A race's racial abilities, and the class choice it opens, for PvE as a whole: levelling 1 to 60, then dungeons and raids at 60. It is not a ranking of the race's classes: a race isn't better because
Warriors are strong, only because its racials help the Warrior it makes.
The subjects are the 10 races: five per faction, the two Skyborne versions counted apart because their racials and classes differ.
The average of its classes. For every criterion but `choice`, judge what the racials give each class the race can play, each class counted equally, then give the whole number nearest that average. A half rounds the way the facts support better; if they are even, down. A racial that helps one class of six a lot and the rest not at all scores as a small gain for the race.
The racials are rated from their tooltips and the client's numbers; none has been measured in play. The beta stops at level 30, so what a racial is worth at 60 is judged, not tested.
The racials are those after the 15 October rework, which replaced the weapon racials with
Savage (
Orc, +1% crit),
Ruthless (
Human, +2% crit) and
Earth Fury (
Dwarf, +2% critical damage and healing), none of which needs a weapon.
A race is rated as the average of the classes it can play, each counted equally, so a racial that helps one class a lot and the others not at all counts as a small gain. Class choice is counted, not judged: the classes a race can play, plus those among them that can heal, plus those that can tank.
Every score is a whole number from 1 to 5 against written anchors, and the tier comes from the weighted score alone: no race is placed by hand. Two scorers rated every race without seeing each other's work; where they differed, the score the facts supported better was kept, never an average, and a final pass checked that equal racials got equal scores. A fact audit on 19 October corrected five misread racials, among them
Touch of the Grave, which drains the target and so adds damage as well as healing.
The races are ranked against each other. Each criterion is measured on fixed anchors, then rescaled so that the best of the ten races scores 5 and the worst scores 1, with the rest in proportion. On the fixed anchors every race sat close to the middle, because no racial in Forever is worth more than about 2 to 3% sustained damage; the rescaling shows who is strongest and weakest at each thing. Even so no race reaches A or S; the highest is
Undead at 3.45, a B: every race is strong at some things and weak at others, and those average out. A low tier means weaker than the other races here, not a bad pick: race matters far less than class and spec.
This list has a twin: the PvP list rates the same ten races on its own criteria, so a race can sit high on one and low on the other.
The formula is open to change: a different weight or threshold makes a new version of the list, with every race that moves saying why.
The rubric: each criterion scored 1 to 5| Criterion | Weight | What it measures |
|---|
| Damage and healing racials | 35 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. Across its classes, a strong throughput racial: an on-use cooldown that raises damage or healing by about 10% for 15 seconds or more every few minutes, plus an always-on gain (crit, haste or crit damage) that every one of its classes uses: 5. A modest gain most of its classes use: a small always-on bonus (about 1–2% crit, or a few % haste), or a burst cooldown that half its classes get full value from: 3. No racial that raises its classes' damage or healing, or one that only works on one creature type: 1. |
|---|
| Survival | 15 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. Racials that keep its classes alive in PvE on most fights: more health, a damage cut on use, an immunity to a common danger (poison, disease, curse, fear, stun) or a threat drop: 5. One racial that helps on some fights (a cleanse of one effect type, a small dodge or health gain): 3. Nothing that keeps a character alive in PvE: 1. |
|---|
| Sustain and downtime | 15 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. Cuts drinking and eating for most of its classes: health and mana back between pulls, regeneration in combat, a bigger resource pool: 5. Helps some classes rest less, or helps all a little: 3. Nothing that shortens downtime: 1. |
|---|
| Class choice | 15 | Counted, not judged: the classes the race can play, plus those among them that can heal, plus those that can tank. 12 or more: 5. 10 to 11: 4. 8 to 9: 3. 7: 2. 6 or less: 1. Then rescaled like the other criteria, so the race with the most options scores 5 and the fewest 1. |
|---|
| Travel and utility | 10 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. Moves its characters faster through the world or gives them group utility on most days: lasting speed, safe falls, stealth or detection, a group stun, a quick corpse run: 5. One useful travel or utility racial: 3. Nothing outside combat numbers: 1. |
|---|
| Professions and economy | 10 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. A racial that earns or saves real gold or materials for most players: extra loot, free gathering, fewer failed crafts on a profession many of its players take: 5. A small profession bonus, or one that helps only a minority of its players: 3. No effect on professions or gold: 1. |
|---|
An entry’s tier comes from its weighted score. A tier set by hand instead says why in its write-up. Within a tier,
the best score comes first.
