Follow TV Tropes

Following

Characters / Heroes of the Storm: Other Characters

Go To

Main Page | Diablo | Overwatch | Starcraft | Warcraft Assassins | Warcraft Warriors | Warcraft Support | Other Universes | Realm Lords | Other | Skin Themes

This page is for characters that don’t really fit with the rest.


    open/close all folders 

Story Characters

    The Nexus 
https://static.tvtropes.org/pmwiki/pub/images/nexsmall.PNG
Legends speak of a place where worlds collide and mighty heroes battle for dominance...
The realm of the Nexus, which the game is set in, is a vast conflux of time and space that stretches across the multiverse. An infinitely raging cosmic storm, the Nexus appears to be mechanical in its nature and workings, drawing in chosen champions from their homeworlds, as well as entire realms to serve as battlegrounds for these champions to face each other in eternal, unending combat. It is heavily implied from various descriptions, hero trailers, and in-game dialogue that the Nexus is on some level self-aware.
  • Arc Symbol: Hexagons seem to comprise EVERYTHING within the Nexus. Some, dubbed "Nexagons," even serve as mounts.
  • Blue-and-Orange Morality: Whatever guiding consciousness dictates the mechanisms of the Nexus, it is firmly this. It draws in both heroes and villains equally to fight each other for seemingly no purpose, and may even force dear friends, spouses and family members to fight each other to the death. It also draws in and consumes entire worlds with seemingly no regard for the inhabitants within, forcing some, such as Katya Volskaya, to defend themselves from sudden, unexpected invasions from demons, aliens, and other horrors.
  • Death Is Cheap: The Nexus is capable of resurrecting its champions from the dead quite easily and frequently, a process described by many as weird and uncomfortable. Some, such as Sylvanas, relish this as it lets them slay their sworn nemeses over and over. Others, such as Stukov, are forced to suffer eternally as a result of it. However, while the time between death and respawn is measured in seconds, those seconds increase as the hero's level increases, gradually downplaying this trope in a very minor way as the game progresses.
  • Eldritch Location: The lore seems to hint strongly to this, especially when you take the Genius Loci and Blue-and-Orange Morality into consideration.
  • Genius Loci: The Nexus has been stated by several characters, such as Tychus, Uther and Stitches, to have some agency in the process of "choosing" champions to do battle within it, selecting only the most powerful of heroes, villains and oddities. It does this by either beckoning or straight up abducting characters from their own homeworlds and pulling them through portals to the Nexus.
  • Maybe Magic, Maybe Mundane: Whether the Nexus is run on pure magic or is some vast, extremely powerful machine is up for some debate. Artanis specifically speculates towards the latter, suggesting that the Nexus was built by ancient beings akin to the Xel'Naga.
  • Me's a Crowd: The Nexus also abducts countless alternate versions of its champions, leading to endless copies of the hero that either are exactly the same, have slightly different colouration or clothing, or originate from alternate worlds and thus have drastically altered appearances, personalities and origin stories. Some copies don't even do battle and instead serve in roles akin to casters looking down upon the battlefield, commenting on the battles taking place below them. However, it only ever pits at most one alternative against another, outside of the Arena, where all bets are off. It's also heavily implied that these copies are repeatedly re-entered into battles, leading to the entire cast being familiar with each other on some level, as indicated by much of the pre-match banter.
  • The Multiverse: Not only does the Nexus draw from Blizzard's realms of Azeroth, Sanctuary, the Koprulu Sector, a future Earth, and The Lost Vikings. it also draws from Alternate Timelines of those realms.
  • Portal Crossroad World: As seen in Dragons of the Nexus, portals between the Nexus and the various Blizzard worlds are constantly opening and closing, admitting new champions and battlefields.
  • Timey-Wimey Ball: The Nexus is many things, but stable is not one of them. From what is seen of it, it is safe to say that time in the nexus is capital Double-U Weird.
    • The Nexus itself has a relatively stable time, with realms and inhabitants doing their thing. Villains like Cho'gall, Diablo, and Kel'thuzad can thus scheme to Take Over the World, while heroes like Thrall can build sanctuaries for those who desire peace, and Probius can set up Protoss forward bases. This being said, characters never seem to die, and since no one mentions The Nexus in their home games note , we can assume they don't remember ever being there once they leave. Seeing how no one notices the people missing, we can thus also assume it's a Year Inside, Hour Outside dealie - one where no one seems to age, either.
      • Despite the relatively stable time of the Nexus as a whole, the Nexus doesn't care for time outside its realm. It will pull heroes, villains, and everything in between from several points in the same timeline if it feels like it: Jaina exists within the Nexus both before and after her Cynicism Catalyst, while Tassadar exists concurrently with Artanis having ascended to the position of Hierarch.
    • The actual game matches themselves are in their own recursive instance of the above. Heroes and villains know they are fighting for the map's objectives, but villains don't care if they are fighting for the force of good, nor do heroes care if they are fighting for forces of evil, they will voice complaints if they dislike their teammates, but they won't attack each other regardless. Judging by Chromie's Stop Poking Me! quotes, she's the only one who seems to remember any matches having taken place at all, which is probably because being in many timelines at once is kind of yesterdaily, daily, and tomorrowly routine for her. She is right regarding one thing; considering how structures are rebuilt seemingly at no costs, no one except her remembers anything, and nothing changes about the battlegrounds despite who wins or loses, the matches might as well not have taken place at all.
      • Despite the above Laser-Guided Amnesia, both heroes and villains know what the matches are and some, like Kel'thuzad, have apparently figured out that winning them furthers their plans for the Nexus Realm as a whole. Thus while no one questions that the matches happen and that they may be called at any time to work with any assortment of heroes and villains in any of the battlegrounds, no one except Chromie remembers the Groundhog Day Loops that the matches apparently are.
    Chromie: Time flows less like a stream and more like a vortex in this place. Everything repeats over and over again, and yet no one notices but you and me?
  • World of Weirdness: The Nexus is a place where Ancient Egyptian Expy obelisks shoot laser beams, Starcraft's psionics works in tandem with Warcraft and Diablo magic, time manipulation can be done both through technology and magic, people can be corrupted/purified into alternate versions of themselves who then take on separate lives of their own, Protoss photon cannons exist side by side with goblin turrets and future-earth tech, and a trio of vikings run around knowing that it's all a game that they got lost in. The Nexus does not care how its pieces fit together and follows the rule of 'If it worked for them in their own universe, it works here', and so the result is inevitably this trope.

