Shadow Hunter Class
Part I: Introduction
The Shadow Hunter is a physical ranged class heavily influenced by the various troll races of Warcraft. Essentially it is to trolls what the Demon Hunter class is to elves, only far more inclusive and expansive. This class should have three specs and utilize multiple troll races. The class primarily utilizes throwing weapons, voodoo magic, Wards, Rush'ka masks, and the dark loas of the troll civilization.
Troll only?
Yes, this class would be troll only. I understand that this would be a controversial decision, but after much discussion, I came to the conclusion that the best way to express this class was to keep it troll only and not water down the concept with substitutions for voodoo or the loa. Within troll society, Shadow Hunters are highly regarded and I simply felt that it would be a disservice to the lore to include non-trolls into this class. In Voljin Shadows of the Horde the Loa explained that Shadow hunters are the religious heart of the Loa centric Troll culture ... A shadow hunter guides, preserves and defines what it means to be a Troll. That to me meant that only a troll could and should be this class.
So what does this mean for the Alliance who has no playable trolls on their faction? IF this class were ever brought into the game, it is rather obvious that we would be dealing with an expansion that revolves around trolls in some way, shape, or form. Because of this, it would be expected that a new neutral troll race would enter the picture and be playable by both factions. I believe that race would be Amani Trolls. Via this, the Horde would have 3 available troll races, while the Alliance only has one. Again, I believe lorewise this makes sense because Shadow Hunters are definitely more Horde-themed than Alliance themed, and Vol'jin the model for the Shadow Hunter was always horde-based, so the horde should get more options than their Alliance counterparts.
TBF, I often dismissed this class concept because I simply couldn't see Blizzard creating a class based on trolls. However, after the Evoker class that could only choose a single race, and Demon Hunters remaining as 2 races despite other elf races being available, I came to recognize the possibility that Blizzard could base a class on a singular race like trolls. Additionally, trolls have the benefit of being a VERY diverse race, with trolls coming in various shapes and sizes. In fact, the troll race is SO diverse that Blizzard could introduce 2 new troll races for the Horde and Alliance respectively with little issue in terms of overlap. Sand (Gurubashi), Ice (Frostmane), and Jungle (Amani or Gurubashi) could all easily be brought into the game as new races along with a Shadow Hunter class.
Part II: Class Features
Shadow Hunters would be a 3-spec class with the following specializations:
Warbringer: (Tank) Burly shadow hunters who utilize twin axes and the power of voodoo to empower their spirit and decimate their foes.
Shadowspeaker: (Support) Eccentric shadow hunters who specialize in communing with loas to boost themselves and their allies.
Berserker: (RDPS) Deadly shadow hunters who use voodoo and forbidden blood magic to enhance their head hunting abilities.
Basic Facts
Armor: Mail
Races: Troll, Zandalari Troll, Amani Troll (other troll races like Gurubashi or Farakki are possible)
Weapon Types: Warglaives, 1h sword, 1h axes, 1h maces
Specs: Tank, RDPS, Support
New Races
Blizzard would structure any new class along the lines of a similarly themed expansion. With this being a troll-based class, a troll-based expansion would be the likely scenario for this class to be brought into existence. In addition, since the Alliance doesn't have a troll race, a new non-AR troll race would need to be brought into the game in order to balance out the factions. For the sake of this write-up, I've proposed the following;
Pictured above are the Farakki (Sandfury) tribe. Essentially the sand trolls we typically find in Tanaris. Alongside them is the Amani, the forest trolls we find in the Eastern corner of the Eastern Kingdoms.
The Farakki are characterized as being slimmer than other trolls with brown to light beige skin. Their skin is said to be tough and wrinkled due to living in the desert, and they practice blood magic to survive.
The Amani are characterized as being bulkier and more muscular than other trolls with green skin. They specialize in voodoo and shadow magic, and they are masters of throwing weapons, especially axes.
Due to proximity, I would place the Farakki with the Horde, and the Amani with the Alliance.
Armor and Visual considerations
As mentioned before, the class would be largely based around five main aspects: Throwing Weapons, Voodoo, Rush'Ka masks, Wards, and Loas. These concepts should be utilized with their overall appearances and armor. Masks should be in place for helmets, armor should have a troll-based tribal flair, and large glaives should be the general weapon of choice. The bottom picture mostly depicts how the tank spec would look, utilizing 2 1h weapons instead of just the glaive.