- S 4.25 or more
- The best choice for this purpose. Strong on the criteria that count most, with no real weakness.
- A 3.75 or more
- Very strong. A little behind S, or one clear weakness.
- B 3.25 or more
- Good. Does the job well without special effort.
- C 2.75 or more
- Workable. About average on the rubric; nothing stands out either way.
- D 2.25 or more
- Weak. It works, but you will feel the gap; pick it for other reasons.
- F below 2.25
- Poor for this purpose. Avoid it unless something else decides for you.
- Racials as of the stated build: the client's tooltips, cooldowns and numbers, after the 15–16 Oct racial rework.
- Each class played in its usual PvE specs, levelling and at 60 in dungeons and raids, as the class guides set them out.
- Gear: levelling gear, then pre-raid blues at 60; raids count from 9 Dec.
- No Legacy perks and no world buffs.
- Faction is not rated. Each race is rated on its own racials; which faction has the better class mix or numbers is not part of the score.
- The game rules of the stated build. A patch that changes a racial makes a new version.
Rated from the client data and our research, before anyone has played it at this level on this build. Where the data stops, the write-up says what it assumed.
Choose a race on the chart to see why it sits where it does.
Touch of the Grave adds a little damage and healing for six classes and
Cannibalize is strong downtime relief, which tops the PvE list.
Scores for
Undead| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●○○ 3 |
|---|
| Survival | 15 | ●●●●● 5 |
|---|
| Sustain and downtime | 15 | ●●●●● 5 |
|---|
| Class choice | 15 | ●●●●○ 4 |
|---|
| Travel and utility | 10 | ●●○○○ 2 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 3.45, which is B tier.
Touch of the Grave gives
Priest,
Mage and
Warlock a 30% chance, and
Warrior,
Paladin and
Rogue a 20% chance, to drain the target on a spell or attack, for up to 5% of maximum health with a 25 second internal cooldown. It damages the target as well as healing the Undead, worth about 1.5 to 2% more damage at 60, which is an estimate and about the same as
Human
Ruthless. Cannibalize (2 minutes, 5 yards) restores 35% of health and mana over 10 seconds beside a Humanoid or Undead corpse, and suits Priest, Mage, Warlock and Paladin most.
Will of the Forsaken (2 minutes) removes charm, fear and sleep, so Undead has the top survival score, level with
Orc and
Dwarf. Healers gain little from the drain, because it needs a hostile target.
Underwater Breathing is the only utility, and nothing touches professions or gold. Ten class and role options, with Priest and Paladin as healers and Warrior and Paladin as tanks, is among the larger sets.
It is not A because its damage is only mid-table, its utility is low and it has no economy effect, so the best survival and downtime scores cannot carry it alone. The Skyborne and Orc score higher on damage. 3.45 is 0.30 short of A.
Strengths
- Best survival score (fear, charm and sleep break)
- Best downtime relief in
Cannibalize - Drain adds damage and healing
- Ten class and role options
Weaknesses
- Damage only mid-table
- Weak on utility
- No profession or gold effect
- Drain needs a hostile target
What would move it: A measured Touch of the Grave gain above 2%, or lower scores for the Skyborne and Orc on damage, would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- The 1.5 to 2% damage from
Touch of the Grave is an estimate, not a measurement.
Read the Undead guide · Back to the chart
Wind Blessed is the strongest sustained racial of any race, and
Read Ley Line gives strong downtime relief near a ley line.
Scores for
Skyborne (High Order)| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●●● 5 |
|---|
| Survival | 15 | ●○○○○ 1 |
|---|
| Sustain and downtime | 15 | ●●●●○ 4 |
|---|
| Class choice | 15 | ●●○○○ 2 |
|---|
| Travel and utility | 10 | ●●●●○ 4 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 3.30, which is B tier.
