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BossFaction Champions
Image of Faction Champions
Race(s) Blood elf, Draenei, Dwarf, Forsaken, Gnome, Human, Night elf, Orc, Tauren, Troll
Level ?? Boss
Reaction Alliance Horde
Location Trial of the Crusader, Crusaders' Coliseum
Status Defeatable

The Faction Champions is the third encounter in the Trial of the Crusader raid dungeon. Players encounter members of the opposite faction in PvP Arena-styled combat.

Members[]

Class Champions
Alliance Horde
Death knight Tyrius Duskblade Gorgrim Shadowcleave
Druid (Caster) Kavina Grovesong Birana Stormhoof
Druid (Heal) Melador Valestrider Erin Misthoof
Hunter Alyssia Moonstalker
and her lioness
Ruj'kah
and her lioness
Mage Noozle Whizzlestick Ginselle Blightslinger
Paladin (Heal) Velanaa Liandra Suncaller
Paladin (Retribution) Baelnor Lightbearer Malithas Brightblade
Priest (Discipline) Anthar Forgemender Caiphus the Stern
Priest (Shadow) Brienna Nightfell Vivienne Blackwhisper
Rogue Irieth Shadowstep Maz'dinah
Shaman (Heal/Caster) Saamul Thrakgar
Shaman (Melee) Shaabad Broln Stouthorn
Warlock Serissa Grimdabbler
and her felhunter Zhaagrym
Harkzog
and his felhunter Zhaagrym
Warrior Shocuul Narrhok Steelbreaker

Most of the champions have 2,400,000 health in the 25-man version; some have only 1,900,000. In the 10-man version most have 403,200 health and some have 322,600.

Heroic Mode[]

On the heroic version of Faction Champions, they have 2.6M or 3.2M health each. Every champion also hits for more damage, is untauntable, and has a PvP trinket at their disposal (with a cooldown of 5 minutes). Crowd control and being alert about being targeted is very crucial to survival.

The Opponents[]

This encounter is much like an arena match vs. 10 (or 6 at 10-man) quasi-player NPCs. The opponents act very much like a good arena team, and some (but not all) PvP mechanics are applied to the NPCs. For example:

  • The NPC healers switch to spam healing DPS target(s).
  • The NPC damage dealers gang up on a single raid member, especially raid members with low health.
  • All NPCs, including healers, use crowd control abilities like Polymorph, Fear, Hex, and even Banish.
  • Crowd control behaves as if fighting other players (eg. Sap only lasts ten seconds instead of one minute), and are subject to Diminishing Returns. After 3 casts, the NPC becomes immune to that Crowd Control effect for 15 seconds. Because of this, you cannot rely on crowd control abilities to win this fight.
  • However, they are still considered non-player characters for resilience, meaning resilience does not reduce damage taken. Resilience is still effective against critical attacks.
  • Faction champions do more damage than typical players, have drastically more health (2.4 million on 25 man), and cast enormous heals, e.g. the druids rejuvenation ticks for over 50,000
  • The NPCs are immune to mind control. All other forms of crowd control work.
  • The NPC's AI uses Proximity, Health and Damage to decide who to attack. Try to never be in the center of a group of NPCs or they are likely to all turn and one-shot you (Rogues beware!). If you AoE, be prepared to get aggro. If something is attacking you or even heading your way, run.

Strategy[]

Prior to the encounter, everybody should switch to PvP mode. Everyone should plan on taking hits, so stamina/resilience gear helps. As always, it is a balancing act between how much pvp and pve gear you should use.

As with any arena match, picking a damage target and focusing it down is critical. While one target is picked to be killed, all other enemy combatants should be controlled by whatever mechanics are available, including CC and focused distractions (e.g., keeping a warrior on the rogue NPC to disarm, hamstring, intercept, stun etc.). The NPCs reset their aggro tables every 9 seconds. This frequently leads to the damage dealers ganging up on a single raid member; fortunately, healers do not get disproportionately frequently targeted. The NPCs are generally very difficult to tank.

The resulting very chaotic nature of this fight (especially early on when all 10 NPCs are alive), requires fast and smart decision by every single raid member. When one or more of the melee champions targets a soft target, that target needs to run, fear, snare, escape, anything to stay alive. To facilitate these maneuvers, it is best not to clump together. Every second that a champion is traveling to its target is a second that it is not doing damage.

PvP trinkets are recommended in case you are targeted with blind or have to eat an entire fear. A few seconds of not dispelling/interrupting is all it takes to undo a minute's worth of dps. Tremor totem and fear ward are a must. Hunters should use frost trap to slow the NPCs. Hunter pets should attack the enemy pets - The NPC healers treat pets and summoned pets (Treants and the like) as players, so do not kill those. Merely keep attacking them and the healers will waste heals on them. If you are fortunate enough to have several NPC's pets to attack, the fight will be much easier.

Another aspect of this encounter at odds with an arena match is that all opponents and their classes are known ahead of time, so it is possible to create a variety of control macros that target specific roles by name. This is strongly recommended. It is often very difficult to pick a control target from within the crowd while at the same time healing or dealing damage, and evading. Every class with a control ability should be using it as often as possible, including healers. Because of diminishing returns, it's a good idea to regularly switch the control target.