Throwing weapons
Pulling from their head hunter origins, Shadow Hunters have the ability to hurl their equipped weapons at their targets at a distance with deadly accuracy. Warbringers have the ability to throw both of their equipped weapons, while Shadowspeakers and Berserkers tend to use throwing glaives. In melee range, Shadow Hunters auto attacks are melee. Beyond 5 yds, Shadow Hunters auto attack becomes ranged, where they toss their equipped weapon at their targets. This turns the Shadow Hunter into a physical ranged attacker.
Voodoo and Loas
Shadow Hunters are masters of dark (Shadow magic). They use these magics to manipulate the battlefield to their advantage. Powerful and sometimes unpredictable, these abilities are the hallmark of the class. In addition to voodoo magic, Shadow Hunters can also call on the immense power of their loa gods, who can greatly empower their allies and cause destruction to their enemies.
Masks
Shadow Hunters are able to don enchanted voodoo masks that enhance their abilities. These masks act like stances which the Shadow Hunter can switch between based on need during battle. While the player can swap between their masks of choice, some masks are enhanced by their specialization. For example, a mask that increases the armor of the Shadow Hunter might get a talent boost in the Tank spec, while a mask that increases spell power might get a talent boost in the Support spec. The player should have the option to have the activated mask show up on their character in place of their helmet.
Wards
Wards are enchanted items with powerful magical properties that are designed to protect the Shadow Hunter from danger. While similar to Shaman totems, there are some key differences. For starters, Shadow Hunters can summon multiple (up to 3) types of the same ward. For example, while Shaman can only summon a single Searing totem, Shadow Hunters can summon up to 3 Serpent Wards. Wards are not cooldowns like totems, but are active abilities with multiple charges. Finally, Wards are not tied to the elements and have no elemental alignments.
Effigies
Shadow Hunters have the ability to summon loas to assist them in combat through effigies. Acting as cooldowns, these effigies grant the Shadow Hunter the power of a loa for a limited amount of time. Some specializations offer different effigies, while a few effigies exist in multiple specializations.
Part III: Specializations
Sample Abilities
Grievous Throw Tosses an axe forward, dealing damage to a target and marking them. Targets marked by Grievous Throw receives additional damage for the next X seconds.
Impaling Throw Hurls your equipped weapon in a straight line, dealing shadow damage to every target it hits.
Regeneration (Channeled) Rapidly regenerates your health and resource over 6 seconds. Moving will cancel this effect and incur the cooldown.
Unstable Hex Transforms a target into a random critter for 1 minute and inflicts them with a random debuff.
Healing Ward Summons a ward that heals yourself and nearby allies for X seconds in a wide area. (2 charges) Only 2 healing wards can be active at a time.
Stasis Trap Ward Summons an invisible ward that stuns enemy targets around it. The trap activates when an enemy approaches. (2 charges). Only two traps can be active at a given time.
Serpent Ward Summons a serpent ward at your location that immediately spits fire at the nearest target (3 charges). Only 3 wards can be active at a given time.
Boomerang Throw a boomerang at the target that disorients them and increases damage taken.
Bind Spirit Binds target enemies' spirit, inflicting Shadow damage every 1 sec. for 3 sec and rooting them in place.
Big Bad Voodoo (Channel) commune with the spirits, casting a voodoo spell on your party, surrounding them in a shield that heals them, increases their movement speed, and reduces their damage taken by X%. This caster does not benefit from this effect.
Shadow Dagger Throw a cursed dagger at a target that deals shadow damage over X seconds. The dagger bounces to the next 2 nearby targets.
Call of Gonk (Effigy) The caster summons the spirit of Gonk for X seconds, allowing the caster to fight and cast spells while mounted during the duration (outdoor only). Summons Raptors near your closest 2 allies that they can ride as well.
Bwonsamdi's Bad Juju (effigy) Summons the spirit of Bwonsamdi who casts Bind Spirit on all enemy targets within 8 yards, and blesses the Shadow Hunter with a gift that benefits their specialization. However, the Shadow Hunter must do what Bwonsamdi says before time runs out or they will be punished! (ability explained in the next section)
Unstable Concoction (Empower) Throw an unstable concoction at a targeted area, burning all targets within that area with shadowflame damage for up to 8 seconds depending on Concoction's Empower level. BEWARE! If you hold on to the concoction for too long, it'll explode!