Wind Blessed adds 3% melee, ranged and spell haste for all five classes, always on, which is the strongest sustained racial of any race (it was 1% before the 15 Oct build). Read Ley Line (2 minutes, 2 second cast, castable while moving) gives +100% health and mana regeneration for 15 minutes near a ley line, so it is strongest while questing, and lasts 30 seconds elsewhere.
Walk on Air (90 seconds) is a 10 second glide that breaks falls for all five classes.
Elemental Insight is +5% damage to
Elementals only. The glide is the whole of the survival offer, which is among the weakest of the ten, and nothing touches professions or gold. High Order plays
Warrior,
Hunter,
Mage,
Rogue and
Druid, the only Skyborne with a Mage, with Druid as its one healer and Warrior or Druid as tanks.
It is not A because its survival is among the weakest of the ten and its class choice of eight is the second smallest, which pulls back the top damage score. Walk on Air is a safe fall and nothing more. 3.30 is 0.45 short of A.
Strengths
- Strongest sustained racial of any race
- Strong regeneration near ley lines
Walk on Air for all five classes- Only Skyborne with a
Mage
Weaknesses
- Weakest survival of the ten
- Second smallest class choice
Read Ley Line weak away from a line- No profession or gold effect
What would move it: Evidence that ley lines are common at 60 would lift it, and a measured haste gain below 3% would lower it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- How common ley lines are at 60 is not known.
Read the Skyborne (High Order) guide · Back to the chart
Wind Blessed gives the strongest sustained racial of any race and
Skysight adds the most travel, for Horde
Shaman,
Hunter,
Rogue and
Druid.
Scores for
Skyborne (Windshaper)| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●●● 5 |
|---|
| Survival | 15 | ●○○○○ 1 |
|---|
| Sustain and downtime | 15 | ●○○○○ 1 |
|---|
| Class choice | 15 | ●●●●○ 4 |
|---|
| Travel and utility | 10 | ●●●●● 5 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 3.25, which is B tier.
Wind Blessed adds 3% melee, ranged and spell haste for all five classes, always on, which is the strongest sustained racial of any race. Skysight (2 minutes, 0.5 second cast, castable while moving) gives +10% movement and mounted speed for 15 minutes near an elemental convergence and 30 seconds elsewhere, and
Walk on Air (90 seconds) is a 10 second glide. Together they give the best utility score, level with
Night Elf and
Tauren.
Windshaper has no regeneration racial, so its downtime relief is among the weakest of the ten, and the glide is its only survival help.
Elemental Insight is +5% damage to
Elementals only. It plays
Warrior, Hunter, Rogue, Druid and Shaman, with Druid and Shaman as healers and Warrior, Druid and Shaman as tanks.
It is not A because its survival and sustain are among the weakest of the ten, with nothing that heals, cleanses or shortens downtime. The speed and haste carry the score. 3.25 is 0.50 short of A.
Strengths
- Strongest sustained racial of any race
Skysight speed and
Walk on Air- Ten class and role options
- Three tank classes
Weaknesses
- Weakest survival of the ten
- Weakest downtime relief
Skysight short away from a convergence- No profession or gold effect
What would move it: Evidence that convergences are common at 60 would lift it; a measured haste gain below 3% would lower it, and relative scores move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- How common elemental convergences are at 60 is not known.
Read the Skyborne (Windshaper) guide · Back to the chart
Blood Fury and
Savage give the strongest burst of any race, and
Shatter Curse and
Hardiness give some of the best survival of the ten.
Scores for
Orc| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●●● 5 |
|---|
| Survival | 15 | ●●●●● 5 |
|---|
| Sustain and downtime | 15 | ●○○○○ 1 |
|---|
| Class choice | 15 | ●●○○○ 2 |
|---|
| Travel and utility | 10 | ●○○○○ 1 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 3.15, which is C tier.
