All races: bonuses and abilities
All 11 races of three factions: the always-on bonus, the ability against creatures and the ability against players — with cost and cooldown.
A race gives a permanent bonus and two abilities: one works against creatures (in the field), the other against players (in the arena, battleground and duels). Cost is in crystals, cooldown in turns. Any race can be any class.
Comparison table
In brackets: cost / cooldown.
| Race | Faction | Always on | In the field | In the arena |
|---|---|---|---|---|
| Velion | Order of the Silver Dawn | +5% Power | Resourcefulness (1/3) | Diplomacy by Force (2/4) |
| Durgar | Order of the Silver Dawn | +8% Health | Mountain Form (2/5) | Unyielding (1/5) |
| Selenar | Order of the Silver Dawn | +3% Power, −3% damage taken | Lunar Iron Rain (2/3) | Fade into Shadow (2/5) |
| Kogran | Order of the Silver Dawn | +6% Power | Overload (1/4) | Pocket Bomb (2/4) |
| Grumak | Storm Tribe | +5% Health | Blood Hunger (1/4) | Blood Strike (2/3) |
| Morven | Storm Tribe | +3% Health, boss stuns and the Pocket Bomb don’t skip their turn | Devour Flesh (2/3) | Will of the Forsaken (1/4) |
| Gartan | Storm Tribe | +10% Health | Thunderstomp (2/4) | War Cry (2/5) |
| Nakar | Storm Tribe | +6% Power | Blood Frenzy (2/4) | Voodoo Mire (2/3) |
| Grikx | The Feral | Rocket Booster (1/3) | Binding Trap (2/4) | |
| Vaerin | The Feral | +5% Health | Adaptation (2/4) | Blood of Two Clans (2/5) |
| Shaydar | The Feral | +6% Power | Veil Tear (3/4) | Step Through the Veil (2/5) |
Every race
Velion
- Faction: Order of the Silver Dawn
- Always on: +5% Power
- In the field — Resourcefulness (1 crystal, cooldown 3 turns): Draw 2 cards and gain +1 resource this turn — flood your hand to quickly burn down the mob.
- In the arena — Diplomacy by Force (2 crystals, cooldown 4 turns): Remove ALL harmful effects from yourself, then +15% damage for 2 turns — break the enemy’s control and press the attack.
Durgar
- Faction: Order of the Silver Dawn
- Always on: +8% Health
- In the field — Mountain Form (2 crystals, cooldown 5 turns): Absorb shield scaling with Power, and −25% incoming damage for 2 turns — absorbs a boss hit and half of the next.
- In the arena — Unyielding (1 crystal, cooldown 5 turns): −40% incoming damage for 1 turn — the enemy's 'all-in' shatters against stone.
Selenar
- Faction: Order of the Silver Dawn
- Always on: +3% Power, −3% damage taken
- In the field — Lunar Iron Rain (2 crystals, cooldown 3 turns): Damage to 3 targets (scales with Power) + 2 damage/turn for 2 turns to each — mows down packs and adds.
- In the arena — Fade into Shadow (2 crystals, cooldown 5 turns): Remove ALL harmful effects from yourself (not just DoTs) and gain a shield (scales with Power) — the ultimate counter to poison builds.
Kogran
- Faction: Order of the Silver Dawn
- Always on: +6% Power
- In the field — Overload (1 crystal, cooldown 4 turns): +2 resources immediately and +20% damage for 2 turns — a burst window for casters to burn through boss phases.
- In the arena — Pocket Bomb (2 crystals, cooldown 4 turns): Damage (scales with Power) and the target loses their next turn — the race's only pure stun.
Grumak
- Faction: Storm Tribe
- Always on: +5% Health
- In the field — Blood Hunger (1 crystal, cooldown 4 turns): +25% damage dealt for 2 turns; immediately draw 1 card — a power-spike turn to demolish the boss.
- In the arena — Blood Strike (2 crystals, cooldown 3 turns): Damage (scales with Power) + the target takes −50% incoming healing for 2 turns ("Deep Wound") — the bane of healers.
Morven
- Faction: Storm Tribe
- Always on: +3% Health, boss stuns and the Pocket Bomb don’t skip their turn
- In the field — Devour Flesh (2 crystals, cooldown 3 turns): Deals damage to the target (scales with Power) and heals yourself for the same amount—the boss's endless gnawing.
- In the arena — Will of the Forsaken (1 crystal, cooldown 4 turns): Removes all debuffs from yourself (fear/CC/DoT/healing reduction) and grants +1 resource—a mass break-free.
Gartan
- Faction: Storm Tribe
- Always on: +10% Health
- In the field — Thunderstomp (2 crystals, cooldown 4 turns): Deals damage to ALL enemies (scales with Power) and −20% enemy damage for 1 turn—blunts the peak of a mob wave.
- In the arena — War Cry (2 crystals, cooldown 5 turns): Heals yourself (scales with Power) and −15% incoming damage for 2 turns—a tank's second wind.
Nakar
- Faction: Storm Tribe
- Always on: +6% Power
- In the field — Blood Frenzy (2 crystals, cooldown 4 turns): +30% damage for 2 turns at the cost of −10% self-healing for the duration—take this when you need to push through a boss phase.
- In the arena — Voodoo Mire (2 crystals, cooldown 3 turns): Instant damage (scales with Power) + 5 damage/turn for 3 turns + target deals −25% damage for 2 turns—wearing down defenses.
Grikx
- Faction: The Feral
- Always on:
- In the field — Rocket Booster (1 crystal, cooldown 3 turns): Draw 2 cards and +15% damage for 1 turn—a cheap engine so the goblin never has an idle turn.
- In the arena — Binding Trap (2 crystals, cooldown 4 turns): Deals damage (scales with Power), the target loses 2 resource crystals immediately, and their next card costs 1 more.
Vaerin
- Faction: The Feral
- Always on: +5% Health
- In the field — Adaptation (2 crystals, cooldown 4 turns): Choose on cast: +25% damage OR +25% to the healing you receive for 2 turns — one button for any role.
- In the arena — Blood of Two Clans (2 crystals, cooldown 5 turns): Heal yourself (scales with Power), remove ALL harmful effects from yourself and gain +10% damage for 2 turns — the answer to any situation.
Shaydar
- Faction: The Feral
- Always on: +6% Power
- In the field — Veil Tear (3 crystals, cooldown 4 turns): Deals damage to the target (scales with Power) + 4 damage/turn for 3 turns (Shadow DoT)—the ultimate racial single-target nuke.
- In the arena — Step Through the Veil (2 crystals, cooldown 5 turns): −50% incoming damage for 1 turn (a shimmer) and remove ALL harmful effects from yourself — survive the enemy’s decisive burst.
Read next
Factions and races
Zarhold's three factions and 11 races: who belongs to which faction, the permanent bonus each race gives, and how to pick a race for your hero's role.
Racial abilities: in the field and in the arena
Every race has two abilities: "in the field" against creatures and "in the arena" against players. What all 22 do, what they cost and their cooldowns.
Class Power and Racial ability
Two buttons besides cards: Class Power (E), 1 Crystal once per turn, follows your spec; the Racial ability (Q) differs in PvE and PvP and has a cooldown.