The following specializations are purely speculative. I purposely kept the ability list for each specialization brief for the sake of time. However, I may add to the lists in the future. Feel free to offer suggestions to the list if you see fit.
Warbringer (Tank)
Shadow Hunters who combine their mastery of voodoo and headhunting to increase the survivability in battle and protect their tribal lands against all enemies. Through powerful voodoo magics, Warbringers turn their indomitable spirits into a formidable weapon against their enemies. Warbringers wield two 1 handed weapons which they expertly wield at close range and at a distance to brutal and bloody efficiency.
Spirit Armor (passive) Reduces the physical damage you take by X%. You can have a maximum of 6 spirit armor nodes at a time. Damage done reduces your spirit armor by a % of the damage done.
Spirit Transfer (passive) Damage from Grievous Throw, Twin Cleave, Shadow Blade, and Guillotine add to your Spirit Armor. This effect is increased from Marked targets.
Akali's Axe The Shadow Hunter hurls an axe infused with spirit armor power, dealing shadowstrike damage to the initial target, and dealing lesser damage to all targets within 4 yards. Uses (3) Spirit Armor nodes. If you kill a marked target with your axe, (1) of your spirit armor nodes are restored.
Vicious Assault (Melee) Strikes with both weapons causing significant physical damage to the target and shattering their spirit. Increases the effects of Spirit Transfer for 6 seconds.
Twin Cleave Throw your weapons in a circle, dealing shadowstrike damage to all targets in its path, and slowing them for 3 seconds. Generates a moderate amount of threat.
Boneslicer (passive) Your Grievous Throw gets an additional charge, and can mark multiple targets within five yards of the initial target.
Protective Wards (passive) Your active Wards reduce the magical damage you take by %.
Mask of Fortitude Increases your armor and stamina by 10%.
Guillotine The Shadow Hunter summons Mueh'zala the loa of death who drops a massive axe on the targeted area, dealing shadowstrike damage to all targets within its radius. (3 minute CD)
Might of Mueh'zala (Effigy) Summons the spirit of Mueh'zala who turns your attacks into shadow damage for X seconds. Enemies killed by your attacks have their souls absorbed by Mueh'zala which reduces the cooldown of your next Guillotine. If satisfied with your slaughter, Mueh'zala will drop his own Guillotine on the targeted area that heals you for the % of damage done.
Taz'dingo! Refills your Spirit Armor nodes to full capacity. For the next 4 seconds, the Warbringer's health cannot be brought below 1. (5 minute CD)
Shadowspeaker (RDPS/Support)
Unlike their more martial brethren, Shadowspeakers lean more towards voodoo and shadow magic to manipulate the battlefield towards their whims. Their ability to communicate with the revered loa makes them trusted and respected warriors and advisors of the troll empire. Despite their magical prowess, Shadowspeakers remain deadly fighters. Never hesitating to deftly sling a throwing blade into the heart of an enemy.
Soul Eater (passive) When you kill targets marked by Grievous Throw, you consume their souls. After you consume at least 5 souls, you can cast a Spectral Bolt.
Spectral Bolt Launches a powerful bolt of shadow damage at an enemy target. (Requires 5 stored souls)
Spectral Embrace (passive) Shadow damage from your Spectral Bolt blesses your allies with additional shadow power that enhances their next healing or damaging spells.
Mask of Dambala When worn, your Serpent Wards now deal shadow damage to targets, healing you and nearby allies for a % of the damage they deal.
Voodoo Shuffle You can now cast Regeneration while moving and using abilities, and your movement speed is increased during Regeneration's duration by 25%. In addition, your regenerate ability also restores the health and mana of nearby allies and also increases their movement speed by 10%.
Shrink Reduce a target's size, highest stat and stamina by 10% for 20 seconds. (shares cooldown with Embiggen)
Embiggen Increase a target's size, highest stat, and stamina by 10% for 20 seconds. (shares cooldown with Shrink)
Good Mojo (passive) Increases the duration of your loas by 3 seconds. Reduces their cooldowns by 15 seconds.
Krag'wa the Huge (Effigy) Summons the spirit of Krag'wa. While active, your magical abilities are area of effect and your Unstable Hex spell becomes instant cast. Casting Hex on a target will turn them into a bug, which Krag'wa will quickly eat, and give an ally Krag'wa's blessing which increases their highest stat for 10 seconds.
Shadra's Web Your Shadow Dagger creates a sticky web when it bounces to its next target, binding them together and poisoning them. Allies who attack these targets deal increased damage to them.
Jo Jo's Bizarre Elixir (Empower) Throws elixir at a targeted area, causing different beneficial effects based on empower level.
Berserker (RDPS)
Supreme masters of the throwing glaive and blood magic, Berserkers are the ultimate killing machines. They use their own blood to power their voodoo and push their abilities to the limit, throwing caution, and sometimes their own lives, to the wind.
Shadowblood (passive) Your abilities that cause shadow damage have a chance to trigger Shadowblood. When active, Shadowblood will absorb the damage to your health caused by your abilities.
Duskbreaker Throw a shadow version your equipped weapon three times in rapid succession, dealing shadow damage to the target. Critical strikes on targets inflicted by your Grievous mark has a chance to reset Duskbreaker's cooldown.
Shadow Glaive Swings your weapon in an arc, slashing all targets within 4 yds, dealing shadow damage and knocking them back. (2 charges) For 4 seconds after Shadow Glaive's completion, your auto attacks also deal shadow damage.
Grievous Wounds (passive) Targets marked by your Grievous Throw bleed from your attacks for X seconds.
Berserk (toggle) Increase attack damage and attack speed by X%. Lose a % of life based on damage done. You cannot heal while Berserk is active.
Blood Oath (cooldown) After dealing damage for 12 seconds, you are healed for 50% of the damage done while active. (2 minute CD)
Blood Rush When activated, you increase your movement and Haste by X%,but you also rapidly lose health while active. You cannot be healed while Blood Rush is active, or for 15 seconds after use.
Recklessness (passive) While below 75% Health, your movement speed is increased by 15%. While below 50% attacks against you can cause your next Unstable Concoction to instantly be at full empower level. While below 25% health, Shadowblood's duration is extended by 6 seconds.
Mask of G'huun Invoke the legacy of G'huun! Increases your shadow damage, and bleed damage caused by your attacks heal you for a % of the damage done. Enemies who die while bleeding have a low chance to summon a spawn of G'huun that will attack your next target and cause them to bleed for X seconds.
Hi'reek the Horrible (Effigy) Summon the spirit of Hi'reek to aid you in battle, increasing your leech by X% and vomiting a spray of gore at your targets. Hi'reek's attack damages them, and reduces their armor for X seconds. Your leeching abilities under Hi'reek will allow you to heal while under Blood Rush and Berserker's effects.
Headhunter's Legacy (passive) Increases the maximum range of your throwing abilities and your wards by 5 yards.
Part IV: Conclusion
While I personally don't feel that a Shadow Hunter class is likely during the WSS, I do feel that it has a chance to appear in an expansion afterwards. Perhaps an expansion where we venture to the other side of Azeroth and encounter an antagonistic troll empire? Additionally I believe that such a class would be a great opportunity to delve into Troll culture, and bring a popular hero class to life.
Notes:
1. There should be more loa abilities. I simply chose the ones listed in this write up.
2. Hero talents should definitely be considered, and I might add some at a later date.
3. Yes, the tank spec is based mainly on Zul'jin HotS. The other specs are based on combos of WoW, WC3, and HotS.
4. I will be adding a few more abilities to the tank spec later.
5. Harrornir are possible race inclusions for this concept.
6. This will likely be my final class concept write up. I really can't think of any other possible WoW class.
7. All art and icons belong to their respective creators.
Bwonsamdi's Bad Juju: Blessings: Warbringer: You can't lose Spirit Armor for the duration.
Shadowspeaker: Receive 3 charges of Spectral Bolt
Berserker: Berserk and Blood Rush don't cost health
Requirements (one of these at random): Laugh. Jump 3 times. Dance for 3 seconds. Wave to Bwonsamdi. Cast a random spell, etc.
Punishment: 25% of health lost with Bwonsamdi's curse, which is a shadow DoT that lasts 12 seconds. Cannot be healed for 5 seconds.
Thank you for reading. Please feel free to leave thoughts and comments below. Until next time!
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