View the definitions for each trait and all the Minis that have them.
AoE Strong vs Squad units.
Ambush Double damage when attacking from Stealth.
Armored 50% Physical damage reduction.
Attack Root Attack roots enemies, immobilising them.
Attack Stun Attack stuns enemies.
Blast Wave While in play, replaces this Mini in your deck with the Blast Wave spell: Burn and knock back enemies near allied buildings.
Bloodlust Bloodlusted units gain +33% movement and attack speed.
Bombard Attacks ground enemies only.
Brambles Enemies are Rooted for 3 seconds when first approaching this Mini.
Braze Attach to the nearest allied Tower or Base, shielding it.
Cannibalize Consumes fallen enemy gold residue to regain health.
Carrion Multiplies from slain enemies.
Charge Charges to enemy targets.
Cheap Shot Attacking from Stealth will Stun enemy units.
Cycle 2 cost or less for more Mini plays!
Detect Detect and attack Stealthed enemies.
Dismounts Dismounts the mount/vehicle after it's destroyed.
Earth and Moon Alternates between Starfall and Entangling Roots whenever a Cenarion Mini is played.
Elemental Deals elemental damage.
Strong vs Armored.
Emerald Dream Cannot be played onto the board. Adds additional units to your army.
Fast Fastest moving units.
Fiery Weapon Enchant Non-Elemental allies apply Burn on hit.
Flying Strong vs Melee units.
Frost Frost damage slows enemy movement and attack speed.
Fury Attack speed increases while in combat.
Hatching Unit hatches into final form when attacked.
Haunt Summon a Banshee on death.
Heal Squadmate Mountaineer periodically heals his Bear companion.
Healer Heals friendly units.
Hook Hooks ranged enemies.
Longshot Outranges EVERYTHING else.
Miner Mines Gold from Gold Veins.
Nullify Immune to Poison, Burn, Stun and slowing effects.
Percent Damage Deals a percentage of the target's health in damage.
Poisonous Deals stacking damage over time.
Strong vs Armored.
Possession Takes control of an enemy unit.
Rebirth One-time self resurrection. Reborn at 50% life.
Resistant Takes 50% less Elemental damage.
Revive Squadmates resurrect each other.
Safe Arbor Friendly Minis can be deployed near this Mini, and blocks nearby enemy Troop and Leader deploys.
Siege Damage Double damage vs Towers.
Stealth Invisible to enemies until it attacks or is damaged.
Summoner Summons additional units.
Surge Consumes all remaining Gold when deployed.
Tank High health unit.
Good at soaking Tower damage.
Tranquility Nearby Allies are healed over time.
Unbound Can be played anywhere on the map.
Vulnerable Unit takes 2x elemental damage.
About Warcraft Rumble Traits
Traits in Warcraft Rumble are the defined characteristics for each Mini and Leader. They help to categorize, classify, and describe the Minis for playing them in battles and building your deck.
These traits make each Mini unique, by either being descriptive or presenting a special ability. For example, when a Mini possesses the Unbound trait, it has the special ability to be placed anywhere on the map. When a Mini has the Cycle trait, it simply describes that it costs 2 or less gold.
When building a deck, you can use traits to help you select which Minis to use. If you want to build a deck focused on taking Towers, you'll look for Minis with the Siege Specialist trait. If you want to build a strong deck for pushing, you might need Minis with the Tank, Healer, or Armored traits.
Above, we have every trait obtained by the Minis in the game. This can help you learn about the traits and identify which characters you want to use. On our Minis page, you can also filter the Minis by multiple traits and their family.