    The Dark Nexus 
A conflux of forbidden power, containing twisted versions of the heroes called forth by the Nexus itself. Corrupted versions of Dehaka, Alarak, and Gul'dan were summoned by The Raven Lord, and Alarak and Gul'dan swore their loyalty to him after Dehaka was easily slain. After the Raven Lord's defeat, the Dark Nexus threatened to destroy the Nexus but Tassadar sacrificed himself to stop it.
  • The Corruption: Tassadar and Fenix were corrupted by the Dark Nexus, giving them enhanced power at the expense of slowly driving them insane. Deathwing, on the other hand, willingly let himself become corrupted in order to gain power.
  • Dangerous Forbidden Technique: Using the Dark Nexus is this. Why exactly is currently unexplained (aside from the Dark versions being hard to control, which the Raven Lord seemingly disproves), but its dangerous enough that armoured guards protect the entrance.
  • Evil Counterpart: To the Nexus itself. Rather than call on heroes, it creates monstrous versions of existing champions.
  • Evil Makes You Monstrous: The Dark versions seen so far are covered in Spikes of Villainy. They're also twisted in unique ways; Alarak has unearthly Floating Limbs and Gul'dan looks like a skeleton covered in felfire.
  • Hates Everyone Equally: Dark Alarak is noted to seethe with contempt for pretty much all of existence, including his own.
  • Gameplay and Story Integration: Tassadar stopping the Dark Nexus coincided with his rework from a Support to an Assassin, representing the enhanced powers the Dark Nexus gave him.
  • We Hardly Knew Ye: There also existed a Dark Dehaka together with Alarak and Gul'dan, but he was swiftly defeated and absorbed by the Raven Lord's Singularity to prove his superiority to the remaining twisted heroes. This also applies to the two that made it as skins, who were unceremoniously killed at the battle for King's Crest. Gul'dan was bested by Varian and Alarak was skewered by the Dragon Knight.

    Orphea 

A young girl hailing from Raven Court. She seems to be of great importance to the Raven Lord, whose forces tirelessly hunt her down.

Orphea turns out to be the daughter of the Raven Lord. After witnessing firsthand the destruction he causes to other realms, she openly opposes her father as a hero of the Nexus.

For more info, see her entry on Heroes of the Storm: Other Universes.

    Verick and Delia 
https://static.tvtropes.org/pmwiki/pub/images/verickdelia.PNG
"By the sun and the moon, be free..."

The son and daughter of the Dragon Knight and the Lady of Thorns, making them the Prince and Princess, respectively, of King's Crest. Verick's symbol is the sun, while Delia's is the moon.


  • All Your Powers Combined: When the two of them both use their combined magical power, it can awaken their father. It's implied a simplified version of this process is what's going on in the in-game Dragonshire map. When they try this during the siege of King's Crest, it backfires massively.
  • Carry a Big Stick: Delia wields something resembling a mix between a scythe and a halberd that TOWERS above her.
  • The Cavalry: They try to awaken their father to serve as this. This proves to be a BIG mistake.
  • Red Oni, Blue Oni: In spite of their outfits and personal symbols, Verick's the Blue Oni to Delia's Red.
  • Royals Who Actually Do Something: Verick and Delia are the prince and princess respectively, as well as being the Queen's 'most trusted knights.' They're tasked with shepherding the civilians of King's Crest to safety.
  • Sibling Yin-Yang: Verick, the more cautious of the two, wears more formal clothing. Delia, the more aggressive sibling, is clad in armor.
  • Tempting Fate: When the Dragon Knight is awakened, Verick happily declares that nothing can stop them now. The Raven Lord possesses the Dragon Knight in the immediate next panel.
  • Uncertain Doom: By the end of the third issue of the comic, both of them are still laying, unmoving, on the floor of the King's Crest throne room. Word of God confirms they're both still alive, but no details beyond that.
  • Unwitting Instigator of Doom: In an attempt to turn the tide against the Raven Lord's invasion, the two awaken their father, which allows the Raven Lord to possess him. This proves enough of a distraction for the Lady of Thorns that the Raven Lord is able to steal the realm's singularity.

    Neeve 
https://static.tvtropes.org/pmwiki/pub/images/neeve.png

The Raven Lord's loyal advisor.


  • Cool Old Lady: She's a level-headed and reasonable older woman.
  • The Good Chancellor: She is loyal to the Raven Lord in every way. While she is wary of his brash actions - especially calling upon the Dark Nexus for power - she concedes to his judgement that it's too late to be cautious.

Bosses

    General 
Powerful Mercenary camps with long respawn timers and massive sieging potential, but are incredibly hard to capture.
  • Contractual Boss Immunity: All bosses are tagged as Elite mercenaries, making them permanently Unstoppable and immune to Bribe effects.
  • Defeat Equals Friendship: Standard with all Mercenary camps.
  • Last Disc Magic: They are extremely powerful and can close out a game by themselves if timed correctly. However, capturing them is a team effort, and is basically impossible in the early game.
  • Mercenary Units: As with the regular Mercenaries, defeating them and staying on the capture point recruits them.

    Archangel 
A giant mech found in the center area of Braxis Holdout, the Archangel attacks with twin gatling cannons. Its abilities are Bullet Storm, which strafes an area in front of it with gunfire, and Mortar, which fires a missile for area damage.

    Grave Golem 
https://static.tvtropes.org/pmwiki/pub/images/golem_2.jpg

"Hold on! Things are about to get grave."
The Grave Keeper

Huge golems made of skulls and brambles. They're fought as boss mercenaries on Cursed Hollow and Blackheart's Bay, and are a part of the objective on Haunted Mines. Its abilities include a Mega Smash that heavily damages and stuns nearby enemies after a delay and Binding Roots that root enemies in an area, dealing heavy damage over time.
  • Body of Bodies: If the Haunted Mines are to be believed, they're constructed entirely out of human skulls. Somewhat lessened by the brambles it's covered in.
  • Dead Weight: It's a colossal undead monstrosity made of weeds and skulls.
  • Green Thumb: Can summon roots from the ground to entangle heroes in an area.
  • Ground Pound: One of its primary attacks is an area-of-effect slam attack that stuns and deals a hefty chunk of damage. The targeted area is marked and the attack is very clearly telegraphed with a slow animation, meaning that you have to be particularly unaware or unlucky (or simply held down by the enemy's crowd control) for it to actually hit.
  • Palette Swap: The Blackheart's Bay version is covered in seaweed and barnacles, but is otherwise identical.

    The Headless Horseman 
https://static.tvtropes.org/pmwiki/pub/images/towers_of_doom_art.png
"HA-HAHAHAHAHA!"

Originally a Hallow's End boss in World of Warcraft, the Headless Horseman is a boss camp on Towers of Doom. His Horseman's Head ability throws his head, creating a pool that deals damage over time, and his basic attack cleaves all enemies in an area. He will not join the player after being defeated, but he will deal 4 damage to the enemy's core. Also hosts the Hallow's End brawl.


    Ice Giant 
Elemental giants found on Alterac Pass. They will occasionally perform an Area of Effect Mega Smash, and also launch an Ice Shard that deals damage and creates a massive slow in a small area.

