A race's racial abilities, and the class choice it opens, for PvP at level 60: open-world fights and battlegrounds, against players of similar level and gear. It is not a ranking of the race's classes. Every criterion but `choice` is the average over the classes the race can play, each counted equally, as on the PvE list.
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 Human 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 PvE 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 |
|---|
| Breaks and escapes | 30 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. An on-use break from a whole family of control that every class fears (all stuns, or all fears and charms), on a cooldown of 2–3 minutes; or an always-on cut to control that works every fight: 5. A break for a narrower family (roots and slows, or one effect type such as curses or poisons), or a passive that shortens one kind of control a little: 3. Nothing that frees the character from control: 1. |
|---|
| Burst | 25 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. An on-use cooldown that raises damage by about 10% or more for 10–15 seconds, lined up with the class's own cooldowns, plus an always-on gain to crit, crit damage or haste, for every class it plays: 5. One of the two, or a burst that half its classes use fully: 3. Nothing that raises damage against players: 1. |
|---|
| Defensives | 20 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. A racial that turns a losing fight: a large damage cut or immunity on use, more health, or healing in combat that a player can't stop: 5. A small or narrow one: a few % damage cut against one school, a small health or dodge gain, a heal that damage interrupts: 3. Nothing that keeps the character alive against players: 1. |
|---|
| Mobility and utility | 15 | Measured against these anchors, then rescaled so the best of the ten races scores 5 and the worst 1. Wins fights outside the numbers: an area stun, stealth or stealth detection, an extra stealth level, a lasting speed boost that keeps working in combat: 5. One such tool, or several small ones (a short sprint, a safe fall): 3. Nothing beyond the numbers above: 1. |
|---|
| Class choice | 10 | 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. |
|---|
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 in a PvP-minded build of its usual specs, as the open-world PvP research notes set them out.
- Gear: pre-raid blues. No honor gear yet.
- Opponents of any class and race, so a racial is worth what it does against the whole field, not one matchup.
- Faction is not rated. Population, battleground queue times and which faction's classes are stronger are not part of the score.
- The game rules of the stated build.
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.
Will to Survive is the only full stun break in the game, and
Ruthless and
Perception add steady crit and stealth detection.
Scores for
Human| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●●●●● 5 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●○○○○ 1 |
|---|
| Mobility and utility | 15 | ●●●●○ 4 |
|---|
| Class choice | 10 | ●●●●○ 4 |
|---|
Weighted score 3.45, which is B tier.
Will to Survive (3 minutes) removes every stun for all seven classes, the only full stun break in the game, which gives the joint strongest control-break score of the ten, level with
Undead. Ruthless adds 2% crit always on, a mid-table burst gain with no cooldown. Perception (3 minutes, 20 seconds) greatly raises stealth detection against
Rogues and
Druids.
Human has no defensive racial, the weakest defence of the ten along with
Windshaper,
Gnome and
High Order. It plays seven classes:
Warrior,
Hunter,
Mage, Rogue,
Priest,
Warlock and
Paladin, eleven class and role options. Casters and melee alike get the same stun answer.
It is not A because it has no defensive racial and its burst is a small passive rather than a cooldown. One strong break cannot lift every criterion. 3.45 is 0.30 short of A.
Strengths
- Only full stun break in the game
Stealth detection against
Rogues and
Druids- Always-on +2% crit
- Eleven class and role options
Weaknesses
- No defensive racial
- Burst is a small passive
Will to Survive on 3 minutes- No speed or sprint
What would move it: A stun break on a shorter cooldown, or a defensive racial, 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 decide PvP fights at 60 is not known.
Read the Human guide · Back to the chart
Will of the Forsaken breaks fear and charm and
Touch of the Grave drains in combat, but it has the weakest burst and no mobility.
Scores for
Undead| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●●●●● 5 |
|---|
| Burst | 25 | ●○○○○ 1 |
|---|
| Defensives | 20 | ●●●●○ 4 |
|---|
| Mobility and utility | 15 | ●○○○○ 1 |
|---|
| Class choice | 10 | ●●●●○ 4 |
|---|
Weighted score 3.10, which is C tier.
