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All the World of Warcraft Races

Once upon a time you had to earn an exalted reputation with the the various new WoW races in order to play as a member of one. That has now changed. All of these allied races now require an achievement, and not the reputation.  You just have to complete the appropriate achievement, by completing a bunch of appropriate quests, then head off to the embassy (in Stormwind or Orgrimmar) and discuss things with the appropriate representative of that race.

You do have to have the appropriate content expansions installed, naturally.

For the Horde:

  • Nightborne and High Mountain Tauren Require the Legion expansion
  • Mag’har Orc, Zandalari Troll, and Vulpera require Battle for Azeroth expansion.

For the Alliance:

  • Void Elf and Lightforged Draenei require the Legion expansion
  • Dark Iron Dwarf, Kul Tiran, and Mechagnome require the Battle for Azeroth expansion.

As for the particular achievements, just hover over the links or click through:

Zygor's World of Warcraft Leveling Guide

 

Pandarian

The only Neutral race, at least at the start. You get to choose whether your will join the Horde or the Alliance, once you leave the starting area.

    • Your Inner Peace gives you improved Rest XP, making for faster leveling. Obviously of no value once you hit max level.
    • Being Bouncy you take less falling damage, which can be useful. Cliff jumping anyone?
    • Pandarens can, with a quick strike of their Quaking Palm , stun an opponent for 4 seconds. Stuns are always useful. Damage will break the stun effect.
    • Pandarens get 100% better buffs from food with their Epicurean ability
    • Naturally you’re good with cooking, so you have an enhanced (+15) cooking ability.
    • Cannot be: Paladin, Warlock, Druid, or Demon Hunter.
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Alliance Racials

Draenei:

Winners of the interstellar bodybuilding contests. All of them.

    • The Gift of the Naaru (a Heal Over Time effect, 20% heal over 5 seconds) acts as a secondary bandage every 3 minutes and, like a bandage, it can also heal an ally.
    • You have the extra Strength (and Agility and Intellect,) from Heroic Presence , that one might think you’d have from the body-building work. These stats scale up as you level.
    • Your skill at Gemcutting gives you +10% to your Jewelcrafting skill.
    • Being a devout follower “of the light” you have Shadow Resistance , for 1% less Shadow Damage.
    • Cannot be: Rogue, Warlock, Druid, or Demon Hunter.
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Lightforged Draenei– Starts at level 10. 

    • Your passion for killing demons ( Demonbane ) is reflected in your earning an extra 20% experience from that action. Obviously not much use once your are at max level. If you pick this race, then considering leveling in the Legion zones.
    • You have two area effect attacks, Light’s Judgment and Light’s Reckoning . The former lets you call down a strike onto enemies close to you, with a three second delay. Reckoning causes you to unleash the Light upon dying, damaging enemies within 8 yards and healing any allies for the same amount.
    • Not only do you get +10% to your Blacksmithing skill, you can summon a Forge of Light.
    • Naturally you are a bit more resistant to holy damage than others, taking 1% less damage from the stuff with your Holy Resistance .
    • Cannot be: Rogue, Shaman, Warlock, Monk, Druid, or Demon Hunter.

Dwarf:

    • Your Might of the Mountain ability increases the damage and healing from your critical strikes by 2%
    • and you can become one with the stone via your Stoneform . This removes all poison, disease, curse, magic, and bleed effects and reduces all physical damage taken by 10% for 8 sec. Cooldown is 2 minutes.
    • You are also an Explorer and so are better at Archeology than others, finding more fragments and surveying faster.
    • Being naturally cool, you have a bit (1%) of Frost Resistance .
    • Cannot be: Druid or Demon Hunter.

Dark Iron Dwarf – Starts at level 10.

    • Your Fireblood removes all poison, disease, curse, magic, and bleed effects, just like your Dwarven “brethren,” but your ability increases your primary stat by 183 (Strength, Agility, Intelligence) with a bonus of 61 for each additional effect removed. Scales with your level. Lasts 8 sec. with a 2 min cooldown.
    • You’re a tunnel dweller and Dungeon Delver and you’ve learned how to move 4% faster while indoors, plus your people have the  Mole Machine : While out doors you can summon a Mole Machine that tunnels through the earth and can pop you up in a variety of places.
    • Being tough you have your Forged in Flames ability, and take a bit less physical damage.
    • Having spent your life working in the forges you have a Mass Production skill , giving you +5 to your blacksmithing skill and letting you work 25% faster.
    • Cannot be: Druid or Demon Hunter.