    Sand Golem 
Huge bosses fought on Sky Temple and Tomb of the Spider Queen. They perform a Mega Smash that damages and stuns nearby enemies, and use Whirling Sands to create dust devils that blow enemies around.
  • Big Creepy-Crawlies: Their bodies look like enormous scarabs.
  • Blow You Away: Their tornado attack. It doesn't deal damage, but it's really annoying and can sometimes throw you into its slam.
  • Ground Pound: They have a similar slam attack to the Grave Golem, except it also knocks enemies into the air.
  • Our Centaurs Are Different: Features a centaur-like design with a humanoid torso and a massive beetle for a lower body.

    Slime Boss 
https://static.tvtropes.org/pmwiki/pub/images/warhead_junction.png

Gigantic Zerg Swarm Hosts fought on Warhead Junction. They periodically unleash waves of exploding Slime Pods and use Slime Spit to create damaging pools.


  • Action Bomb: The Slime Pods.
  • Divergent Character Evolution: Swarm Hosts in Starcraft are mook makers that can only attack with minions and have to be burrowed. Here, they're given a host of new abilities, and even their minions are upgraded to now explode.
  • Mook Maker: It spews Slime Pods to attack enemies.
  • Weaksauce Weakness: Prior to its rework, the Swarm Host used to burrow to spawn minions, and its Podlings were slow-moving and easy to dodge, leaving it totally defenseless. It was so weak, it actually gained a different set of skills while sieging. Post-rework, this is averted.

Vehicles

    General 
The somewhat Non-Indicative Name (except in the Triglav Protector's case) of map objectives which are directly controlled by players. Players assuming control of these are presented with a new set of skills that are adapt at tearing down structures.
  • Contractual Boss Immunity: As of Assault on Volskaya, Vehicles are permanently Unstoppable, making them immune to most Crowd Control effects. Even before that, they had a 50% reduced timer on stuns, silences, and slows.
  • Hour of Power: The one controlling the Vehicle gets an extreme boost in power, but only until it's destroyed. Even if it isn't destroyed, they will despawn on their own after a time limit.
  • The Juggernaut: They hit quite hard, deal bonus damage to structures, shrug off enemy disables, and can lay waste to the enemy team with various crowd control abilities. The only surefire way to stop these guys is to kill them, or at the very least make the player controlling them retreat.
  • Magikarp Power: The longer the match lasts, the more powerful they become each time they are released. While the first attack may only break one or two towers, if the game goes on long enough they can destroy a tower in two or three hits, making steamrolling all the way to the enemy core much easier.

    Dragon Knight 
https://static.tvtropes.org/pmwiki/pub/images/hots_dragon_knight.jpg
"Your enemies shall fall!"
"There must always be a Dragon Knight. But will it be you?"
Lady of Thorns

Once a noble knight of Dragon Shire, the Dragon Knight was cursed by Queen Nightshade into his monstrous form. The knight's children sealed him away within a statue in the middle of Dragon Shire, taking up the fight against Queen Nightshade to protect the kingdom from her infestation. Although the Dragon Knight was slain by the Lady of Thorns after being corrupted by the Raven Lord, his power lives on for worthy heroes to wield.

On the Dragon Shire battleground, heroes can liberate the Dragon Knight by activating the shrines and interacting with the Knight's statue in the middle of the battlefield, taking control of him temporarily. He has the abilities Dragon's Breath, breathing a cone of fire, and Savage Charge, which winds up then punts a target hero away. Additionally, his trait, Rubble Maker, doubles the damage he deals to non-heroes and greatly reduces the damage he takes from structures, and causes the Dragon Knight to explode on death and knock away enemy heroes.
  • And I Must Scream: If his quotes are any indication, he's not a bit happy about the thought of going back to what we can only assume is a painful imprisonment.
  • Ax-Crazy: After spending so long trapped inside a statue, he's developed a taste for destruction.
  • Blood Knight: He revels in battle and is PISSED when he has to go back to the prison.
    Dragon Knight: No! I AM NOT FINIIISHED!
    Dragon Knight: I shall NOT return to that PRISON! NNNOOOOOO!
  • Breath Weapon: Standard-issue dragon fire.
  • Chewing the Scenery: Chewing it? He devours it and then picks his teeth with the enemy team.
  • Convenient Colour Change: His skin turns grey and his clothes turn purple when the Raven Lord controls him.
  • Draconic Humanoid: He has a humanoid body shape with dragon features.
  • Enemy Mine: He allies himself with the first team to let him out of his prison.
  • Fighting from the Inside: Although he can't put up much of a fight, he tells his children to run after the Raven Lord takes over his body.
  • Foe-Tossing Charge: He has the ability to charge at enemy heroes and send them flying.
    Dragon Knight: Start running!
  • Glass Cannon: Compared to other big summonable help like the Garden Terror, the Dragon Knight is less than durable, slower, and will go down quicker. He makes up for it with powerful damaging abilities, stronger attacks, and a higher attack rate.
  • Killed Off for Real: The original Dragon Knight died in the comics, and the Orphea patch's updates to Dragon Shire mean that it's going to stick.
  • Kill It with Fire: AoE fire breath. Also, note his quotes below. Fire, cinder, ash, burn.
  • Late-Arrival Spoiler: The Orphea update gives Dragon Shire an overhaul to reflect the fall of King's Crest, which also includes a new Dragon Knight and voicelines to reflect his fate in the comics.
  • Legacy Character: The new Dragon Knight wields most of the same power as the original.
  • Mercy Kill: In Fall of King's Crest, the Lady of Thorns is sorrowfully forced to kill him after he's taken over by the Raven Lord.
  • Megaton Punch: A Megaton Shield Bash, to be precise. The new Dragon Knight instead uppercuts his target with the haft of his weapon.
  • Our Dragons Are Different: He looks like a human-dragon hybrid, but it isn't stated whether he's the archetype of his kind in Dragon Shire or just one subcategory of dragon.
  • Pre-Asskicking One-Liner: Delivers a glorious one whenever he's successfully released from his statue.
    Dragon Knight: I shall reduce you to cinder!
    Dragon Knight: The fire cleanses!
    Dragon Knight: Your foes shall be ash!
    Dragon Knight: Let your enemies burn!
    • Oh, Crap!: The general reaction of the team about to receive said asskicking.
  • Screaming Warrior: In addition to having No Indoor Voice, many of his lines are just inarticulate battle roars.
  • Sealed Badass in a Can: He can be unleashed by channeling the shrines of the Moon and Sun. In the comics, he's Dragonshire's final hope against the Raven Lord, and does a pretty good job of kicking ass until the Raven Lord takes him for himself.
  • Shield Bash: The original Dragon Knight carried a shield in his off-hand, but only uses it to bash his enemies across the screen.
  • Taken for Granite: He was sealed inside a statue, and he's not happy about it.
  • Was Once a Man: Formerly a (presumably human) knight before falling afoul of Queen Nightshade.