Blood Fury (3 minutes) raises attack power and spell power by 10% for 15 seconds with no healing penalty, which is well under +10% damage, and Savage adds 1% crit always on. Together they are worth roughly +0.4 to 0.8% and +0.5 to 1% for all six classes, the strongest damage score of the ten, level with the Skyborne.
Shatter Curse (3 minutes) removes curses and banes and cuts magic damage by 5% for 8 seconds, and Hardiness shortens stuns by 20%, so survival is level with
Undead and
Dwarf at the top. Nothing shortens downtime and nothing helps professions, gold or travel. Orc plays
Warrior,
Hunter,
Mage,
Rogue,
Warlock and
Shaman, with Shaman as its only healer and Warrior or Shaman as tanks.
It is not B because nothing shortens its downtime, it has no utility or economy effect, and its class choice of nine is lower than most. Damage and survival are the only two criteria it leads. 3.15 is 0.10 short of B.
Weaknesses
- Nothing shortens downtime
- No utility effect
- No profession or gold effect
- One healer only
What would move it: Lower scores for the Skyborne on damage or a measured Blood Fury above 10% would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
Read the Orc guide · Back to the chart
Stoneform gives top survival and
Find Treasure the best economy, with the widest class choice, but damage is the joint weakest of the ten.
Scores for
Dwarf| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●○○○○ 1 |
|---|
| Survival | 15 | ●●●●● 5 |
|---|
| Sustain and downtime | 15 | ●○○○○ 1 |
|---|
| Class choice | 15 | ●●●●● 5 |
|---|
| Travel and utility | 10 | ●●○○○ 2 |
|---|
| Professions and economy | 10 | ●●●●● 5 |
|---|
Weighted score 2.70, which is D tier.
Stoneform (3 minutes) cuts physical damage by 10% and makes you immune to bleed, poison and disease for 8 seconds, for all six classes and for
Warrior,
Paladin and
Shaman tanks in particular. Find Treasure adds a chance of extra items from most chests, which gives the best economy score, level with
Tauren.
Earth Fury makes critical hits 2% stronger, worth about +0.1 to 0.4% for any class, healers included.
Big Game Hunter is +5% damage to Beasts only, so damage is the joint weakest of the ten. Nothing shortens downtime. Dwarf plays Warrior,
Hunter,
Rogue,
Priest, Paladin and Shaman, twelve class and role options with three healers and three tanks, which is the widest choice of any race.
It is not C because its damage is the joint weakest of the ten and nothing shortens its downtime, so survival, class choice and chests cannot make up the gap. Utility is also low. 2.70 is 0.05 short of C.
Strengths
- Widest class choice, twelve options
- Best economy from
Find Treasure - Top survival score
- Three healers and three tanks
Weaknesses
- Weakest damage of the ten
- Nothing shortens downtime
- Low utility
Find Treasure helps gold only
What would move it: A stronger Earth Fury, or a weaker damage score for Tauren, would lift it a place; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
Read the Dwarf guide · Back to the chart
Ruthless is a steady +2% crit for seven classes, and
Will to Survive helps on stun fights, but nothing else stands out.
Scores for
Human| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●○○ 3 |
|---|
| Survival | 15 | ●●●○○ 3 |
|---|
| Sustain and downtime | 15 | ●●○○○ 2 |
|---|
| Class choice | 15 | ●●●●○ 4 |
|---|
| Travel and utility | 10 | ●●○○○ 2 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 2.70, which is D tier.
Ruthless adds 2% crit to spells and attacks for all seven classes, about +2% for melee and +1% for spells and heals, which puts it level with
Undead on damage. Will to Survive (3 minutes) removes every stun, which matters on some dungeon fights.
The Human Spirit adds 5% Spirit, which helps
Priest,
Paladin and
Warlock a little, and
Perception (3 minutes, 20 seconds) raises stealth detection.
Human is mid-table on survival and has no profession or gold effect. It plays
Warrior,
Hunter,
Mage,
Rogue, Priest, Warlock and Paladin, eleven class and role options with Priest and Paladin as healers and Warrior and Paladin as tanks, among the widest sets.
