The Blizzard EmpireWarcraft/Starcraft : Teron Gorefiend| Zeratul| Hydralisk | Kerrigan | Dentrag |Diablo: Druid | Assassin | Amazon | Barbarian | Necromancer | Paladin | Sorceress | Back |
![]() The leader of the undead magic users, known as Death Knights. Teron is an ancient orcan spirit dwelling within the body of a knight of Azeroth. Teron's goal is to gather the magical energy to open a dimensional portal to another world that he might conquer it. Strategy: Teron's only real option is intelligent use of his specials and hypers. Let's face it, his stats are very concentrated on specials. Battle Plan: Specials rely on having a lot of room. Teron is no exception. Combos: None Similar To: Storm, Blackheart Stats: Power: 3 Energy*: 9 Defense: 4 Speed: 4 Strength: D Weakness: H Ratio: 2 Special Moves: Whirlwind*: A tornado springs from the ground vertically (A)(B) Chill Touch*: Throws a green glowing stream of necromantic might. Drains HP (A)(D) Haste*: Raises the speed of the target by 2. Soul Kiss: Fires a large chill touch beam from the air (D) Skeleton Rush: Raises a corpse, and sends it at the enemy Basic Throw: Holds onto the enemy and drains life out of them Launcher: Creates a small gust of wind directly in front of him. (B) Hyper Attacks: Death and Decay*: A rain of black magic drops onto the enemy. 22 hits (D) Undead Legions: Does a chill touch(C) hold them, then throws them through 20 skeletons (D) Raise from Death: Resurrects a character who was defeating within 5 seconds. Become weak to Holy Enter: Raises from a pile of bones Taunt: Orcan spirits swirl around Teron Victory: Creates a dark portal and steps through Top |
![]() The leader of Dark Templar. Exiled from his home planet of Aiur centuries ago. Like all Dark Templar, Zeratul wields an energy blade capable of cutting through nearly anything. Zeratul is a hero character from the Starcraft series. Strategy: The trick to using Zeratul is to use his moves to stay away from the enemy. His speed and defense are too low to control the tempo of the match, but the Warp Blade, Zealot Fury, and Teleportation can be used to move. Battle Plan: Getting close to Zeratul will stop him from doing much of anything. Combos: Similar To: Wolverine, Ruby Heart Stats: Power: 6 Energy*: 7 Defense: 3 Speed: 4 Ratio: 2 Special Moves: Warp Blade*: Teleports behind the enemy and drops down swinging his blade Psionic Blade: Dashes forward attacking with psychic claws. Up to 3 times (P) Phase Disruptor*: Fires a bolt of antiparticles sheathed in psychically charged field. Fireball (A)(P) Zealot Fury*: Covers the screen in an instant while attacking with his claws. Basic Throw: Picks the enemy up with one hand and throws them backward Dark Energy Teleportation Launcher: A basic rising sword slash Hyper Attacks: Reaver Assault*: A large assault vehicle plows forward (C) releases bombs while retreating Cloaking Field: Zeratul vanishes (C) if not blocking and on ground, enemy hit 10 times Change Elemental: Changes all attacks to either Dark or Psychic Elemental. Enter: Uncloaks in front of the enemy Taunt: Bows and cries out to his dark masters Victory: Transforms into a Dark Archon Special Death: After hitting the ground, a blue swirl rises and Zeratul vanishes Top |
![]() Probably the strongest unit of Starcraft's Zerg. Hydras are a basic unit, but try tangling with 9 dozen of them! I picked the Hydra because I like the things, and due to their Lurker transformation. Strategy: The Hydralisk is a versatile fighter that can work wonders. The Tail Whip, Tentacle, and Acid Spit are short, medium and long range respectively. Battle Plan: That Hydra is pretty damn big. Although the Tail Whip can be used to swat people out of the air, it doesn't go quite high enough, leaving the Hydra's upper body vulnerable to jumping attacks. Combos: Similar To: Reptile, Venom Stats: Power*: 7 Energy: 5 Defense: 4 Speed: 4 Ratio: 2 Size: L Special Moves: Acid Spit*: The Hydra shoots a burst of acid from it's mouth. (B) Tail Whip*: Turns around, whipping it's huge tail at the enemy. Lurker Tentacle*: A tentacle bursts from the ground under the enemy. The Zerg: Calls a Zerg unit to help in battle. Basic Throw: Wraps its tail section around the enemy and squeezes Launcher: A short ranged tail whip variant Hyper Attacks: Lurker Aspect*: A series of large tentacles come from the ground. 