Class
Rarity
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Relic of Uldum {0}

Your abilities give Fire Resistance instead. Passive: +@ Health.

Relic of Uldum 1

Your abilities give Fire Resistance instead. Passive: +@ Health.

Relic of Uldum 2

Your abilities give Fire Resistance instead. Passive: +@ Health.

Relic of Uldum 3

Your abilities give Fire Resistance instead. Passive: +@ Health.

Replacement Parts {0}

Passive: The first time this Merc dies, return it to life at full Health. (Once per battle.)

Resilience {0}

Passive: Take
@ less damage
while Attacking.

Resolve of Undying {0}

Passive: Restore @ Health to this Merc after a friendly Elementium Terror is destroyed.

Resolve of Undying 1

Passive: Restore @ Health to this Merc after a friendly Elementium Terror is destroyed.

Resolve of Undying 2

Passive: Restore @ Health to this Merc after a friendly Elementium Terror is destroyed.

Resolve of Undying 3

Passive: Restore @ Health to this Merc after a friendly Elementium Terror is destroyed.

Resurging Will 1

Passive: After a friendly character attacks and
kills an enemy, they
restore 5 Health.

Resurging Will 2

Passive: After a friendly character attacks and
kills an enemy, they
restore 12 Health.

Resurging Will 3

Passive: After a friendly character attacks and
kills an enemy, they
restore 20 Health.

Revealed in Moonlight {0}

Battlecry: For each of your Night Elves,Taurens and Trolls on your team, Gain +@ Nature Damage.

Revenge {0}

Passive: Whenever this Merc takes damage, deal @ damage to a random enemy.

Rigged Wiring {0}

Passive: +@ Health.
Your Traps last until
they're triggered.

Rigged Wiring 1

Passive: +@ Health.
Your Traps last until
they're triggered.

Rigged Wiring 2

Passive: +@ Health.
Your Traps last until
they're triggered.

Rigged Wiring 3

Passive: +@ Health.
Your Traps last until
they're triggered.

Ring of Frost {0}

Deathrattle: Deal @ damage to all enemies and Freeze them.

Ring of Haste {0}

Passive: Your Shadow abilities are (3) Speed faster.

Ring of Haste 2

Passive: Your Shadow abilities are (1) Speed faster.

Ring of Haste 3

Passive: Your Shadow abilities are (2) Speed faster.

Ring of Protection {0}

Passive: Take @ less damage.

Ring of Purity {0}

Passive: Whenever a
friendly character is healed,
gain +@ Health.

Ring of Purity 1

Passive: Whenever a
friendly character is healed,
gain +@ Health.

Ring of Purity 2

Passive: Whenever a
friendly character is healed,
gain +@ Health.

Ring of Purity 3

Passive: Whenever a
friendly character is healed,
gain +@ Health.

Ring of Sluggishness {0}

Passive: Shadow abilities are (@) Speed slower.

Ring of Sluggishness 1

Passive: Shadow abilities are (@) Speed slower.

Ring of Sluggishness 2

Passive: Shadow abilities are (@) Speed slower.

Ring of Sluggishness 3

Passive: Shadow abilities are (@) Speed slower.

Ring of Strength {0}

Passive: Whenever a friendly Orc is Attacked, give them +@ Health.

Ring of Strength 1

Passive: Whenever a friendly Orc is Attacked, give them +2 Health.

Ring of Strength 1

Passive: Whenever a friendly Orc is Attacked, give them +@ Health.

Ring of Strength 2

Passive: Whenever a friendly Orc is Attacked, give them +@ Health.

Ring of Strength 2

Passive: Whenever a friendly Orc is Attacked, give them +4 Health.

Ring of Strength 3

Passive: Whenever a friendly Orc is Attacked, give them +6 Health.

Ring of Strength 3

Passive: Whenever a friendly Orc is Attacked, give them +@ Health.

Ring of Strength 4

Passive: Whenever a friendly Orc is Attacked, give them +8 Health.

Ritual Tome {0}

Passive: Whenever one of
your Images dies, gain
+@ Arcane Damage until the end of the turn.

Ritual Tome 1

Passive: Whenever one of
your Images dies, gain
+@ Arcane Damage until the end of the turn.

Ritual Tome 2

Passive: Whenever one of
your Images dies, gain
+@ Arcane Damage until the end of the turn.

Ritual Tome 3

Passive: Whenever one of
your Images dies, gain
+@ Arcane Damage until the end of the turn.

Robes of Purity {0}

Atonement requires
@ less healing
to upgrade.

Robes of Purity 1

Atonement requires
@ less healing
to upgrade.

Robes of Purity 2

Atonement requires
@ less healing
to upgrade.