It is not C because it is mid-table on damage and survival and leads on nothing, with little sustain or utility and no economy effect. Class choice is its best score. 2.70 is 0.05 short of C.
Strengths
- Always-on +2% crit for seven classes
- Eleven class and role options
Will to Survive stun removal- Spirit helps healers a little
Weaknesses
- Leads on no criterion
- Little downtime relief
Perception is niche- No profession or gold effect
What would move it: A measured Ruthless above 2%, or evidence that dungeon stuns are common at 60, would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- How often stuns matter in 60 dungeons is not known.
Read the Human guide · Back to the chart
Berserking is a burst for seven classes and
Regeneration eases health downtime, but survival is among the weakest of the ten.
Scores for
Troll| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●○○ 3 |
|---|
| Survival | 15 | ●○○○○ 1 |
|---|
| Sustain and downtime | 15 | ●●●●○ 4 |
|---|
| Class choice | 15 | ●●●●○ 4 |
|---|
| Travel and utility | 10 | ●○○○○ 1 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 2.60, which is D tier.
Berserking (3 minutes) gives +10% attack and casting speed for 10 seconds for all seven classes, worth at most +0.56% sustained. Regeneration is +20% health regeneration, 20% of it continuing in combat (its bonus was doubled to +20% on 15 Oct).
Rapid Regeneration (3 minutes) restores 50% of health over 6 seconds, health only and no mana, which gives the second-best downtime relief after
Undead.
Moving, acting or damage cancels Rapid Regeneration, and only 20% of Regeneration applies in combat, so survival is among the weakest of the ten.
Beast Slaying is +5% damage to Beasts. Nothing helps utility or economy. Troll plays
Warrior,
Hunter,
Mage,
Rogue,
Priest,
Warlock and
Shaman, eleven class and role options.
It is not C because its survival is among the weakest of the ten, since Rapid Regeneration is cancelled by damage, and it has no utility or economy effect. Mana users get no downtime help. 2.60 is 0.15 short of C.
Strengths
Berserking for seven classes- Strong health downtime relief
- Eleven class and role options
Regeneration helps all classes
Weaknesses
- Among the weakest survival of the ten
Rapid Regeneration breaks on damage- Health only, no mana
- No utility or economy effect
What would move it: Rapid Regeneration that survives damage would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
Read the Troll guide · Back to the chart
Elune's Light is a crit burst for five classes and
Shadowmeld, speed and ghost travel give the best utility, but nothing shortens downtime.
Scores for
Night Elf| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●○○ 3 |
|---|
| Survival | 15 | ●●●○○ 3 |
|---|
| Sustain and downtime | 15 | ●○○○○ 1 |
|---|
| Class choice | 15 | ●●○○○ 2 |
|---|
| Travel and utility | 10 | ●●●●● 5 |
|---|
| Professions and economy | 10 | ●○○○○ 1 |
|---|
Weighted score 2.55, which is D tier.
Elune's Light (3 minutes) gives +10% crit with spells and attacks for 15 seconds, about +0.4 to 0.8% sustained, for all five classes. Shadowmeld drops threat and skips packs,
Quickness adds +2% movement speed and
Wisp Spirit +75% speed as a ghost, and
Rogue and
Druid stealth as if one level higher. Utility is the best of the ten, level with Skyborne
Windshaper and
Tauren.
Quickness also gives +1% dodge, and with Shadowmeld that makes survival mid-table. Nothing shortens downtime and nothing touches professions or gold. Night Elf plays
Warrior,
Hunter, Rogue,
Priest and Druid, nine class and role options with Priest and Druid as healers.
It is not C because nothing shortens its downtime, it has no profession effect, and its class choice of nine is lower than most. Damage and survival are only mid-table. 2.55 is 0.20 short of C.
Weaknesses
- Nothing shortens downtime
- No profession or gold effect
- Nine class and role options
- No always-on damage gain
What would move it: A clear threat drop in Shadowmeld for tanks and healers, or a lower utility score for Windshaper and Tauren, would lift it; relative scores move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- How well
Shadowmeld skips packs in 60 dungeons is not known.
