots themselves.
With a shield or in battlegrounds: Druids are the best escaping flag carriers.
Hamstring, Intercept
Travel Form and keep
Mortal Strike on their HoTs.
Shield Slam can remove
Nature's Grasp or Barkskin.
World PvP, tricks and Warrior culture
- Choose your fights. Attack enemies fighting mobs, drinking or already low, and stay near cover. In an open field against a Hunter or Mage, a Warrior without a healer usually loses.
- Charge from range. Out of combat refers to you, so you can Charge a player fighting a mob. Any shot or DoT on you prevents it.
- Bloodrage before Charge. In Classic it put you in combat and prevented Charge. Forever removed that line from the tooltip, so it may now work. We will verify it in game.
Spearing Strike against riders. Stranglethorn and the Barrens have plenty of mounted travelers, and the tooltip says
Spearing Strike dismounts them and deals extra damage to mounted targets.- Shout at an edge. On ships, near water and on Blackrock Mountain ramps,
Intimidating Shout sends enemies overboard or down below. - First Aid. Heavy Runecloth Bandages heal 2000 health over 8 seconds, useful after a shout. Bandages do not remove poisons or bleeds; ways to remove them are in the Rogue guide's table.
- Arcanite Reaper. The crafted two-handed axe is a Warrior rite of passage; the machinima cry ARCANITE REAPER HOOOOO has long been a meme. The weapon is unchanged in Forever.
- Worst without a healer, best with one. Players have repeated this Warrior saying since 2005, and it appears again on Forever's beta forums: Warriors ask for in-combat Charge and get told PvP is not balanced around one-on-one fights.
Hamstring for procs. Classic Warriors spammed
Hamstring for sword and Windfury Totem procs. In Forever, sword Weaponmaster gives a 5% extra-attack chance, and talented
Hamstring also rolls for roots each time.- A slow two-hander. High weapon damage means a big
Mortal Strike, while rage per second in Forever is independent of weapon speed. - Engineering toys. Warriors have little crowd control of their own, but an Engineer makes up for it with items. The Gnomish
Mind Control Cap controls an out-of-combat humanoid for 20 seconds, so the best targets are boat or zeppelin passengers you can walk off the deck, Priest-style. Sometimes the cap backfires and you become the pet. The Goblin Rocket Helmet knocks an enemy out for 30 seconds but can knock you out too, and the Gnomish Net-o-Matic Projector likes to miss. A Forever-only find: the Gnomish Death Ray tooltip now says it deals 2 times as much damage to Gnomes. - Taunt the pets. Taunt and Challenging Shout do nothing to players but work on pets, so you can pull a Felhunter or a Cat off your healer. Pets set to passive ignore the shout.
Consumables
Potions share a 2-minute cooldown: Free Action, Living Action, Restorative, Limited Invulnerability and healing potions. Choose one for the matchup. Healthstones have a separate cooldown; grenades have their own one-minute cooldown.
Free Action Potion is your most important bottle: drink it before fighting Mages, Hunters and Rogues. It does not remove existing effects, and you cannot drink it while stunned or feared. Useful elixirs include
Elixir of the Mongoose and the new
Elixir of the Grizzly from level 55: +25 Strength and +2% critical strike chance. First Aid options for poisons and bleeds are in the Rogue guide.
| Item | Effect | Note |
|---|---|---|
| 30 seconds of immunity to stuns and slows | Drink preemptively against Mages, Hunters and Rogues | |
| Removes stuns and slows and grants 5 seconds of immunity | Escape directly from a stunlock | |
| 6 seconds of immunity to physical attacks | Against Rogue and Warrior burst | |
| For 30 seconds, removes one magic, curse, poison or disease effect every 5 seconds | Against Warlocks and Priests; does not remove | |
| +50% movement speed for 15 seconds | Catch a target or deliver the flag | |
| 45-75 rage and +60 Strength for 20 seconds | Start the fight with full rage | |
| 1050-1750 health | Shares a cooldown with other potions | |
| +2000 armor for 2 minutes | Against melee; useful for flag carriers | |
| +80 attack power for 30 seconds | New Forever potion from level 55; same cooldown | |
| Each bleed on the drinker applies poison to the nearest enemy | Used against Warriors: your Rend and | |
| 2000 health over 8 seconds | After | |
| 3-second stun | Shares diminishing returns with Charge and Intercept | |
| Removes movement impairments and loss of control; 5-minute cooldown | Rank 2 reward; release availability remains unknown |
Macros
Warriors need macros more than most classes: nearly every ability requires a stance, and some also require a shield. Below are popular Warrior PvP macros from Classic and Forever guides.