Gnome

    • Your Escape Artist ability allows you to break the effects of any immobilization or movement speed reduction effect, but not stuns. Great for PvP, occasionally useful elsewhere. Every one minute.
    • Plus your Nimble Fingers give you a +1% Haste boost.
    • Your Expansive Mind increases your “resource: (such as Energy, Rage, etc.) by 5%.
    • And your Engineering Specialization gives you +15% to that skill.
    • You also have a bit of Arcane Resistance , and so take 1% less damage from the stuff.
    • Cannot be: Paladin, Shaman, Druid, or Demon Hunter.

Mechagnome– Starts at level 10. 

    • Hyper Organic Light Originator summons a couple of images of you to distract your foes. Added damage or use it to give yourself a moment to set something up. See it in action here.
    • And you get some Racial Passives:
      • Combat Analysis : You gather and analyze combat data every 5 sec, increasing your Strengt/Int/Ag by 4, stacking up to 10 times. The data decays while out of combat.
      • Mastercraft : You function as a personal Blacksmithing Anvil, Cooking Fire, and Mining Forge. In addition, your limbs include every profession tool.
      • Emergency Failsafe : When you fall below 20% health, heal for 15% of your maximum health. This effect cannot occur more than once every 2.5 min.
      • Skeleton Pinkie : Allows opening of locked chests and doors at your current level +1, so at level 50 you can unlock chests that require 51 skill.
    • Cannot be: Paladin, Shaman, Druid, or Demon Hunter.

Human

    • Your Every Man for Himself ability removes all stun effects (no other effects are removed,) so is something like a partial PvP trinket. This effect has a 3 min cooldown and shares a 90 sec cooldown with other similar effects.
    • The Human Spirit : You gain 2% more of all secondary stats (Haste, Critical Strike, Mastery, Versatility) from all sources.
    • And since you are skilled at Diplomacy you have a 10% faster rep gain with everyone than does any other race. Useful at times, especially if you want the perks that come from “Exalted,” such as access to the various allied races.
    • Cannot be: Shaman, Druid, or Demon Hunter.
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Kul Tiran– Starts at level 10. 

    • Wind up, then unleash your mighty Haymaker upon your foe. Doesn’t hurt much, but does stun then for 3 seconds and knocks them back substantially.  2.5 minute cooldown. Knock ’em back then Charge/blast/attack.
    • Brush It Off – Increases Versatility by 1%. When you take damage you sometimes heal for 2% of that damage over 4 sec.
    • Your Child of the Sea ability lets you swim a bit faster and hold your breath longer than anyone who is not Undead.
    • You are a Jack of All Trades  which increases all of your Tradeskills by 5. Unfortunately it does not give you free tradeskills, just a boost to the ones you actually learn
    • Many generations of seafaring experience have earned you the Rime of the Ancient Mariner ability, and so you take 1% less from Frost and Nature damage.
    • Cannot be: Paladin, Warlock, or Demon Hunter.

Night Elf

    • Shadowmeld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect. Against certain spells, if you have really good timing, you can S’meld after it’s cast and thus dodge it. Rogues can Shadowmeld and then Vanish, allowing an escape from the area.
    • A bit more Dodge and movement speed (2% of each,) via your Quickness .
    • Touch of Elune gives you a bit more (1%) Crit by day and Haste by night.
    • Transform into a  Wisp Spirit  upon death, increasing speed by 75%. Hopefully you will only rarely have any use for this trait.
    • Cannot be: Paladin, Shaman, Warlock.

Void Elf– Starts at level 10. 

    • Your abilities have a chance to empower you with the essence of the Void, Entropic Embrace , which increases your damage by 5% for 12 sec. It has a 33% proc chance with 60 seconds internal cooldown. Nothing like a bit of Void energy added to your attacks, right?
    • Spatial Rift : Tear a rift in space. Reactivate this ability to teleport through the rift. 30 yd range. 3 min cooldown. You can activate this, then change direction, hit it again, and be back to the original spot. Practice this to get a good idea of how it works.
    • Your etheral connection gives you a 50% discount on Void Storage and Transmog.
    • Your calm means that your casts are not delayed by incoming damage.
    • Chill of Night reduces the Shadow damage that you take by 1%.
    • Cannot be: Paladin, Shaman, Druid, or Demon Hunter.