Will of the Forsaken (2 minutes) removes charm, fear and sleep for all six classes, level with
Human for the strongest break score, and answers
Priest,
Warlock and
Warrior fears. Touch of the Grave gives a 30% (Priest,
Mage, Warlock) or 20% (Warrior,
Paladin,
Rogue) chance on a spell or attack to drain up to 5% of maximum health, with a 25 second internal cooldown. The drain heals and adds a little damage, so it counts under defensives and burst, as
Stoneform counts twice.
The drain is too small to give the burst score more than the joint lowest of the ten, and Undead has no mobility racial.
Cannibalize is cancelled by damage and
Underwater Breathing is no help in a fight. Undead plays Warrior, Mage, Rogue, Priest, Warlock and Paladin, ten class and role options.
It is not B because its burst is the joint weakest of the ten and it has no mobility, so one break and a drain do not make up the gap. Human leads it on both stun and speed answers. 3.10 is 0.15 short of B.
Strengths
Fear, charm and sleep break- In-combat drain heal
- Second-best defensives
- Ten class and role options
Weaknesses
- Joint weakest burst of the ten
- No mobility
- No stun break
- Drain is small
What would move it: A larger Touch of the Grave, or a speed racial, 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 drain value in PvP is estimated from its tooltip.
Read the Undead guide · Back to the chart
Blood Fury is the strongest burst cooldown of any race, and
Hardiness and
Shatter Curse give some breaks and defence, but no mobility.
Scores for
Orc| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●●●○○ 3 |
|---|
| Burst | 25 | ●●●●● 5 |
|---|
| Defensives | 20 | ●●○○○ 2 |
|---|
| Mobility and utility | 15 | ●○○○○ 1 |
|---|
| Class choice | 10 | ●●○○○ 2 |
|---|
Weighted score 2.90, which is C tier.
Blood Fury (3 minutes) raises attack power and spell power by 10% for 15 seconds, well under +10% damage, but still the strongest burst score of the ten, and
Savage adds 1% crit. Hardiness shortens every stun by 20% and Shatter Curse (3 minutes) removes curses and banes, so breaks are mid-table.
Shatter Curse also cuts magic damage taken by 5% for 8 seconds, which is the whole defensive offer. Orc has no mobility racial. It plays
Warrior,
Hunter,
Mage,
Rogue,
Warlock and
Shaman, nine class and role options, so choice is among the lower scores.
It is not B because it only shortens stuns rather than breaking them, has no mobility, and its class choice is lower than most. Burst is the only criterion it leads. 2.90 is 0.35 short of B.
Weaknesses
- No mobility racial
- Stuns are shortened, not broken
- Defence is one 8 second cut
- Nine class and role options
What would move it: A Blood Fury that adds more than 10% damage, or a stun break, 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 is the strongest defensive racial of any race, and the widest class choice helps, but burst and mobility are the weakest.
Scores for
Dwarf| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●●●○○ 3 |
|---|
| Burst | 25 | ●○○○○ 1 |
|---|
| Defensives | 20 | ●●●●● 5 |
|---|
| Mobility and utility | 15 | ●○○○○ 1 |
|---|
| Class choice | 10 | ●●●●● 5 |
|---|
Weighted score 2.80, which is C tier.
Stoneform (3 minutes) cuts physical damage by 10% for 8 seconds and clears bleed, poison and disease with immunity for all six classes, the strongest defensive score of the ten. It answers
Rogue poisons,
Warrior bleeds and
Hunter stings, which gives a mid-table break score, though there is no stun, fear or root break.
Earth Fury is a passive +2% critical damage and healing.
Burst is the joint weakest of the ten, since Earth Fury is only passive, and Dwarf has no mobility racial. It plays Warrior, Hunter, Rogue,
Priest,
Paladin and
Shaman, twelve class and role options, the widest choice of any race.
It is not B because its burst is the joint weakest of the ten, it has no mobility, and Stoneform breaks no stun, fear or root. Defence and class choice lead but are only two of five criteria. 2.80 is 0.45 short of B.