Read the Night Elf guide · Back to the chart
War Stomp,
Plainsrunning and
Cultivation give the best utility and economy, but damage is the joint weakest of the ten.
Scores for
Tauren| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●○○○○ 1 |
|---|
| Survival | 15 | ●●●○○ 3 |
|---|
| Sustain and downtime | 15 | ●○○○○ 1 |
|---|
| Class choice | 15 | ●●○○○ 2 |
|---|
| Travel and utility | 10 | ●●●●● 5 |
|---|
| Professions and economy | 10 | ●●●●● 5 |
|---|
Weighted score 2.25, which is D tier.
War Stomp (90 seconds, 0.5 second cast) stuns up to five enemies within 8 yards for 2 seconds, and works in
Bear Form. Plainsrunning gives up to 30% speed after continuous movement, and Cultivation (15 minutes) grows a duplicate herb to harvest without
Herbalism, level-gated since 24 Sep. Utility is the best of the ten, level with
Night Elf and
Windshaper, and economy is the best, level with
Dwarf.
Endurance is +5% health and +2% critical damage and healing, which is the whole of the damage offer and the weakest of the ten, level with Dwarf. War Stomp counts under utility, not survival, so survival rests on the health bonus alone and is mid-table. Cultivation helps a herbalist
Druid,
Hunter,
Shaman or
Warrior only. Tauren plays Warrior, Hunter, Druid and Shaman, nine class and role options with three tanks.
It is not C because its damage is the joint weakest of the ten, nothing shortens its downtime and its class choice of nine is lower than most. The best utility and economy cannot make up the gap. 2.25 is 0.50 short of C.
Strengths
- Best utility, level with two races
- Best economy, level with
Dwarf
War Stomp group stop- Three tank classes
Weaknesses
- Weakest damage of the ten
- Nothing shortens downtime
- Only four classes
Cultivation helps herbalists only
What would move it: A stronger
Endurance, or more herbs worth gathering at 60, would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
- How much
Cultivation is worth at 60 is not known.
Read the Tauren guide · Back to the chart
Gnome's burst racial gives direct-damage casters +10% damage for 8 seconds, but Gnome has the smallest class choice and little else for PvE.
Scores for Gnome| Criterion | Weight | Score |
|---|
| Damage and healing racials | 35 | ●●●○○ 3 |
|---|
| Survival | 15 | ●○○○○ 1 |
|---|
| Sustain and downtime | 15 | ●●○○○ 2 |
|---|
| Class choice | 15 | ●○○○○ 1 |
|---|
| Travel and utility | 10 | ●●○○○ 2 |
|---|
| Professions and economy | 10 | ●●●○○ 3 |
|---|
Weighted score 2.15, which is F tier.
Eureka! (2 minutes) makes non-periodic damaging abilities cost 10% less and deal 10% more for 8 seconds, worth about +0.25 to 0.6%, on a par with
Troll
Berserking.
Mages,
Rogues and direct-damage
Priests and
Warlocks gain; damage-over-time specs gain little.
Expansive Mind adds 5% maximum Mana, Energy or Rage for all five classes.
Escape Artist (2 minutes) frees you from movement-impairing effects but has little PvE value for
Warrior, Mage, Rogue, Priest or Warlock, so survival is among the weakest of the ten.
Engineering Specialization makes devices fail 20% less often, which helps only engineers and gives a mid-table economy score. Gnome plays Warrior, Mage, Rogue, Priest and Warlock, seven class and role options with one healer and one tank.
It is not D because it has the smallest class choice of the ten and its survival is among the weakest, so one mid-table damage score does not lift it. Utility and sustain are low. 2.15 is 0.10 short of D.
Weaknesses
- Smallest class choice of the ten
- Among the weakest survival
Escape Artist has little PvE use- One healer and one tank
What would move it: A wider class list, or a lower class choice for another race, would lift it; relative scores also move when another race's racial changes.
Rated on assumptions:
- The racials are rated from their tooltips; none has been measured in play.
- Everything at level 60 is projected; nobody has played past the beta cap of 30.
Read the Gnome guide · Back to the chart