14 hits. Poison Ray: Spits a stream of acid up and down. Like Sonson's attack. 20 hits (B) Watch out Below: Burrows, bursts out under enemy (C) claws 12 times. Enter: A hydralisk hatches from a cocoon Taunt: Rears up on his tail and hisses at its opponent. Victory: A small army of Zerglings attack the corpse Top |
![]() As a child, Kerrigan was brought into the Ghost program. These psychic soldiers are trained to be assassins. During a mission, she is captured by the Zerg, and is transformed into their queen. She now has the combined strengths of the Terrans, Zerg, and Protoss races. Strategy: Kerrigan has a large variety of moves, but only about half of them actually deal damage. Ensnare, Lockdown, and Plague only do status effects, and Feedback does no damage if the enemy has no vigor. Use the status effect moves to your advantage. Kerrigan is slow, but with all the projectiles, it doesn't really matter Combos: Similar To: Cable, Ruby Heart Stats: Power*: 7 Energy: 6 Defense: 5 Speed: 3 Strength: P Weakness: E Ratio: 2 Special Moves: Ensnare*: Sprays a liquid that reduces the speed of those hit by 2. Lasts 5 seconds (A,downward) Lockdown*: Fires a small missile that causes the enemy to be stunned when hit (A)(S) Spider Mine*: Throws down a spider shaped explosive. Scuttles toward the enemy Plague: Throws a cloud of ooze that causes the opponent to become poisoned. (A) Feedback: Throws a ball of energy. Damage based on the number of vigor levels the victim has. (P) Recall: Kerrigan can teleport around the screen Basic Throw: Spews Creep onto the enemies legs. Speed -2 until hit. Launcher: A zerg egg hatchs at her feet Hyper Attacks: Psionic Storm*: Throws bolts of mental energy in all directions. Hits 18 times (A)(P) Nuclear Strike: Aims with a laser (C) and a nuke drops on the enemy. 10 hits. Can hurt you if used too close Consume: A small cyclone rises off of Kerrigan. If hitting, Consume drains life and vigor from the enemy. Hallucination: A shadowy Kerrigan charges forward (C) and does a 10 hit combo. Free Movement Enter: Hatches out of a large egg-like object Taunt: Laughs maniacally Victory: An Overlord comes down and picks up Kerrigan Top |
![]() ![]() Dentrag is a leader of the Orc Clans in their home dimension. After the routing they received in the Human World, the Orcs fell back to their own world, with the humans closely following to finish the war. Dentrag is one of the most powerful of the Orge-magi to ever live. He is a leader of an Orc clan and one of the lead generals in the war against the humans. Strategy: Dentrag is a tall smiter of humans. He is physically imposing and his magical power is about average. However, his moves are slow and with some odd restrictions on them, making it impossible to combo for the most part. Also, he has very few direct attacks, relying more on allies or Rune land mines. Combos: Similar Fighters: None Stats: Power: 7 Energy: 4 Defense: 7 Speed: 2 Strength: Weakness: Ratio: 2 Size: L Drain: Super Armor 1 Special Moves: Eye of Kilrogg*: Creates a floating eyeball and sends it forward to attack Blood Lust*: Raises the power of an ally by 3 points, but causes some damage. Lasts 8 seconds Runes*: Places 3 glowing symbols on the ground. If stepped on, they explode (F) Magi Crush: Steps forward with a downward punch. Block high Clan of the Orcs: May summon a variety of creatures Basic Throw: Picks up by the throat for a choke hold. 5 hits Bonus Abilities: Super Armor 2 Launcher: Rising slap with one hand Hyper Attacks: Dragon Riders*: 3 dragons fly by, shooting a fireball at an angle, that travels along the ground. 12 hits (F) Summon Demons: A batlike demon creature appears and fights independently until destroyed. May have up to 3 at once! Enter: A dark portal appears and Dentrag steps though Taunt: Holds up a human skull and smashes it apart Victory: Walks over and steps on the enemy's head Top |