Strengths
- Strongest defensive racial of any race
Cleanses poison, bleed and disease- Widest class choice, twelve options
- Works for all six classes
Weaknesses
- Weakest burst of the ten
- No mobility racial
- No stun, fear or root break
Stoneform on a 3 minute cooldown
What would move it: A burst racial, or a lower defence score for
Tauren and
Undead, 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 Dwarf guide · Back to the chart
Shadowmeld, extra stealth and speed give the joint best mobility of any race, and
Elune's Light is a crit burst, but it breaks nothing.
Scores for
Night Elf| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●○○○○ 1 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●●○○○ 2 |
|---|
| Mobility and utility | 15 | ●●●●● 5 |
|---|
| Class choice | 10 | ●●○○○ 2 |
|---|
Weighted score 2.40, which is D tier.
Shadowmeld, +2% movement speed and an extra stealth level for
Rogue and
Druid give the best mobility score, level with
Tauren, for all five classes. Elune's Light (3 minutes) gives +10% crit for 15 seconds, a mid-table burst with no passive.
Quickness adds 1% dodge, which is the whole defensive offer.
Night Elf has no control break, the weakest score there. How Shadowmeld discourages enemies in PvP is not documented. It plays
Warrior,
Hunter, Rogue,
Priest and Druid, nine class and role options.
It is not C because it cannot break any control effect and its defence is one point of dodge. Mobility and a mid-table burst are not enough. 2.40 is 0.35 short of C.
Weaknesses
- No control break
- Defence is +1% dodge
- Nine class and role options
- No passive burst
What would move it: Evidence that Shadowmeld drops PvP targets, or a break racial, 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
Shadowmeld works against players is not documented.
Read the Night Elf guide · Back to the chart
War Stomp and
Plainsrunning give the best mobility and
Endurance adds health, but it breaks nothing and has the weakest burst.
Scores for
Tauren| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●○○○○ 1 |
|---|
| Burst | 25 | ●○○○○ 1 |
|---|
| Defensives | 20 | ●●●●○ 4 |
|---|
| Mobility and utility | 15 | ●●●●● 5 |
|---|
| Class choice | 10 | ●●○○○ 2 |
|---|
Weighted score 2.30, which is D tier.
War Stomp (90 seconds, 0.5 second cast) stuns up to five enemies within 8 yards for 2 seconds, which gives the best mobility score, level with
Night Elf, and Plainsrunning adds up to 30% speed that is lost when hit. Endurance adds 5% health for
Warrior,
Hunter,
Druid and
Shaman, which gives the second-best defensives.
The +2% critical damage from Endurance is passive, so burst is the joint weakest of the ten, and Tauren has no control break. It plays only four classes: Warrior, Hunter, Druid and Shaman, nine class and role options with three tanks.
It is not C because it cannot break control effects and its burst is the joint weakest of the ten, a passive 2% crit damage. Mobility and health are not enough. 2.30 is 0.45 short of C.
Weaknesses
- No control break
- Weakest burst of the ten
Plainsrunning lost when hit- Only four classes
What would move it: A burst racial, or a control break, 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 Tauren guide · Back to the chart
Wind Blessed gives steady haste and
Skysight a 30 second sprint, but it has no control break and no defensive.
Scores for
Skyborne (Windshaper)| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●○○○○ 1 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●○○○○ 1 |
|---|
| Mobility and utility | 15 | ●●●●○ 4 |
|---|
| Class choice | 10 | ●●●●○ 4 |
|---|
Weighted score 2.25, which is D tier.
Wind Blessed adds 3% haste as a passive, a mid-table burst gain, for all five classes. Skysight (2 minutes) gives +10% movement and mounted speed, a 30 second sprint away from a convergence, and
Walk on Air (90 seconds) is a glide. Mobility is the third highest of the ten.
Windshaper has no control break and nothing defensive, the weakest on both. It plays
Warrior,
Hunter,
Rogue,
Druid and
Shaman, ten class and role options with Druid and Shaman as healers and three tank classes.