    Triglav Protector 
https://static.tvtropes.org/pmwiki/pub/images/bash_27em_robots.png
"We've redesigned our Triglav Protectors for combat in the Nexus. Prepare to begin field testing."

"Triglav Protector operational. Assign a pilot and a gunner so you can test its weaponry."
Katya Volskaya

An experimental mech built by Volskaya Industries. Uniquely, it's controlled by two players, one serving as a pilot, and the other serving as a gunner.
  • The pilot controls movement and can Charge at a target enemy, fire a Rocket Fist that kills minions and knocks back the first hero or disables the first structure it hits, and activate a Shield Emitter that grants the mech Armor and grants a shield to nearby allies.
  • The gunner has an array of offensive abilities, including a Particle Cannon that charges in range to launch a huge plasma ball in the target area, a Gatling Cannon that fires bullets at the cursor location at the cost of limited ammo, and a Scorching Laser that slices the terrain in a line then detonates for heavy damage.

  • Bottomless Magazines: Averted. Gatling Cannon runs on an ammunition system. Once it's out of bullets, the mech has to reload them over time.
  • Flawed Prototype: Katya's various reactions when the Protector is defeated indicates it's still in the early development stages.
  • Gatling Good: Features a shoulder-mounted Gatling gun.
  • Ground-Shattering Landing: Does this for its reveal in the Assault on Volskaya trailer.
  • Humongous Mecha: It's considerably bigger than any playable character, and even towers above forts.
  • Mechanically Unusual Class: Compared to the other Vehicles. Much like Cho'gall, it requires two players - one controlling movement and defensive skills, the other using spammable offensive skills.
  • Obvious Rule Patch:
    • For a brief time when Volskaya Foundry was released, if there was only one player in the Protector they could freely swap between the Pilot and Gunner seats. This basically meant that a single person could use every ability with good enough micro, ruining the point of a two-player vehicle. This feature was soon removed.
    • Boarding the Triglav Protector is a brief channeled effect, which was originally interrupted by taking damage. This became a problem when Orphea was released, since Eternal Feast made it impossible for her opponents to enter the vehicle if it was cast underneath it (the Protector still counts as a hero even while not being piloted, meaning the feast will recast endlessly). It was swiftly patched so that you can board it even when you take damage.
  • Rocket Punch: One of the pilot's abilities. In this case, it's more of a "rocket open palm" that knocks enemies away.

Mercenary Camps

    General 
Weaker mercenaries found in every map. They come in a variety of sizes and roles.
  • Defeat Equals Friendship: If you beat the mercs up, they'll fight for you (with a small handful of exceptions).
  • Divergent Character Evolution: The initial set of maps all had pretty much the same Mercenaries: Siege Giants for Siege Camps, Knights for Bruiser Camps, and either a Sand Golem or a Grave Golem for the Boss, all reskinned to fit the map's aesthetic. Later maps have far more mechanically-diverse Mercenaries.
  • Elite Mooks: Much stronger than your rank-and-file minions, but they're not quite on the level of heroes.
  • Mercenary Units: With a twist, the heroes must defeat them in combat and stay on the capture point in order to recruit them.
  • I Fight for the Strongest Side!: They fight for whichever team manages to capture their points after they're defeated.

    Knights 
A Bruiser camp consisting of three fighters and one sorcerer. The knights attack up-close with their polearms, while the sorcerer hangs back to attack with a Magical Barrage, firing multiple bolts that deal minor damage, and provide a spell armor aura for nearby allies.

    Siege Giants 
A Siege camp comprised of two giants who strike enemies from long range by throwing rocks (or firing cannonballs).
  • Carry a Big Stick: The Luxoria versions carry stone pillars for hitting things up close. On other maps, they carry crude bludgeons for the same purpose, while the Blackheart's Bay giants use their cannons as melee weapons.
  • Long-Range Fighter: The Siege Giant's main advantage is its range, letting it hang back and attack enemy fortifications from outside their attack range.
  • Painfully Slow Projectile: Their attacks take a moment to land. It's actually possible to fight these camps without taking any damage because of that.
  • Palette Swap: To a lesser extent than the Knight camp.
    • On non-Luxoria maps, they're ogres with themed headwear (and cannons on Blackheart's Bay).
    • On Sky Temple and Tomb of the Spider Queen, they're much more intimidating sandstone golems.
  • Splash Damage: The rocks they throw deal damage in a small area around where they hit.

    Pirates 
Skeletal pirates that appear exclusively on Blackheart's Bay. They're incredibly easy to destroy, but don't push lanes. Instead, they simply drop 2 Coins.
  • Dem Bones: They're skeletons.
  • Ghost Pirate: Like Blackheart, they're undead pirates.
  • Mooks: Easily the mookiest camp in the game. They hardly put up a fight and can be cleared in seconds by most heroes. Their only purpose is to farm for Coins off cooldown.

    Pumpkin Sappers 
A Siege camp made up of three ramshackle golems made of gardening tools and pumpkins that appear on Towers of Doom and Haunted Mines. Like the Siege Giants, they throw projectiles. However, they can also fling themselves into structures and explode.
  • Action Bomb: When they come within range of an enemy structure, they immediately stop attacking and charge, self-destructing on the target structure.
  • Painfully Slow Projectile: Shares the Siege Giants' attack when fighting non-structures.
  • Pumpkin Person: Have large jack-o-lanterns for heads. They also throw pumpkins as their ranged attack.
  • Splash Damage: Both their regular attack and suicide bomb strike in an area. The latter is only really noticeable when they crash into walls.
  • Suicide Attack: When they encounter a structure, they'll charge at it and explode. They'll only stop the charge if the structure is destroyed before they make contact. On Towers of Doom, each individual Sapper that makes it to the end of a lane will transform into a shot that deals 1 damage to the enemy core.

    Khazra Impalers 
Appearing only on the Diablo maps, this trio of javelin-throwing goatmen replace Siege Giants as the Siege camp. Unlike the clumsy rocks of the Siege Giants, Khazra rapidly throw their weapons at a single target.
  • Fauns and Satyrs
  • Javelin Thrower: They attack with thrown spears, meaning that they don't get area damage like the Siege Giants, but their attacks don't miss.

    Fallen Shaman & Fallen Hounds 
Appearing only on the Diablo maps, this demon and his minions take up the role of Bruiser camp. While weak and ineffective under normal circumstances, the shaman can endlessly resurrect his hounds as long as he is alive.