![]() Druid's are the defenders of nature. The continued life of the world is their one and only concern. To accomplish this task, druids have the power to tap into the elemental forces of nature, call the denizens of the forest to their aid, and even transform themselves into wild animals. A druid must choose to specialize in either elemental or summoning powers, all druids can use wereforms. Strategy: Druids are middle ranged fighters, regardless of which specialty you choose, although summoner druids do have more range. Combos: Similar Fighters: Storm Stats: Power: 3 Energy: 5 Defense*: 7 Speed: 5 Ratio: 2 Size: M Special Moves: Elemental Powers: Firestorm*: Sends a wave of flame along the ground. (F) Arctic Blast*: A short ranged cloud of freezing cold. Deals damage and stuns for a split second (W) Twister*: Summons a thin tornado from under the enemy. 5 hits (B) Summoning Abilites: Dire Wolves*: Creates a wolf shaped creature and sends it bounding at the enemy Black Raven*: Summons a raven that homes in on the enemy Health Spirit*: Creates a floating spirit that gives your active fighter regeneration for a short time (4 seconds) Wereforms: Werewolf: Transforms into a werewolf. Defense –2, speed + 3. Drain becomes speed. Werebear: Turns into a werebear. Size becomes large, Speed –2, Power +3. Basic Throw Human: Basic over the shoulder throw Basic Throw Wolf: Holds the enemy for several bites Basic Throw Bear: Bear hugs the enemy for multiple hits Launcher Human: A rising club attack Launcher Werewolf: Swipes upwards with his claws Launcher Bear: Pounds the ground, causing nearby enemies to fly upward Hyper Attacks: Elemental Summoning: Wereforms: Enter: Werewolf runs onscreen and tranforms Taunt: Crosses his arms Victory: Animals come to the Druid Top |
![]() A paid killer. The assassins in the east are more honorable than most. Once a job is signed, the target will be slain. When these killers are contracted to kill the Three Prime Evils, they do not run, they complete their duty. Since most Assassin abilities are not good fighting game moves, they cannot specialize, but have a single move set. Strategy: Assassins have a nice variety of ranged attacks. Blade Sentinel and Mind Blast are long range, Fire Blast and Psychic Hammer are medium and Dragon Talon and Tiger Strike are short. Assassins should fight at a range that gives the killer the advantage over the enemy (ex. close to projectile users or far from grapplers). Combos: Similar Fighters: Psylocke Stats: Power: 6 Energy: 4 Defense: 3 Speed*: 8 Ratio: 2 Size: M Special Moves: Fire Blast*: Throws a small pellet that explodes into a column of fire on contact. 4 hits (F) Mind Blast*: Fires a psychic projectile at the enemy (P)(A,down-forward) Dragon Talon*: A flurry of 3 powerful kicks. Short range, but unrivaled speed. Psychic Hammer: Forms a hammer shaped force over the enemy's head and it smashes down (P) Blade Sentinel: Throws a large throwing star shaped weapon. 3 hits (A) Tiger Strike: A slow, short ranged punch move. However, each hit gains a charge, allowing the next special to do more damage. Basic Throw: Grabs the enemy and slits the victim's throat Bonus Abilities: Double Jump, Dodge Launcher: A rising punch with her Katal hands Hyper Attacks: Lightning Sentry*: Throws a bomb, that explodes into a shower of lightning projectiles on contact. 18 hits (S) Cobra Strike: All normal and melee specials give life to the assassin on successful hits. Lasts 10 seconds Shadow Warrior: 2 shadows of the assassin follow her movements, adding 2 more hits to all attacks. 8 seconds Enter: Slips out of the shadows Taunt: Clashes her Katal together Victory: Disappears into the night. Top |