It is not C because it has no control break and no defensive, so haste and speed carry the whole score. Class choice is its other good score. 2.25 is 0.50 short of C.
Strengths
- Third-best mobility
Skysight sprint- Ten class and role options
- Passive +3% haste
Weaknesses
- No control break
- No defensive racial
- Burst is passive only
Skysight is short away from a convergence
What would move it: A sprint longer than 30 seconds, or a defensive, 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 Skyborne (Windshaper) guide · Back to the chart
Escape Artist breaks roots and slows and its burst racial adds +10% damage, but
Gnome lacks defence, mobility and class choice.
Scores for Gnome| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●●●○○ 3 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●○○○○ 1 |
|---|
| Mobility and utility | 15 | ●○○○○ 1 |
|---|
| Class choice | 10 | ●○○○○ 1 |
|---|
Weighted score 2.10, which is F tier.
Escape Artist (2 minutes) frees you from every movement-impairing effect and makes you immune for 3 seconds, for all five classes, which gives a mid-table break score.
Eureka! (2 minutes) is +10% damage for 8 seconds and lines up with a
Mage or
Rogue opener, with less for
Warrior, and gives a mid-table burst score.
Gnome has no defensive racial and no mobility racial.
Expansive Mind adds 5% maximum Mana, Energy or Rage. It plays Warrior, Mage, Rogue,
Priest and
Warlock, seven class and role options, the smallest choice of the ten.
It is not D because it has no defensive, no mobility and the smallest class choice of the ten. A root break and a burst are only two of five criteria. 2.10 is 0.15 short of D.
Weaknesses
- Smallest class choice of the ten
- No defensive racial
- No mobility racial
- No stun or fear break
What would move it: A wider class list, or a defensive, 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
Berserking is a burst for seven classes, but
Troll has no control break or mobility and
Rapid Regeneration works out of combat.
Scores for Troll| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●○○○○ 1 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●●○○○ 2 |
|---|
| Mobility and utility | 15 | ●○○○○ 1 |
|---|
| Class choice | 10 | ●●●●○ 4 |
|---|
Weighted score 2.00, which is F tier.
Berserking (3 minutes) gives +10% attack and casting speed for 10 seconds for all seven classes, a mid-table burst with no passive.
Regeneration is +20%, with 20% of it continuing in combat, and gives a small defence.
Rapid Regeneration is out of combat only, because damage cancels it. Troll has no control break and no mobility racial. It plays
Warrior,
Hunter,
Mage,
Rogue,
Priest,
Warlock and
Shaman, eleven class and role options, which is its best score.
It is not D because it has no control break, no mobility and only a small defence. Class choice and a mid-table burst are not enough. 2.00 is 0.25 short of D.
What would move it: A Rapid Regeneration that works in combat, or a control break, 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
Wind Blessed gives steady haste, but
High Order has no control break, no defensive and only a glide for mobility.
Scores for Skyborne (High Order)| Criterion | Weight | Score |
|---|
| Breaks and escapes | 30 | ●○○○○ 1 |
|---|
| Burst | 25 | ●●●○○ 3 |
|---|
| Defensives | 20 | ●○○○○ 1 |
|---|
| Mobility and utility | 15 | ●●○○○ 2 |
|---|
| Class choice | 10 | ●●○○○ 2 |
|---|
Weighted score 1.75, which is F tier.
Wind Blessed adds 3% haste as a passive, a mid-table burst gain, for all five classes.
Walk on Air (90 seconds) is a 10 second glide that breaks falls, which is the whole of the mobility offer.
Read Ley Line is strong only near a ley line.
High Order has no control break and nothing defensive, the weakest on both. It plays
Warrior,
Hunter,
Mage,
Rogue and
Druid, eight class and role options, with Druid as its only healer. The Mage is its one edge over
Windshaper.
It is not D because it has no control break and no defensive, and Walk on Air is its only mobility. It has the lowest score of the ten. 1.75 is 0.50 short of D.
Weaknesses
- No control break
- No defensive racial
- Mobility is only a glide
- Eight class and role options
What would move it: A control break, or a defensive racial, 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 Skyborne (High Order) guide · Back to the chart