    Hellbats 
Taking up the Siege camp role on StarCraft maps, these two Terran units will use their flamethrowers to damage an area and use their impressive bulk to tank tower shots. Their attacks also lower the target's armor by 4, stacking up to -20.
  • Armor-Piercing Attack: Their flamethrowers lower the target's armor, eating away at structures and eventually dealing serious damage to heroes if you're not careful.
  • Beat the Curse Out of Him: Neutral Hellbats on Braxis Holdout are infested by Zerg. Defeating them clears up the infestation.
  • Damage-Sponge Boss: Unlike most other Siege mercenaries, Hellbats siege by getting up close and soaking up damage rather than attacking from afar.
  • Kill It with Fire: Their primary attack.
  • Mini-Mecha
  • Redemption Promotion: They have significantly more health when captured than they do at their camp.

    Goliaths & Raven 
Bruisers of the StarCraft maps. Three Terran Goliaths and a singular Raven make up this highly-damaging camp. The Goliaths rapidly blast away with their machine guns, while the Raven launches Seeker Missiles and acts as a detector.
  • Beat the Curse Out of Him: The neutral versions on Braxis Holdout are infested by Zerg, which is removed when the camp is defeated.
  • Homing Projectile: The Raven's Seeker Missile. It will unerringly follow its target until it either connects or the missile self-destructs.
  • Mini-Mecha: The Goliaths, natch.
  • Painfully Slow Projectile: Seeker Missiles.
  • True Sight: The Raven is a detector, revealing Heroes in stealth in a radius around itself.

    Recon Camp 
A special camp found exclusively on Hanamura Temple. Unlike a normal merc camp, this trio of Omnic henchmen don't push lanes, instead functioning as a Watchtower until the enemy team recaptures it.
  • Army Scout: As implied by their name. They don't put up much of a fight, instead they provide vision to whichever team has them capped.
  • Mecha-Mooks: They're Omnics and they're incredibly easy to destroy.
  • Yakuza: They work for the Shimada clan.

    Fortification Camp 
A special camp found on both Volskaya Foundry and Hanamura Temple. A camp manned by a single engineer and his sentry turret. When defeated, the turret can be retrieved by heroes and placed on the battlefield.

    Sentinel 
A large Omnnic samurai found exclusively on Hanamura Temple. This singular unit pushes down a lane and will occasionally perform a powerful sweep attack that tears through minions.
  • Boss in Mook Clothing: Unlike other merc camps, this is only a single unit and features a powerful (but telegraphed) area of effect slash. It also can't be Bribed. However, it's a lot weaker and easier to capture than an actual boss.
  • Kung Fu-Proof Mook: The Sentinel is tagged as Elite, and thus cannot be Bribed and is immune to crowd-control effects.
  • New Work, Recycled Graphics: They use the model of the old Hanamura version of the Support Camp, but are given a more fitting role.

    Assault Troopers 
A Siege camp found exclusively on Volskaya Foundry. Three heavily-armored Volskaya security guards fire missiles at their targets.
  • Mini-Mecha: Three security officers riding jetpack mechs.
  • Palette Swap: They're effectively an Overwatch-themed Khazra camp. Incidentally, they also look a lot like the Terran Reapers of Starcraft.

    Support Camp 
A special camp found on Volskaya Foundry. The camp consists of a single unit who will occasionally heal himself. When he's eventually defeated, a Healing Token is dropped for the heroes to collect.
  • Heal Thyself: Does this when low on health.
  • Kung Fu-Proof Mook: As an Elite mercenary, it's one of the only non-boss camps that cannot be Bribed. See Obvious Rule Patch.
  • Obvious Rule Patch: Originally, back when these were on Hanamura, the camp could be Bribed. Coupled with the fact that Overwatch merc camps give significantly more experience than any other maps' camps and that this particular camp is comprised of a single unit, this lead to teams drafting sneaky Bribe users like Falstad or Nova to steal the enemy team's Support Camps to gain both an experience lead and a free Healing Token.
  • Mini-Mecha: It's a Volskaya worker piloting one of these.

    Armored Gnolls 
A camp consisting of three gnolls, found in Alterac Pass. They wield flails, and their attacks cleave and apply a stacking armor debuff.

Other Characters

    The Omegaswarm 
One of the UED's former 'slave broods' that has begun infesting the Nexus, assimilating the beings and essences of the realm's many worlds. In the events of the 'Escape from Braxis' brawl, they've consumed a significant portion of the station, forcing heroes and villains alike to work together to beat back the unending swarm and escape. In Deadman's Stand, they've moved into Deadman's Port and are actively sieging the base. Comes in both normal and heroic versions.
  • Alien Invasion: Are apparently propagating across the realms of the Nexus at an alarming rate, though whether they're guided by a specific leader like the usual Zerg Swarm is unclear, as both Kerrigan and Zagara are little more than glorified Mooks in Escape from Braxis.
  • Big Creepy-Crawlies
  • Boss in Mook Clothing: The Ultralisks, which appear frequently like the other garden-variety Zerg, but uniquely get a special choreographed attack in the form of a charge, and can even be targeted as 'heroes' by abilities.
  • The Bus Came Back: Slivan, who was slain as a minor boss on Zerus by Kerrigan way back in Heart of the Swarm, returns as the final boss of the brawl.
  • The Corruption: Among their ranks are various heroes and villains they have assimilated into the Swarm, including 'Aberration' Stitches, Murky (apparently an infested marine), 'Primal' Diablo, Anub'arak (as an Anubalisk), Infested Tychus, the Butcher (as a Butcherlisk) and the already Zerg Dehaka, Zagara, Kerrigan, Stukov and Abathur.
  • The Dreaded: Are enough of a threat that the likes of Ragnaros, Azmodan, Kel'Thuzad and Gul'dan are forced to work with heroes such as Uther, Raynor, Artanis and Lúcio to simply ESCAPE from them.
  • Horde of Alien Locusts
  • Insectoid Aliens: Par for the course for the Zerg.
  • You Will Be Assimilated: The fate that befell many of the heroes that failed to escape the Zerg, and the fate of the playable characters should you fail.
  • Zerg Rush: As usual. The Omegaswarm sends legions of zerglings, roaches, locusts, hydralisks, banelings, ultralisks and nydus worms at you, backed up by the various infested heroes as well as Abathur's monstrosities, mines and symbiotes. Based on the loading screen art, they possess guardians and mutalisks as well. You experience this trope in full effect during the ends of stages 1 and 2, where you have to hold out against a veritable tidal wave of Zerg until the gate opens to the next area. There's also notably a small area in zone 2 where you find Zagara in a nest filled with dozens of eggs, which all begin hatching the moment you get near them. If you don't clear them in time, they all hatch into banelings, and this trope will likely put an end to your escape attempt.

    Harrison Jones 

The famed human archaeologist and rival of Brann Bronzebeard, Harrison is renowned for his exploits in Zul'Aman, Grizzly Hills, and Uldum...although he's not quite at the same level of skill as Brann, having been shown up more than once.

Apparently, he was also sucked into the Nexus at some point, and from there decided to explore/plunder the world of Luxoria.


  • Adventurer Archaeologist: Just like in Azeroth, he's exploring forgotten and dangerous ruins - in this case, the Sky Temple's well and the Spider Queen's ancient tomb.
  • Easter Egg: Getting him to appear other than at the end of a match is this.
    • You have to find the jeweled spider icon hanging on a wall and click on it repeatedly on Tomb of the Spider Queen.
    • On Sky Temple, you have to destroy the stone covering the well immediately south of the boss.
  • Magic Carpet: Rides away on one of these in Sky Temple.
  • Once an Episode: Always rappels down a rope when you win, waving his hat in congratulations before leaving. If you're not paying attention, you may miss it.
  • Wall Crawl: Effortlessly climbs up a wall of the tomb, instead of just using the rope he rappelled down on.
  • The Voiceless: He never says anything, just grunts (while climbing up or down) or waves at you.

    Sammyro 
A version of Samuro that appears on Braxis Holdout. He duels the real Samuro in the Samuro Shodown video game.
  • Early-Bird Cameo: He appeared on Braxis before Samuro was announced, teasing him.
  • Easter Egg: Find the arcade room just above the left team's top fort. Then, click the game titled Samuro Shodown. A giant holographic fighting game appears, with Samuro fighting Sammyro.
  • Palette Swap: Of Samuro.
  • Shout-Out: Samurai Shodown, anyone?

    Monkey Elder 
Voiced by: Jim Cummings

A sagely old monkey who appeared during the Year of the Monkey event. He would have you chase him around before a round began to try and catch him, and give those who caught him his blessing, with a small bundle of gold to show for it.


  • Eastern Zodiac: Representing the Monkey.
  • The Hyena: Full of cheer, he'll rarely end a sentence without either chuckling or howling in laughter.

    The Rooster God 
A golden and red rooster that appeared during the Year of the Rooster event. It demanded you gather enough of the correct tribute before the game started, and granted the first team to complete its task a step in the challenge to unlock the Lunar Rooster mount.
  • Cosmetic Award: The Lunar Rooster mount, which admittedly looks pretty damn cool.
  • Eastern Zodiac: Representing the Rooster (naturally).
  • God Needs Prayer Badly: He demands a specific tribute from a group of 4. Bringing him the wrong tribute will destroy it for no benefit, causing you to have to find it again if he asks for it.
  • That One Sidequest: Originally, the Rooster only had a small chance to spawn and a fairly short window to complete the challenge. Mix in a race against another team, the very specific demands from the Rooster, the fact that it was pretty hard to figure out what was going on, the fact that everyone needed to work together, and the fact that it needed to be completed 25 times, and you have a nearly impossible event quest. It was so bad, Blizzard buffed it to appear in every single game shortly after the start of the event.

    Pachimari 
A fictional character within the universe of Overwatch, Pachimari is a Japanese video game and anime mascot that appears as part of the Pachimari Mania! event. He's the first non-player character to have its own full set of smilies (unlocked via the aforementioned event).
  • Breakout Character: It started as an Easter Egg in Overwatch. Now, it has a whole event dedicated to it.
  • Captain Ersatz: Of various uber-cute Japanese character mascots.
  • Cosmetic Award: Four of them, as each stage of the event is finished. First is an emote set, then a banner, then a spray, and finally a portrait.
  • Planimal: Part plant, part octopus.

    Mega Enforcer 
https://static.tvtropes.org/pmwiki/pub/images/hanamura.jpg

Originally a massive Omnic samurai fought on Hanamura, it was removed when the map was reworked. It could create an Energy Ring around itself that dealt damage to enemies within it, and could Capture an enemy hero, trapping them inside the Mega Enforcer and removing them from the fight briefly. Upon defeat, it dealt 1 damage to the enemy's core.


  • Arbitrary Weapon Range: After swallowing a hero, the Mega Enforcer will attack by inflicting damage in a ring around itself. The ring forms slightly outside of melee range, allowing players to avoid it by standing as close to the Mega Enforcer as possible.
  • Cyber Ninja: Well, Cyber Samurai.
  • Eaten Alive: Does this to one Hero it's facing. That said, it's completely harmless aside from removing you from the fight.
  • Stock Ninja Weaponry: Dual-wields two kama.

    Garden Terror 
https://static.tvtropes.org/pmwiki/pub/images/garden_terror.jpg
"Such useful servants! My terrors will CRUSH your enemies!"

"Rise, my Terror! SAP THE LIFE FROM YOUR ENEMIES!"
The Spore Queen

Plant monstrosities controlled by the Queen Nightshade/The Spore Queen. This was a controllable Vehicle in the original version of Garden of Terror, but was replaced for the rework. The Terror could place a Queen's Curse, transforming enemies who walked over it into small plants, cause an Overgrowth by planting a destructible flower that prevented structures from firing and increased the Terror's damage against them, and Sprint for a boost in speed. The reworked version retains Overgrowth, but its other abilities are instead replaced by the Bone Golem's Mega Smash.
  • Boring, but Practical: Compared to the Dragon Knight and Triglav Protector, the Terror's abilities are pretty bland. That doesn't stop it from ripping apart structures just as easily (if not more easily sometimes).
  • Forced Transformation: Queen's Curse puts a seed on the ground that ticks a couple times, transforming enemies into plants for a fairly lengthy duration.
  • Herd-Hitting Attack: The Garden Terror's attacks deal damage in a small area around the target. Combine that with its ability to One-Hit Kill enemy minions and the bonus damage from Overgrowth, and it becomes a particularly strong pusher.
  • Hit-and-Run Tactics: Overgrowth originally dealt heavy damage to mercenaries, minions and structures by itself, while the Terror also could hit hard, so the common tactic was to plant an Overgrowth on the structures, then run away with Sprint to another lane to pressure two lanes. As this cat-and-mouse game quickly got old and didn't encourage team fights, Blizzard eventually changed Overgrowth to force the Terror to hit the structures affected by Overgrowth in order to siege.
  • New Work, Recycled Graphics: The Garden Terror was used as the objective spawns on the new Garden of Terror, and its Overgrowth is still an attack they can do.
  • Palette Swap: The neutral mini-boss version comes with the exact same abilities as the Grave Golem.
  • Plant Person
  • Plant Mooks: As mini-bosses.
  • Stone Wall: Unlike the Dragon Knight and Triglav Protector, the Garden Terror's abilities are mainly defensive in nature, intended to keep enemies disabled while the Terror wails on enemy fortifications.
  • Weaksauce Weakness: More than any other Vehicle, the Terror relies on its Overgrowth ability, as its structure damage is actually pretty subpar without it. A fairly easy way to defend against the Terror is to simply destroy the plant. On the other hand, the plant also shuts down any attacks from buildings, including the Core (something not even The Raven Lord's curse disables), extending its own survivability during a siege.