![]() These warrior women are the most renowned archers and spearswomen in the world. Amazons have perfected the arts of bow and spear in preparation of the return of the Prime Evils. An amazon can specialize in either bow or spear, but all Amazons know certain magic skills. Strategy: Regardless of specialty, Amazons are distance fighters. Both bows and spears are long range attacks with fairly slow starting times. An Amazon's slow missile should be active at all times, especially againsts a more effective projectile fighter. Combos: Similar Fighters: None Stats: Power: 4 Energy: 6 Defense: 3 Speed*: 7 Ratio: 2 Size: M Special Moves: Bow Skills: Spear Skills: Magic Skills: Basic Throw: Trips the enemy with her spear or puts the enemy on her bow and fires Bonus Abilities: Dodge Launcher Bow: None Launcher Spear: A short rising motion with the tip Hyper Attacks: Bow Skills: Spear Skills: Enter: Drops out of the trees Taunt: Basic "come here" posing Victory: Calls out and a swarm of Amazons charge Top |
![]() A warrior from the frozen lands of the Northern Steppes. The barbarians are far from being savages, they live in their harsh climate to protect an ancient artifact from the forces of darkness. Barbarians have an incredible power, both physical and mental. Barbarians have no ability to specialize, as their weapon specialties don't translate into attacks. Barbarians typically fight with Axes. Strategy: Barbarians are not savage warriors. They have many abilities that raise the abilities of their allies as well. Barbarians must be close to their target to hit, but with their war cries, Barbarians can make effective assist characters as well as fighers. Combos: Similar Fighters: Hulk Stats: Power*: 8 Energy: 2 Defense: 5 Speed: 5 Ratio: 2 Size: M Special Moves: Battle Cry*: Raises the attack power of the target by 3 points. Bash Attack*: A powerful attack that sends the enemy flying backward Double Swing*: A swing two hit combo with a large ax Leap Attack: Jumps into the air with a downward swing of his ax. Overhead Iron Skin: When reaching critical, a Barbarian gains +2 defense and Super Armor 1. Basic Throw: Picks up the enemy by one hand and throws the victim Launcher: An upward swoop on an axe. Hyper Attacks: Whirlwind*: Spins around in a circle with enough force to create a tornado. 12 hits (B) Berserk Frenzy: Lasts 10 seconds. Allows a Barbarian to combo normal attacks with increased speed. Natural Resistance: Barbarians only take half damage from attacks with elementals. Lasts 10 seconds Battle Command: A powerful shout that raises damage by specials and hypers for the entire team. Lasts 10 seconds. Enter: Covered by a ground colored tarp, springs off the ground with a deafening yell Taunt: Calls the enemy a little girly man in his native language Victory: Rears his head back and screams his might Top |
![]() Summoners of the Dead. Necromancers are not evil mages like many believe. Instead, they are masters of the life cycle. Their powers bring not only death but life as well. These wizards of life force believe they are to maintain the balance between good and evil. Necromancers can use either summoning and curses or poison and bone magic. Strategy: Summoning and Cursing Necromancers take more time to inflict damage than Poison/Bone Necros. Curses take time to have their effect and summon creatures are generally slow. Life tap may not look useful, but imagine using it with a team hyper attack. The other attacks may kill of the enemy in that one attack, while the Necro gets a full life bar in the attack. Poison/Bone rely more on damage. Poison attacks may be delayed damage, but these fighters move quicker and should be played more aggressively. Combos: Similar Fighters: None Stats: Power: 3 Energy*: 8 Defense: 3 Speed: 6 Strength: D Weakness: H Ratio: 2 Size: M Special Moves: Curses & Summoning Poison and Bone: Basic Throw: Touches the enemy, who turns old for an instant, then turns back and takes damage. Launcher Summoner: A golem arm punches upward from the ground Launcher Bone: A small blast of poison causes the enemy to fly. Hyper Attacks: Curses and Summoning: Poison and Bone: Enter: Rips the heart out of a victim and eats it for power Taunt: Pic pose above Victory: Walks over to the enemy and stabs the body with a poison dagger Top |