Example:Mobs chasing you? Fire it to one side of a rock/pillar/hill and run to the other side. When you hit it, you will portal through the rock and the mobs will have to run the long way round. The rift can’t go through solid objects but you certainly can. Even on flat ground, if you run at right angles to the line of fire, you can portal a fair distance. Put it up at the edge of a cliff and jump off, then port back. Experiment with it.

Worgen

    • Your Altered Form allows you to switch between your human and Worgen forms and your Two Forms lets you turn into your currently inactive form.
    • Then your Darkflight activates your true form, increasing current movement speed by an additional 40% for 10 sec. Always nice to have an extra Sprint.
    • You also have your Running Wild ability, where you drop to all fours to run as fast as a wild animal.
    • Flayer  increases your Skinning skill by 15 and allows you to skin faster.
    • And your innate Viciousness  increases critical strike chance by 1%.
    • Cannot be: Paladin, Shaman, Monk, or Demon Hunter.

The Horde Racials:

Orc

    • Enrage ( Blood Fury ) to increase all of your damage (increased Attack Power and Intelligence) every 2 min. Lasts 15 seconds. A very useful cooldown.
    • Your Hardiness makes you resistant to stuns (20% shorter duration, about 1 second off a 5 second stun) – Useful in PvP, but also nice at times while leveling/raiding.
    • If you have a pet then your Command ability gives that pet 1% more damage.
    • Cannot be: Paladin, Priest, Druid, or Demon Hunter.
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Blood Elf

    • Your Arcane Torrent removes one beneficial effect from any nearby enemies (8 yards) and restores some of your resource (Energy, Mana, Rage, 1 HP for Pallies, etc.)
    • And your Arcane Acuity gives you a bit more crit (1%.)
    • Naturally your Arcane Affinity gives you +10% to the Enchanting skill.
    • And your Arcane Resistance allows you to take 1% less Arcane damage.
    • Cannot be: Shaman or Druid.

Undead

    • Your Will of the Forsaken removes fear, sleep, and charms. Definitely useful in PvP and of occasional use elsewhere. It also allows indefinite underwater breathing.
    • Your Touch of the Grave is a passive ability that will add a small amount to your overall damage and self-healing.
    • Cannibalize is a nice “in your face” ability for PvP and eliminates the need to use a bag slot for regular food (you’ll want to keep any foods that provide buffs.) Just go full zombie mode and eat what you kill. Humanoids only. Restores 35% of total health over 10 seconds.
    • You also have a bit of Shadow Resistance , taking 1% less damage from those shadows.
    • Cannot be: Paladin, Shaman, Druid, or Demon Hunter.
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Tauren

    • Your mighty Endurance gives you an increase to base health, which scales with level.
    • Also useful is War Stomp , usually a PvP ability, but also useful elsewhere, that gives Taurens a useful short range AoE stun. This can also interrupt trash mobs when dungeoning/raiding.
    • Your massive size, your sheer Brawn power, gives you 2% added Crit damage (not crit chance.)  It also give that same 2% bonus to and healing abilities you have.
    • Tauren are good with Herbalism and have +15% skill.
    • You also have a bit of Nature Resistance , taking 1% less Nature Damage.
    • Cannot be: Rogue, Mage, Warlock, Druid, or Demon Hunter.

Troll

    • Berserking increases your Haste by 10% for 12 seconds, on a 3 minute cooldown.  Generally useful, since it reduces cooldowns and gives you faster resource regeneration.
    • You get a 20% XP increase when Beast Slaying . This only applies to beasts, not humanoids or other non-beasts. You’ll be chopping up lots of beasts while leveling, so this is a nice bonus. Not useful once at max level.
    • Da Voodoo Shuffle gives you a nice 20% reduced duration of movement impairing effects, such as snares, slows, etc. Not stuns or anything else.
    • Regeneration , Mon! Trolls regenerate 10% faster than others and can even regenerate a bit while in combat, not that you are likely to notice.
    • Cannot be: Paladin or Demon Hunter.

Goblin

    • Can Rocket Jump forward and away from, on into, stuff. so is a bit like the hunter ability disengage. Note that any effects that slow falling will be suppressed for 10 seconds. So no Rocket Jumps off cliffs. The fall is fine, the impact at the end hurts.
    • Speaking of rockets… Rocket Barrage !!! The perfect Goblin ability. Can launch rockets at enemies. Damage is trivial, but you can probably find a use for it.
    • A bit more Haste, Time is Money ya know.
    • Being an expert negotiator, of course, you receive the Best Deals Anywhere . You pay whatever the minimum price is for stuff, regardless of faction.
    • Your relentless urge to try “Crazy New Things” gives you the Better Living Through Chemistry ability, which adds +15 to your Alchemy skills.
    • Check your bank stash from anywhere, every 30 min, with your pack Hobgoblin . A truly deadly ability.
    • Cannot be: Paladin, Monk, Druid, or Demon Hunter.