Commands and bracketed conditions use English; ability and item names must match your English client exactly. The easiest method is to Shift-click an ability from your spellbook into the macro window. Stance numbers are [stance:1] for Battle, [stance:2] for Defensive and [stance:3] for Berserker. Alt is self-cast by default, so these examples use only Shift and Ctrl.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip
/startattack
/cast [nocombat,stance:1] Charge; [combat,stance:3] Intercept; [nocombat] Battle Stance; Berserker StanceOut of combat, Charge from
Battle Stance; in combat, Intercept from
Berserker Stance. If you are in the wrong stance, the first press changes it and the second jumps. With Vanguard, use stance:1/2 for Charge. Intercept immediately after Charge stuns for half as long.
#showtooltip
/stopcasting
/cast [stance:3] Pummel; [equipped:Shields] Shield Bash; Berserker StanceIn
Berserker Stance,
Pummel locks for 4 seconds; with a shield in Battle or Defensive,
Shield Bash locks for 6 and adds the talented silence. Otherwise, the first press changes stance and the second interrupts. These interrupts appear to share a cooldown, so one button is convenient.
#showtooltip
/stopcasting
/cast [stance:3,mod:shift,@focus,harm,nodead][stance:3,@mouseover,harm,nodead][stance:3] Pummel; [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Shield BashWith Shift, interrupt your focus; otherwise use the mouseover or current target. Useful for stopping the enemy healer without losing your damage target. Without a shield outside
Berserker Stance, the button does nothing.
#showtooltip Overpower
/cast [mod:ctrl,stance:1/2] Rend; [stance:1] Overpower; Battle StanceSwitches to
Battle Stance and uses
Overpower; Ctrl applies Rend to prevent restealthing and enable Bloodthrill. A separate button is more reliable for returning to
Berserker Stance.
#showtooltip Berserker Rage
/cast [stance:3] Berserker Rage; Berserker StanceUse preemptively: during a Fear cast, when a Priest is within 8 yards, or when a Rogue may be nearby. You cannot activate it while feared or sapped. Since the October 15 fix,
Improved Berserker Rage also clears roots and slows.
#showtooltip Hamstring
/cast [@mouseover,harm,nodead][] Hamstring
/startattackHamstrings your mouseover, or your current target if none. With
Improved Hamstring, repeat it for root procs, which have no diminishing returns.
#showtooltip Execute
/cast [stance:2] Battle Stance; Execute
/startattackSwitches from Defensive to
Battle Stance, then uses Execute. Fury players should replace
Battle Stance with
Berserker Stance.
#showtooltip Disarm
/cast [stance:2,@mouseover,harm,nodead][stance:2] Disarm; Defensive StanceSwitches to
Defensive Stance and disarms your mouseover or current target. Useful against Warriors, Rogues, Paladins and Shamans; a Druid in form cannot be disarmed.
#showtooltip Intimidating Shout
/stopattack
/cast Intimidating ShoutAuto-attacks would immediately break the primary target's cower, so the macro stops them. Step back and bandage, then restart attacking when needed.
#showtooltip Shield Wall
/equipslot [noequipped:Shields] 16 <one-handed weapon>
/equipslot [noequipped:Shields] 17 <shield>
/cast [stance:2] Shield Wall; Defensive StanceThe first press equips your weapon and shield and changes stance; the second activates
Shield Wall. Replace the angle-bracket placeholders with your exact item names. If long names exceed the 255-character limit, create equipment sets and use /equipset.
#showtooltip
/equip [equipped:Shields] <two-handed weapon>
/cast [stance:2] Battle StanceRestores your two-hander and
Battle Stance; Fury should use
Berserker Stance. Since October 8, weapon swapping again fits within one global cooldown.
#showtooltip
/cast Blood Fury
/cast Bloodrage
/cast Mortal StrikeThe racial and Bloodrage are off the global cooldown, so one press uses them alongside
Mortal Strike. This version is for Orcs: Trolls use Berserking and Night Elves
Elune's Light. Fury should replace
Mortal Strike with
Death Wish.
#showtooltip
/use [mod:shift] Free Action Potion; [mod:ctrl] Mighty Rage Potion; Major Healing PotionPotions share a 2-minute cooldown, so one slot is enough. No modifier heals, Shift uses Free Action, Ctrl uses rage.
What is new in Forever?
- Rage per swing depends only on weapon speed, white critical hits generate twice as much, and Priest shields and other absorbs no longer reduce rage from incoming damage.
Tactical Mastery is baseline from level 14: retain 10 rage when switching stance, or 25 with the talent.- Retaliation and
Shield Wall have 15-minute cooldowns, Recklessness 30, and all are independent.
Last Stand is every 3 minutes.
Shield Wall reduces damage by 60% for 12 seconds and is available every 4 minutes with the Protection talent.
Berserker Rage is learned at level 30 rather than 32, and
Improved Berserker Rage clears slows.- The middle of Protection became a PvP tree for Warriors without shields, and
Shield Bash's silence fits alongside
Mortal Strike. - Enrage triggers from any hit taken,
Bloodthirst no longer heals but grants movement speed,
Death Wish no longer reduces armor, and Whirlwind hits with both weapons. - Weaponmaster replaced weapon specializations: mace stuns are gone, as is
Improved Revenge's stun. - New abilities:
Victory Rush from level 20,
Spearing Strike to dismount targets, and Vanguard for Charge from
Defensive Stance.
Thunder Clap works in
Defensive Stance and slows attacks by 20%;
Demoralizing Shout removes more attack power and lasts longer.- A macro again swaps a two-hander for a sword and shield within one global cooldown (October 8).
- PvP critical hits are no longer weakened (October 8), the Greater Insignia removes any loss of control, and both factions have Paladins and Shamans.
- Intervene and Spell Reflection do not exist at level 60.
Common mistakes
- Intercept immediately after your Charge or another stun: it lasts half as long.
Berserker Rage after you have already been feared. Use it in advance.
Berserker Stance during a Rogue stunlock: you take 10% extra damage.- Stance dancing with 30 or more rage without
Improved Tactical Mastery: everything above 10 is lost.
Shield Bash without a shield, or Disarm against a Druid in form.
Intimidating Shout into
Fear Ward or an Undead with
Will of the Forsaken ready, then hitting feared enemies: damage breaks fear.- Chasing the flag carrier while your healer is left alone.
- Recklessness and
Death Wish while being focused: both increase damage taken. - Expecting mace or
Improved Revenge stuns: they do not exist in Forever.
Mortal Strike on an unhealed target while another nearby target is being healed.
Frequently asked questions
What is the best Warrior PvP spec in WoW Forever?
With a healer and in battlegrounds, Arms 31/20/0 with
Mortal Strike. Against casters, Arms / Protection 31/0/20 with silence. Solo world PvP favors Fury 20/31/0; flag carrying favors Protection 0/20/31. Warriors rank low in level-30 beta tier lists, but lack their defining talents at that level.
Can you take
Mortal Strike and
Death Wish together?
No.
Mortal Strike is Arms' 31st point and
Death Wish Fury's 21st: 52 total, while level 60 grants 51. The same applies to
Improved Berserker Rage,
Improved Intercept and
Concussion Blow.
Piercing Howl or
Shield Bash's silence can fit with
Mortal Strike.
Does Charge work in combat?
No. As in Classic, Charge only works out of combat, referring to you rather than your target. Use Intercept from
Berserker Stance to close gaps in combat. Vanguard allows Charge in
Defensive Stance, but still only out of combat. Testers are asking for in-combat Charge; Blizzard has not yet responded.
How does a Warrior deal with fear?
Use
Berserker Rage in
Berserker Stance before the fear: 10 seconds of protection on a 30-second cooldown. Recklessness provides 15 seconds, Fury's
Death Wish 30, and
Iron Will shortens fear by 15%. The trinket, Undead
Will of the Forsaken and Restorative Potion can remove fear, but the potion does not remove
Psychic Scream.
Which race should a PvP Warrior choose?
Horde: Orc for 20% shorter stuns, curse removal and burst. Undead is good against Priests and Warlocks. Alliance: Human removes all stuns and detects stealth. Gnome clears roots and slows; Dwarf clears bleeds and poisons. Blizzard has said it will revisit racials.
What weapon is best for a PvP Warrior?
A slow two-hander:
Mortal Strike and
Overpower use weapon damage, while rage generation is independent of speed. Axes and polearms give critical strike chance, swords extra attacks, maces armor penetration. Always keep a shield in your bags for
Shield Bash and
Shield Wall.
Which opponents are hardest for Warriors?
Mages, Hunters, Warlocks and Priests: they maintain distance, fear and slow. A healer behind you and Free Action Potion make these fights more even. Other Warriors, Paladins, Rogues and Druids offer the most even matchups.
Can you quickly swap a two-hander for a shield in Forever?
Yes. Since October 8, swapping several items once again fits within one global cooldown, so a two-hander-to-sword-and-shield macro works as in Classic. Remember that swapping weapons resets your white-swing timer.
Changelog
- 20 October 2026: New just-for-fun tricks in the world PvP section; a second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: racials, abilities and talents per the official notes. Builds checked against the new talent trees. English version published.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.