![]() Paladins are a branch of the Church of Zakarum. When simple missionaries proved ineffective, the Church trained priests in the arts of war, and called them Paladins. Decades have passed and the word of Zakarum had spread over the world, a second sweep of conversion began. However, the paladins were instructed to kill any who would not convert. Angered a small group of paladins rebelled at this misuse of power, and vowed to destroy the Prime Evils, the source of all evil. Strategy: Paladins are meant to be powerful warriors as well as helpful priests. As such, they really don't excel at either one. Holy Bolt is a nice combo of attack and healing magic, but doesn't have a great effect either way. Combos: Similar Fighters: Captain America Stats: Power: 5 Energy: 3 Defense*: 8 Speed: 4 Strength: H Weakness: D Ratio: 2 Size: M Special Moves: Holy Bolt*: Throws a projectile that heals allies and hurts enemies (H) Defiance*: Raises the defense of the target by 2 Smite Charge*: Dash forward, attacking with a shield ram Holy Zeal: Swings his blade (C) and can do a 5 hit sword combo Sacrifice: By lowering his life a little, a paladin raises power and speed by 1 point each. Cumulative. Lasts 8 seconds Basic Throw: Spins the enemy around and smacks the victim with the paladin's shield Launcher: A rising shield punch Hyper Attacks: Fist of the Heavens*: 4 bolts of lightning strike down (4,S), each bolt releases a holy bolt in each direction. (8,H) Holy Elements: An aura of fire, water, or electricity surrounds the Paladin. Slowly reduces the life of anyone in range. No reaction Salvation: Lasts 15 seconds. Entire party is strong to all elemental attacks Conversion: A single sword slash. If it connects, take control of the victim for 10 seconds. Enter: Rides into battle on a white horse Taunt: Offers a short prayer Victory: Rises his sword, which glows with holy light Top |
![]() Members of the female mage clan known has Zann Esu. This clan has been in hiding in the Eastern Jungles. However, once every seven years, a small group travels the world and visits 7-year-old girls. Girls that show promise are offered apprenticeships. These mages control the elemental powers of nature- fire, lightning, and ice. A Sorceress can chose exactly one of these areas to master. Regardless of the abilities of the individual, all Sorceresses fight with staves. Strategy: Sorceresses are very land-bound, as none of the different subclasses have any attacks usable in mid-air. Also, different magic classes have different purposes. Cold Mages are more defensive, having a couple of armor spells. Lightning spells tend to be faster, but a little weaker. Lastly, fire magic does great damage, but most of the attacks are slow to start and slow to move. Combos: Similar Fighters: None Stats: Power: 3 Energy*: 8 Defense: 5 Speed: 4 Ratio: 2 Size: M Special Moves: Fire Spells: Lightning Spells: Cold Spells: Basic Throw: Pushes the enemy and attacks their feet with a small burst of elemental magic. (F,W,orS) Bonus Abilities: Teleport (Lightning) Launcher: A burst quantity of their chosen element bursts upward (F,W, or S) Hyper Attacks: Fire Spells: Lightning Spells: Cold Spells: Enter: Calls to the element of choice, and a pillar of it rises up in fron the Sorceress. Taunt: Says "Time to Die" Victory: Raises one arm, and an elemental goes from one hand to the other. See manual picture Top |