Reworked Heroes

    Tassadar, Savior of the Templar 

Voiced by: Michael Gough (English), Christophe Peyroux (French)

https://static.tvtropes.org/pmwiki/pub/images/tassadar.jpg

Information about the current version of Tassadar can be found here.


Hailed as the greatest hero of all protoss, Tassadar was once an Executor of the Templar, until he defied an order to sacrifice the Terrans to the zerg swarm. He was branded as a traitor and hunted down, where the Protoss Conclave found him striking an alliance with James Raynor. Furthermore, Tassadar allied himself with the banished Dark Templar before returning to Aiur, further enraging the Conclave as they demanded his execution. Tassadar was about to face judgment until his friends broke him out and it was proven that the Dark Templar he brought were vital in destroying Zerg Cerebrates.

In the final hour, Tassadar piloted his Carrier Gantrithor and mounted one final defense against the Overmind, allying with the Terran forces under Raynor - even the Conclave admitted that he was their final hope. The Overmind proved to be too powerful, so Tassadar made the ultimate sacrifice by overloading himself within his vessel. The ensuing energy shower obliterated the Overmind, weakening the zerg's grip on Aiur and allowing the Protoss to escape to Shakuras. Tassadar's heroism was comparable to Adun, and to this day many protoss live by the battlecry "En Taro Tassadar".

Tassadar is a ranged Support hero who provides scouting, shields, and battlefield control. His basic attack is a Distortion Beam that slows enemies hit by 20%, and his trait, Oracle, increases his sight range and reveals invisible enemies in the radius when activated. His first ability, Plasma Shield, places a large shield on a target that also grants a small amount of lifesteal on basic attacks. His primary offensive ability is Psionic Storm, an Area of Effect attack that deals increasing damage each time it hits. Dimensional Shift acts as his emergency button, turning him invisible, invincible, and intangible for a short period of time.

His first Heroic is Archon, which grants him a Plasma Shield, resets the cooldown of Dimensional Shift, and replaces his basic attack with a powerful energy blast for the duration. His second Heroic, Force Wall, creates an impassable barrier, and passively increases the slow of Distortion Beam.

His current skins are Executor Tassadar, Crypt King Tassadar, and Mecha Tassadar.


  • Barrier Warrior:
    • Instead of healing, he places Plasma Shield as a pseudo-heal. This is consistent with the Starcraft universe as a whole; where Terran Medics and Medivacs have powerful single-target healing (like Lt. Morales) and the Zerg specialize at simply regenerating From a Single Cell (like Stukov), Protoss cannot heal Hit Point damage but can always restore Shields. To add just a bit of utility, Tassadar's shield bubbles give the target Lifesteal.
    • Tassadar's Force Wall can block off escapees or split the enemy team.
  • Berserk Button: Kaijo Diablo is one for Mecha Tassadar.
  • Bilingual Bonus: Which also counts as Mythology Gag. His quote when preparing for battle (see above), if translated into the Protoss tongue of Khalani, is "Khassar de templari". This is what Protoss High Templar units, such as Tassadar himself, say when they spawn.
  • Bling of War: His Executor skin pimps out his armor.
  • Cherry Tapping: Tassadar's Disruption Beam deals the least damage per attack of any hero in the game, and even with an attack rate of 4 hits per second, his physical damage output is only slightly better than Abathur without talents. While the ranged slow is helpful, don't expect to get many kills with it.
  • Combat Medic:
    • Although the Medic part is downplayed due to his relative lack of heals, he is a very powerful offensive/teamfight support. And if he uses his Super Mode, he can put up a surprising amount of damage too.
    • While his lack of direct healing is annoying, it's also very flavorful. In StarCraft, Terrans excel at reconstituting HP on a single target, Zerg can regenerate From a Single Cell, and the Protoss can restore their Deflector Shields but not restore HP at all. This is exactly how Morales, Stukov and Tassadar work.
  • Composite Character: Though ostensibly a High Templar as evidenced by his Psionic Storm and Archon morph, Tassadar also has modified abilities from the Starcraft II Sentry unit: the terrain-blocking Force Field (leveled up into Force Wall), the Guardian Shield ability to put protective force fields around allies, and an extremely weak "noodle beam" attack (as Husky Starcraft calls it).
  • Dark Is Not Evil: In the Alternate Universe which Zeratul's High Templar skin is from, Tassadar took his place as the benevolent Dark Templar who showed him the ways of the Void.
  • Deadpan Snarker: One of his starting quotes to an ally Kerrigan has a rather sarcastic one-liner on his part.
    Kerrigan: I am not your enemy, Tassadar. Things have changed.
    Tassadar: Yes, you radiate a purple glow now. How very different.
  • Death of a Thousand Cuts: Post-rework, Tassadar's basic attack now hits very quickly for very light amounts of damage; incidentally this makes it great for breaking chests on Blackheart's Bay.
  • Defog of War: Oracle temporarily increases Tassadar's vision range and lets him see over terrain.
  • Energy Weapon: Post-rework, he now has the Distortion Beam as his default basic attack, though now it acts more like how you'd expect a laser attack to work, rapidly dealing damage much like Zarya's attack.
  • The Good King: One of his alt skins makes him Pharaoh Ta-sadar, the ruler of Luxoria, who apparently allowed his realm to be drawn into the Nexus to save it from the Scorpid Swarm, a counterpart to the Zerg.
  • Humble Hero: "En Taro Tassadar" note  become a favorite phrase for Protoss after his death, but Tassadar will always say "En Taro Adun".From the lore... Unless he's poked a lot, where he'll say "En Taro... me!"
  • Jack of All Stats: He's categorized as Support, but his wide variety of skills allow him to fulfill multiple roles. He has great waveclear from Psionic Storm, and can temporarily fulfill Warrior/Assassin role with Archon heroic and some supplementary talents. Ironically, actual healing is the one thing he's not good at.
  • Light Is Good: Tassadar was the Big Good of the first Starcraft game, and wears golden armour fit for a paladin.
  • Magikarp Power: Tassadar's level 1 talents were the first quests in the game with two completion milestones. Once he completes a quest halfway, he receives one bonus, with a second bonus granted when he completes it all the way, making him increasingly powerful as the game goes on. (Nowadays there are heroes who have three milestones.)
  • Mecha: One of his alternate skins, complete with a jet mode mount, new attack animations, and custom voice files full of shout-outs. Technically it's a Humongous Mecha from the same Kaiju universe as Anub'arak's Cyb'arak and Diablo's Kaijo skins, but you wouldn't know that.
  • Mind Rape: Psionic Storm, if we follow Starcraft's lore. His Mecha skin uses a Macross Missile Massacre.
  • Mythology Gag: In his Stop Poking Me! lines he makes references to units seen in the original StarCraft that didn't return to StarCraft IInote  and expresses confusion as to what a Void Ray is.note 
  • Non-Entity General: He he still refers to the player as Executor, just like in StarCraft.
  • And Now for Someone Completely Different: Mecha Tassadar comments that his designer named him after the video game character, and as a robot who just happens to share Tassadar's name he has no personal connections either way to Raynor and Zeratul or Kerrigan and the Zerg, though he comments that Zeratul seems familiar to him for some reason. Also, he doesn't understand Khalani.
  • Power Floats: Levitates instead of walking. Curiously, he still rides a horse as mount.
  • Psychic Radar: His Oracle ability, which can be upgraded to 15 sec cooldown. He can utterly shut down stealth heroes if timed right.
  • Rule of Cool: In-universe. Mecha Tassadar's secondary function is, "Looking really damn cool!"
  • Shock and Awe: Psionic Storm appears this way, as do his basic attacks in Archon form.
  • Super Mode: Can turn into an Archon as one of his heroics. At level 20, he can take a talent to stay in Archon form indefinitely, so long as he keeps attacking.
  • Took a Level in Badass: He was always a badass, but he gets a special mention in this game. Normally, forming an Archon is a Dangerous Forbidden Technique that requires two High or Dark Templar to undergo a permanent Fusion Dance; the two rarely last long. That Tassadar can form one solo and revert at will is impressive, the mythical Twilight Archon notwithstanding.
  • True Sight: While Oracle is active, Tassadar gains increased vision range, unobstructed vision, and can see invisible heroes as well as identify illusions (such as the ones created by Nova and Samuro).