Robes of Purity 3

Atonement requires
@ less healing
to upgrade.

Robes of Rejuvenation {0}

Passive: After a friendly Human
dies, Holy Word: Salvation
Refreshes (2).

Rocky Carapace {0}

Devilsaur has
+@ Health.

Rocky Carapace 1

Devilsaur has
+@ Health.

Rocky Carapace 2

Devilsaur has
+@ Health.

Rocky Carapace 3

Devilsaur has
+@ Health.

Rod of the Archmage {0}

Fire Damage +@ (Increases each turn)

Role Call - Caster

Casters are (30) Speed Slower this turn.

Role Call - Fighter

Fighters have 0 Attack this turn.

Role Call - Protector

Protectors take @ more damage this turn.

Round of Drinks {0}

Assisted Strike is (@) Speed faster and always Combos.

Round of Drinks 1

Assisted Strike always Combos.

Round of Drinks 2

Assisted Strike is (@) Speed faster and always Combos.

Round of Drinks 3

Assisted Strike is (@) Speed faster and always Combos.

Sacrificial Ring {0}

Dark Pact deals damage to 2 more random enemies.

Sacrificial Ring 3

Dark Pact deals damage to 1 more random enemy.

Safety Bubble {0}

Passive: Whenever a friendly Murloc is about to die, give it Immune instead. At the end of your next turn, it dies.

Sailor's Cap {0}

Mr Smite gains an addtional +@ Attack from Smite Slam.

Sailor's Cap 1

Smite Slam gains +@ Attack more.

Sailor's Cap 2

Mr Smite gains an addtional +@ Attack from Smite Slam.

Sailor's Cap 3

Mr Smite gains an addtional +@ Attack from Smite Slam.

Saronite Armor {0}

Passive: Cannot be Critically Damaged.

Saronite Stompers {0}

Mobilizing Strike gives +{0}/+{1} more.

Saronite Stompers 1

Mobilizing Strike gives +{0}/+{1} more.

Saronite Stompers 2

Mobilizing Strike gives +{0}/+{1} more.

Saronite Stompers 3

Mobilizing Strike gives +{0}/+{1} more.

Sash of Illusion {0}

Mirror Image summons an extra copy of this Merc.

Scout's Spyglass {0}

Passive: After this Merc Attacks,
deal @ damage to all enemies.
(Deals Critical Damage to Pirates.)

Scout's Spyglass 1

Passive: After this Merc Attacks,
deal @ damage to all enemies.
(Deals Critical Damage to Pirates.)

Scout's Spyglass 2

Passive: After this Merc Attacks,
deal @ damage to all enemies.
(Deals Critical Damage to Pirates.)

Scout's Spyglass 3

Passive: After this Merc Attacks,
deal @ damage to all enemies.
(Deals Critical Damage to Pirates.)

Searing Pendant {0}

Fireball Storm casts Fireball at 2 random enemies, but has +1 Cooldown.

Seasoned Pan {0}

Fish Feast gives +@ Attack as well.

Seasoned Pan 1

Fish Feast gives +@ Attack as well.

Seasoned Pan 2

Fish Feast gives +@ Attack as well.

Seasoned Pan 3

Fish Feast gives +@ Attack as well.

Seeing Red {0}

Passive: +@ Health.
Blood Rage's damage
is increased by all your
characters' missing Health.

Seeing Red {0}

Passive: +@ Health.
Blood Rage's damage
is increased by all your
characters' missing Health.

Seeing Red 2

Passive: +@ Health.
Blood Rage's damage
is increased by all your
character's missing Health.

Seeing Red 3

Passive: +@ Health.
Blood Rage's damage
is increased by all your
character's missing Health.

Seeing Red 4

Passive: +@ Health.
Blood Rage's damage
is increased by all your
character's missing Health.

Serenity Now {0}

Passive: Mounting Anger also permanently gives +@ Health before Attacking.

Serpent Pendant {0}

Enveloping Mist gives
an additional +@ Nature Damage.

Serpent Pendant 2

Enveloping Mist gives
an additional +@ Nature Damage.

Serpent Pendant 3

Enveloping Mist gives
an additional +@ Nature Damage.

Serrated Blade {0}

Passive: This Merc Attacks apply Bleed (@).

Serrated Blade {0}

Passive: This Merc Attacks apply Bleed (@).

Serrated Blade 2

Passive: This Merc Attacks apply Bleed (@).

Serrated Blade 3

Passive: This Merc Attacks apply Bleed (@).

Serrated Blade 4

Passive: This Merc Attacks apply Bleed (@).

Serrated Shield {0}

Passive: +{0}/+{1}.

Serrated Shield 1

Passive: +{0}/+{1}.

Serrated Shield 2

Passive: +{0}/+{1}.