Zandalari Troll– Allied, Starts at level 10. 

    • Your Embrace of the Loa ability allows you to choose which Loa you are associated with. Has a 5 day cooldown. Each embrace also lasts through death.
      • Embrace of Akunda – Your healing abilities have a chance to heal their target for some extra points. Good for anyone with a ranged heal.
      • Embrace of Bwonsamdi  – Your damaging abilities have a chance to deal Shadow damage and heal you for 100% of the damage done. Pretty good general ability for tanks and damage dealers.
      • Embrace of Gonk  – Increase movement speed by 5%.
      • Embrace of Kimbul  – Your damaging abilities have a chance to cause the target to bleed over 6s. This effect stacks up to 3 times. More damage is always good.
      • Embrace of Krag’wa  – Taking damage has a chance to grant you additional Health and 66 Armor. Good tanking ability.
      • Embrace of Pa’ku – Your abilities have a chance to grant you +4% critical strike for 12 seconds. Live by the crit? This is for you. This is your default Loa.
    • Regeneratin’ – Regenerate 100% of your maximum health over 6 sec, interrupted by damage. 2.5 min cooldown.
    • Pterrordax Swoop – Slows your fall for two minutes. Time for some serious cliff jumpin’.
    • Your also have your City of Gold ability, making you the envy of Goblins, since it lets you loot an extra 2% gold from your targets.
    • Cannot be: Warlock or Demon Hunter.

HighMountain Tauren Allied, Starts at level 10. 

    • Bull Rush is a charge forward that knocks down any enemies in your path. It’s a fast move and a decently long charge. Can be used as a burst movement.
    • Being versatile you get +1% Versatility ( Mountaineer ) and you also take a bit less damage ( Rugged Tenacity .) Both are nice passives for anyone.
    • Your Pride of Ironhorn allows you to mine faster and adds 15% to your mining skill.
    • Having gone to survival school your philosophy is Waste Not, Want Not , so you have a chance to gather more meat and fish from appropriate situations.
    • Cannot be: Paladin, Rogue, Priest, Mage, Warlock, or Demon Hunter.

Nightbourne Allied, Starts at level 10. 

    • You can do an Arcane Pulse , which damages all nearby enemies and reduces their speed for 12 seconds. Note that this will break most “crowd control” effects you might have on those enemies. 3 minute cooldown.
    • Can read your mail from anywhere, with your Cantrips ability. Get a note while you’re in the middle of nowhere? No problem.
    • Your love of lore and Ancient History give you +15 to your Inscription skill.
    • Your Arcane Resistance   allows you to take 1% less damage from Arcane energy and you also have a Magical Affinity which allows you to do 1% more magical damage.
    • Cannot be: Paladin, Shaman, Druid, or Demon Hunter.

Mag’har Orc Allied, Starts at level 10. 

    • Your Ancestral Call will boost a random secondary stat (crit, haste, versatility) for 12 seconds on a 2 minute cooldown. The boost scales with level.
    • Your love of the open skies increases your mounted speed by 10%.
    • Savage Blood : Since you are extremely healthy you get reduced duration of curses, poisons, and diseases (by 10%.)
    • If you have a pet then it receives a 10% health boost through your Sympathetic Vigor .
    • Cannot be: Paladin, Warlock, Druid, or Demon Hunter.

Vulpera Allied, Starts at level 10. 

    • world of warcraft in-game guides Bag of Tricks : Cunning thing that you are you can use a trick on an enemy to damage them or on an ally to heal them. You can rummage your bag to change tricks. Your bag can eventually have a few additional Tricks:

    • Make Camp : Set your camp location outdoors and then you can use  Return to Camp , which teleports back to your camp location. Basically another hearthstone.
    • Nose For Trouble : Take a little less damage from the first strike inflicted by an enemy and due to your being wary around fire, your Fire Resistance reduces fire damage taken by 1%.
    • Your  Alpaca Saddlebags  increase the total size of your backpack by 8 slots.
    • Cannot be: Paladin, Druid, or Demon Hunter.

The main overview guide to each class: