Trainer: Listen here champ, if you RUN towards your target you may just get there faster.
That will be 60 copper, come back at level 50 for another pro-tip.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
A tactic I found to be usful at low lvls (Before you get your mount) is to charge critters while running to your destination.
If you keep the W key held down you will keep running past whatever you charged and it will get you from point A to point B a tiny bit faster.It's situational and not too incredible, but every little bit helps... right?
And there's the humor of a RAWRsplat....
Tooltip
Charge to an enemy, dealing Physical damage, rooting it for 1 sec, and stunning it.
Generates s2 Rage.
Spell facts
Datamined from the current retail build. Numbers that scale with level or stats are shown at their base value.
More Warrior spells
Related
Community notes from Wowhead · 66 comments
Top 3 shown above · 50 more hereThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
Don't forget kids: when you're in battlegrounds, make this macro:
/charge
/y FORWARDS!!! %t is first to die!
/cast Charge
you know, for some drama. :)
UrsineWrath, this is a pretty well-known trick, as Fayden said. Druids in particular are fond of it, via a method called a "Rawrbomb," which goes like this: While flying in Outland, find an enemy and hover above them. When the time is right (id est, they're not moving around), shift out of flight form, shift into bear form, and just before landing, use Feral Charge to lunge at the foe and take no falling damage. Of course, a Warrior could pull off the same sort of trick using Charge or Intercept. It's actually a lot of fun; it's a great way to catch someone off guard. I mean, when you're
Charge can also be used to ascend slopes that might otherwise be unclimbable. If your target is at the top of a slope that you cannot climb, charge will navigate you right up it. This tactic can be pretty useful in battlegrounds when your enemy is just out of reach.
Some skilled warriors utilize the Charge mechanism by running away after applying Hamstring or Intercept, then Charging the moment Combat fades. This will reward extra rage, a stun, and can decide 1 on 1 battles with a melee class if used well.
Delightful Charge Tricks:
1. Charge/intercept work IN MID AIR. Nothing quite as scary as getting murdered by a free-falling warrior.
2. You can completely avoid fall damage (from any height) by charging/intercepting an enemy before you hit the ground. This also works with the new Heroic Leap, which requires no target.
3. Since charge and intercept do not have global cooldowns, you can macro things to them. For example, I have
/cast Battle Shout
/cast Charge
for my charge, so that I get an additional 20 rage added onto the charge (not to mention I don't have to worry about having Battle Shout up, since I always open with charge). You can make a similar macro for intercept, and tag Recklessness onto it as well, so that you arrive at the target with as much rage as possible and 3 guaranteed special crits.
4. If you won't need charge in the next 15-20 seconds, randomly charging critters and autoattacking them is a nice way to instantly get 30+ free rage. With Battle Shout macroed to charge and the Blitz talent, I'm able to get around 60 rage from this single Charge as an Arms Warrior.
5. Since Charge and Intercept both stun the target, they are not only useful as a way of getting within melee range, but also as an interrupt. For example, if Pummel is on cooldown and you are trying to interrupt a caster, simply run a few yards, turn around, and then charge or intercept them to stop their spell cast.
6. The Multi Charge: Arms warriors are getting nerfed shortly, but for the current patch, it is actually possible to get 4 "charge" animations consecutively. For example: Charge one enemy, Intercept to another, Intervene to one of your allies, and then Heroic Leap to the finish. Even more disturbingly, you can technically get five in a row as Fury, since you can open with Charge, then Intercept, then Heroic Fury/ Intercept again, Intervene, and finally Heroic Leap.
"Ever though about swinging SUPER hard and hitting, like, 3 guys?"
Actually, thats a pretty bad tactic for a Druid, although it looks damn cool.
Player yells: FORWARDS! <no target> is the first to die!
The debuff created by this ability is named "Charge Stun"
Awesome macro to use:
/cast Charge
/script PlaySoundFile("Sound\\Creature\\Rotface\\IC_Rotface_Aggro01.wav")This will have your warrior yell "Wheeeeeee!" in a high-pitched voice while charging.
Edit: Also works amazingly with Bladestorm. XD
No longer shares diminishing returns with other controlled stuns (intercept now lasts the full 3 seconds if you've charged!) and an increased duration to 1.5 seconds on the current PTR.
Generate 15 Rage on the tooltip though the actual generated rage is 13 or 14.
After many years, it is here, the end of jump charging.
Charging a jump-spamming opponent will no longer leave a gap in 4.3; as they will drop directly to the ground upon getting charged. Thus, stopping the jump charge problem.In addition, your warrior will actually continue to run toward to target until satisfying the "graphical touch" range, if you will. Even if the target is on a mount, charge will effectively close a gap such that no space is left between you and your target.
Take this comment as a time capsule of pre-4.3 When our class would be exploited countless times in PVP. When smart mages would jump your charge and frost nova you in place. When Charge couldn't bring you close enough for melee range, which then any snare on you would dely your uptime a bit more as you slowly catch up to your target (Yes, this means even without the opponent jumping, there was still a gap left). Congratulations warriors, jump charging, is a thing of the past!
Charge is definitely the most satisfying ability in the game. It's my favorite one. You charge headlong into battle where the battle is thickest, what's not to like?
After realising this, I became much more proficient with charge in PvP. My level 19 Gnome Warrior now cannot be escaped from by most players, as they fail to realise they have to keep me in combat. When they run away, either fleeing or trying to get some distance, I run back a little for minimum range, run on, and when out of combat, charge and hamstring. Out of Combat Charge just became my level 19 Intercept.
Pretty sure it'll rush them and generate the rage, but they'll be immune to the stun. Which is kind of good, when prot spec and even arms I'm tired of having my REAL stuns turned to mush by a 1sec that does nothing, even intercept+hamstring isn't guaranteed to catch someone. Should be changed to a brief 70% snare or 70% speed buff ala shadowstep, or at least moved to the procDR. I'd be willing to give up a glyph if I had to. Kinda lame that there's no mention of the brief bug that made it to live (!) where a warrior could use charge mechanics (ints) on any visible, reachable target, i.e. WSG
Know to prodject lore as "Bum Rush"
Arrrgh that makes me enraged! How the heck should I find out the stun duration with that "great" spell tooltip and such a "detailed" spell details.
I believe this help/harm macro which combines Charge and [spell=3411] is the best:
#showtooltip
/cast [help] Intervene; Charge
Interesting to note is that, thankfully, Charge can curve around trees. I don't know about other obstacles. Tested this in Deathknell with a lvl 4 Forsaken warrior.
now warlocks in metamorphosis too
And as of 5.0.3 - You can now /y FORWARDS!! I AM THE FIRST TO DIE when I get blasted by CC and destroyed before dealing 15K damage!
Confirmed, Charge does not apply diminishing returns on stuns. Just finished checking on my Prot Warrior. Shockwave, Concussion Blow, Revenge stun, and Intercept are not shortened at all. Cheer Blizz! :D Quick Edit: Charge is also not shortened if other stuns were used (Intercept, etc). It's totally on it's own as a "I'm coming to get you" move.
Charge still bugged, u run towards the mob and finish behind him facing the wrong direction. congratulations blizzard
/castsequence [harm] Charge; [help]
Intervene;I frickin LOVE charge... I mean LOVE LOVE LOVE it... It's by far the BEST ability amongst all classes.. no exceptions. Blasting around the battlefield is awesome.. especially when combined with heroic leap, death from above, double time and intervene... Can anyone else keep up?
Anyways, now that my fanboy nerd moment is over.. here's my favorite macro. Charge when targeting a badguy, intervene on a good guy.. short, sweet and simple.
/castsequence [harm] Charge; [help]
Intervene;
Also, Charge's other main use is to generate some starter rage. Tanks usually use this to rush in, get a Thunder Clap in or a Sunder then switch to Defensive Stance and go to town. Works well.
You never use charge on major raid boss pulls though. That was the norm with our guild. Blood rage and run in was how we did it :P
you possibly missed point of UlarnekofArygos, warlocks CAN, but that doesn't mean they SHOULD...
/charge /cast Charge /y Arcanite Reaper, Hooooo!For all you twinks and pvpin lowbies with certain looms.
Anyone know what the actual speed increase is on this?
Particularly awesome if you're a goblin as the "whee" is followed by a maniacal laughter.
This is NOT a stun, but a gap closer
a controlled stun, is, say Shockwave or Hammer of JusticeWhen facing enemy warriors,make sure to always DENY them their charge by staying up in their grills(if you are melee). That way, especially at lower levels, warriors will literally be helpless and unable to generate rage.(bloodrage is no longer in the game)
Hunters no longer have a deadzone, so you can expiriment with this as well.
do NOT allow warriors to run away from you and gain distance, but stay on their toesIf a ranged dps, just stay at 30-40 feet, as most hunter shots are now 40 yard range. Same goes for mages, the range for spells have been buffed as well
the 1.5 second is so obnoxious....use to be 1 second. I guess somebody's warrior was lagging ,he complained and this retarded spell got a buff
No longer stuns in WoD, the stun has become a lvl 15 talent :[spell=103828]
something like 200% though funny since if a class has a stun reducing talent (iron will), is is possible to not reach them before the stun wears off lol
Finally! This bug has been in the game since the release of vanilla........
Now people in classic can experience such a clearly broken mechanic; rejoice, no changes!
The stun (outside of Warbringer) is less to actually CC them (although it does mess with cast times), but more to keep them in position so you aren't standing 9 yards away from the Hunter you just rushed.
Possible ways to reduce or avoid damage from falling. And also self-resurrection.
ITEMS
[item=32539] Slow fall.
[item=32538] Slow fall.
[item=18951] Slow fall.
[item=9404] Slow fall.
[item=131810] Controlled flight. / Can only be used in Broken Isles.
[item=37011] Instant fly mount / Requires Hallow's End (18 Oct - 1 Nov)
[item=33176] Instant fly mount / Duration: 14 days (real time)TOYS
[item=134021] Launch up and slow fall.
[item=113542] Slow fall. / Cannot be used while moving.
[item=119093] Launch up and controlled flight. / Can only be used in Draenor.
[item=131811] Controlled flight. / Can only be used in Broken Isles.
[item=139773] Fly up and directed "jump". / Can only be used in Broken Isles.
[item=140336] "Jump" up. / Can only be used in Broken Isles.CONSUMABLES
Goblin Glider Kit Controlled flight.
[item=104299] 50 charges / Launch far into the distance and avoid fall damage.
[item=104346] Can only be used in Timeless Isle. / Controlled flight.
(not tested)[item=90078] 3 charges / need level <100 / Any damage protection.
(not tested)[item=104320] 50 charges / need level <100 / Any damage protection.POTIONS (Consumables too)
Potion of Slow Fall Slow fall.
Sea Mist Potion Slow fall.
Avalanche Elixir Avoid fall damage.
[item=8529] Slow fall (1/3 chance).
[item=43472] Slow fall / Can only be used within Storm Peaks (Northrend).ENGINEERING
Flexweave Underlay Slow fall.
Goblin Glider Controlled flight.
[item=10518] Slow fall.
[item=40727] Reverse your gravity.RACIAL TRAITS
Pandaren - [spell=107076] Reduces damage from falling.
Goblin - Rocket Jump Directed "jump".SELF-RESURRECTION
[item=19290] 10% chance.
[item=104328] Only usable in Pandaria.
[item=163743] Only usable in Kul Tiras or Zandalar.
Soulstone Warlock.
Reincarnation Shaman.CLASSES ABILITIES
Warrior
[spell=6544] "Jump" to location.
Charge "Jump" to target.
[spell=198304] "Jump" to target.Paladin
Blessing of Protection Any damage protection.
Divine Shield Any damage protection.Hunter
Disengage Directed "jump".
[spell=186260] "Jump" to target.Rogue
Safe Fall Reduces damage from falling.
[item=77949][item=77950] Slow fall.
[spell=195457] "Jump" to location.
[spell=51690] "Jump" to target.
[spell=36554] "Jump" to target.
[spell=231718] "Jump" to target.Priest
Levitate Slow fall.Shaman
Reincarnation Self-ressurection.Mage
Slow Fall Slow fall.
[spell=45438] Any damage protection.
Blink Directed "jump".Warlock
Soulstone Self-ressurection.
(not tested)[spell=111771]+[item=132357] Cast portal and use it.Monk
(nope)Druid
Feline Grace Reduces damage from falling.
Flap Slow fall.
Travel Form Instant fly mount.
[spell=102401] "Jump" to target / Directed "jump".
[spell=106839] "Jump" to target.Demon Hunter
Glide Controlled flight.
[spell=196555] Any damage protection.
Metamorphosis "Jump" to location.
[spell=198793] Directed "jump".
[spell=195072] Directed "jump".Death Knight
(nope)
This technique has pretty much the same effect as intercept, except that it doesn
These days people just Heroic Leap>Charge by Heroleaping backwards.
Sadly enough, if you "charge headlong into battle where the battle is thickest", but it is a battleground (especially AV), you usually get your face beaten inside out by 9000 people, while your "more-fragile" allied boomkins and hunters happily steal killing blows :)
There seems to be a bug in determining if there's a path available to the target. If you stand with your back to a wall, it will say that "No path is available" even if there is nothing between you and your target.
The game mechanics also don't seem to understand that a gap between two objects that you can pass through is NOT something that would block your path, while it will take you around a tree or a pole or something that is actually blocking a straight line (I can run around a pole, how much harder can it be to run through a 5-foot gap between a cage and a house?).
The warrior trainers in Stormwind don't train out this abillity but the one in Northshire does.
It sure does, I use it all the time while quest grinding or whatever. I think it's supposed to work like that anyway.
If the RAWRbomb is meaning the charge on a mob while falling from the sky then yes it does still work... and as chop360 stated it's supposed to work like that.
doesn't have to be a critter, can just be any mob.... Charge -> Hamstring..... keep moving on. Although it dosent seem much... it really does help
I was thinking say in a boss or some elite situation, if you used a macro, starting with Charge, then Rend, and then switching to Berserker Stance, wouldn't that cause a decent amount of dps at the start of a battle. Charge the enemy, gain enough rage for Rend, switch into Berserker and use Bloodrage at the moment or before the fight. I think its helped but could someone give me an opinion if this would work in most, if not all situations. Please and thank you.
nice note: If u dismount from your flying mount and use charge on a enemy then u get no fall dmg
Yep. Charge goes around stuff now.
Another trick that was not listed here and that I have been using for a few years now is for Fury Warriors. When you Charge an enemy and switch to Berserker Stance, you normally lose most, if not all, of the rage from the Charge if you do not have Tactical Mastery. But, if you time your switch just right, you can keep 100% of the rage from the Charge. You have to switch stances mid-Charge. After that, I pop Berserker Rage and Battle Shout for a grand total of ~70 rage.