    Gazlowe, Boss of Ratchet 

Voiced by: Travis Willingham

https://static.tvtropes.org/pmwiki/pub/images/gazlowe_hots.jpg

Information about the current version of Gazlowe can be found here.


The leader of the goblin city of Ratchet, Gazlowe designed the foundations for the orcish and Horde capital of Ogrimmar. Being a goblin, one of his greatest natures is tinkering and designing, inventions and creations that always don't tend to be 100% safe.

Gazlowe is a Melee Assassin hero, representing the Goblin Tinker hero unit from Warcraft III, who excels at capturing mercenaries and guarding a location. His trait, Salvager, allows him to collect Scrap from destroyed enemy structures and his own turrets, restoring mana and reducing his cooldowns. He can also activate his trait to instantly dismantle a Rock-It! Turret to obtain Scrap. His Rock-It! Turret allows him to place a stationary turret in a targeted location and can store up to two charges. Deth Lazor has him stand still and charge a laser beam that increases in power, length, and width the longer he charges it. Xplodium Charge places a bomb with a 2.5-second delay that explodes to deal damage and stun enemies caught in the blast radius. Also, Gazlowe has a fourth ability called Focus Turrets!, which makes his Rock-It! Turrets focus on a single target if possible.

His first Heroic is Robo-Goblin, which passively increases his Basic Attack damage by 100% and can be activated to increase his movement speed and Armor for a few seconds. His second Heroic is Grav-O-Bomb 3000, which pulls in enemies after a 2-second delay, dealing heavy damage.

His current skins are Chief Engineer Gazlowe, Mad Martian Gazlowe, Big Top Gazlowe, and Paper Bag Gazlowe.


  • Awesome Backpack: He has an attack robot attached to his back. Proton Packs, eat your heart out.
  • Boring, but Practical: His Robo-Goblin heroic may not be that astounding, but in maps where mercenaries, especially boss camps, are easily accessible, this heroic is definitely useful, and the bonus damage isn't bad for smacking around enemy heroes either.
  • Brown Bag Mask: His Hallow's End "costume" is a brown bag over his robot's head with something (which changes depending on the tint) drawn on it.
  • Chainsaw Good: More like Sawblade Good when he takes his Robo-Goblin heroic, but the feel is definitely there. Taking the heroic permanently replaces the clamps on his robot's arms with sawblades.
  • Cooldown Manipulation: His Salvager trait allows him to reduce the cooldown of his abilities each time he gathers Scrap from his destroyed Rock-It! Turrets or from destroyed enemy structures. Note that this trait is also applied to his Heroics.
  • Crippling Overspecialization: Gazlowe excels at sieging with his wave-clear and merc-capturing ability... and that's about it. He doesn't quite do enough damage to serve as a main Assassin, his nukes are easily dodgeable, his survivability is mediocre at best, and his mobility is virtually non-existent, making him relatively weak against actual heroes.
  • Demolitions Expert: Turrets, bombs, and a big gravity-bomb heroic.
  • Epic Fail: One of the tints for his Paper Bag skin (aptly named "Awkward") has a penguin drawn on it... upside-down.
  • The Engineer: He attacks exclusively with machines. Even his basic attacks are performed by his backpack.
  • The Goggles Do Nothing: He wears a pair of goggles on his forehead.
  • Lightning Gun: His Deth Lazor shoots an electrified laser beam.
  • My God, What Have I Done?: If he lands a kill on Sgt. Hammer, he almost cries, since he had to blow up such a beautiful tank.
  • Odd Friendship: Seems to have this with Hammer "off duty" as implied by the 2016 Lunar New Year trailer. Also has this with Junkrat, with the two of them discussing explosives.
  • Our Goblins Are Different: Warcraft goblins are wacky inventor-types with Chicago accents and a mercantile bent.
  • Proud Merchant Race Guy: Plenty of his quotes reflect this.
  • Rich Boredom: While he's definitely not bored of being rich, he isn't a huge fan of his job.
    Gazlowe: You know what the best part of being boss of Ratchet is? Because I'd love to know. I mean seriously, it's so boring.
  • The Rival: If Gelbin Mekkatorque makes it into the game (his model was teased at BlizzCon '13) it seems likely the old Gnomes vs Goblins rivalry will flare up. It certainly does in an unused kill quote voice file.
  • The Scrooge: Unsurprising, as a Warcraft goblin.
  • The Turret Master: His main strategy. Unlike fellow turret master Probius, he focuses on several tiny turrets rather than one big one.
  • Wave-Motion Gun: His charged laser can have this feel, what with its huge range, areal effect and damage.
  • Weapons That Suck: His Grav-o-Bomb heroic sucks all enemies in its area and deal massive damage.
  • We Are Experiencing Technical Difficulties: Amusingly, if you stun him, it's his robot that gets dizzy while Gaz presses the control repeatedly to try and get it back online.
  • Xtreme Kool Letterz: All of his basic abilities are spelled like this, but particularly Deth Lazor. He also has this on a handful of talents, like EZ-PZ Dimensional Ripper, Ark Reaktor, and Kwik Release Charge.

Top