The fight becomes exponentially easier as each champion is killed, so getting the first one down quickly greatly increases the odds of winning. All cooldowns, including Bloodlust/Heroism, should be used immediately. The priority of targets is dependent on raid makeup, but usually the most effective strategy is to kill the healers first. The healers and their abilities are:

  • Restoration druid: Rejuvenation, Lifebloom, Nourish, and Regrowth. Two can be interrupted, three must be dispelled.
  • Restoration shaman: Healing Wave, Lesser Healing Wave, Earth Shield, and Chain Heal. Three can be interrupted, one must be dispelled.
  • Holy paladin: Flash of Light, Holy Light, Hand of Freedom, Divine Shield, and Hand of Protection. Divine Shield is cast at around 25% health and should be broken swiftly (by Ability warrior shatteringthrow [Shattering Throw] or Spell arcane massdispel [Mass Dispel]) so the Holy Light which she immediately starts casting afterwards can be interrupted. Similarily she casts Hand of Protection (which can be broken by Shaman Purge) on other low-health NPCs, often the first dps target.
  • Discipline priest: Greater Heal, Flash Heal, Renew, and Power Word: Shield. Two can be interrupted, two must be dispelled.

The most effective healer is the restoration druid, mainly because most of his casts are instant and not interruptable. A common strategy is to put interrupters on the other healers and burn the druid down first. If there are competent warlocks dispellers in the raid which can keep the druid banished, and dispel the Hots on the kill target, you can something else first (usually the rogue or warrior). Remember that the banishes are subject to diminishing returns, so this approach should only be chosen if the other focus target dies before the druid becomes immune to banish.

After the restoration druid is dead, one of the other healers is usually chosen next. The shaman uses a powerful earth shield which makes him slightly more dangerous than the priest; in addition, he casts Hex and powerful totems. Fortunately, he has no self-ressurrection.

After all the healers are dead or locked down by rogues/warriors, the next highest priority should be the melee DPS. The rogue is the most dangerous followed by the warrior, the retribution paladin, and the death knight.

  • The rogue can shadowstep anywhere in the arena and kill someone almost instantly. Fan of knives hits everyone for huge damage. He also has evasion and vanish, making him difficult to kill. Until you decide to kill the rogue, he should be locked down by a tank who can charge when he shadowsteps and disarm when he is attacking someone. If you can kill the rogue within twenty seconds, it is worth killing him first and use your CC on the NPC healers.
  • The warrior also hits very hard and casts bladestorm. The death knight will pull people to him and chain others. Your tanks are a good choice to kite these two for the fight.
  • The warlock is deadly only because of Hellfire. Merely have an interrupter keep him on focus and interrupt him as soon as he casts Hellfire.
  • The Enhancement shaman is dangerous only through his totems, such as earthbind and windfury. A ranged class should be in charge of killing totems when they appear.
  • The hunter is also capable of doing some huge burst damage with explosive shot and aimed shot, but your healers should be able to heal through it.
  • The shadow priest, mage, and balance druid are usually only annoyances due to their CC (fear, freeze, cyclone).

Once the first couple are dead the fight becomes several orders of magnitude simpler and boils down to a burn phase. Keep the DPS champions chasing and the raid healers alive. Players assigned to distraction on various enemies should continue distracting until their target is picked for the kill. Distraction players must watch their target's target and call out who they're pursuing.

Two of the most important abilities in this encounter are offensive dispelling and spell interrupts. All of the champions are susceptible to spell interrupts, and offensive dispel is critical to cut through the healers' effects. Another strong ability to remember is mass dispel, which can remove Divine Shields and Ice Blocks, both of which are used by enemy champions. Ability warrior savageblow [Mortal Strike] and Inv misc herb 16 [Wound Poison] also help a lot. The death knight and rogue use disease and poison effects so Cleansing Totems should be down.

Class roles[]

  • Tanking classes can use taunt, but it only lasts until the NPC's drop aggro (which is all the time), and is susceptible to diminishing returns. Fixate taunts like Hunter's Spell arcane blink [Distracting Shot] do not work. It is better to use your tanks as kiters/interrupters.
  • Death Knights are very good at pinning down melee with Spell frost chainsofice [Chains of Ice], Spell nature shamanrage [Dark Command], and Spell deathknight strangulate [Death Grip].
  • Warriors can spam Ability shockwave [Hamstring], Ability warrior shockwave [Shockwave], and Ability warrior charge [Charge] stun the warrior and the rogue to prevent them from moving.
  • Rogues are able to keep casters, healers especially, locked down with constant stuns and interrupts. A cycle of Kick, Kidney shot and Gouge, along with mind-numbing poison should guarantee nothing gets cast. Ability vanish [Vanish], Spell shadow nethercloak [Cloak of Shadows], Ability rogue sprint [Improved Sprint], and Ability rogue murderspree [Killing Spree] dispel Ability mage coldasice [Shattered Barrier] and Spell frost frostnova [Frost Nova].
  • A combination of warlock and balance druid is able to chain Spell nature earthbind [Cyclone] and Spell shadow cripple [Banish] on the restoration druid, switching whenever the CC chain cannot continue due to DR.
  • Use a Fear bomb if enough champions reach their target.
  • A Death Knight with Inv staff 15 [Hungering Cold] is able to use theirs right at the start to control anyone who is not currently taken care of. Doing this at the beginning of the heroic encounter is very useful for burning all the champion's PvP trinkets early.
  • Priests and any dispellers must keep all buffs and Hots off of the kill target at all times.

If a raid finds that they're having trouble surviving, it might be best to save all forms of crowd control for self defense. The first two minutes or so of the encounter are usually the most critical. Once the first healer is down (usually the Resto Druid) the fight becomes significantly easier.

Loot[]

Main article: Champions' Cache

As with the other bosses in the instances, there are separate versions of each item for Alliance raids and for Horde raids.

10-man[]

Alliance Alliance Horde Horde Description Alliance Alliance Heroic Horde Horde Heroic
Inv weapon shortblade 99 [Blade of the Silver Disciple] Inv weapon shortblade 93 [Sunreaver Disciple's Blade] Dagger Inv weapon shortblade 99 [Blade of the Silver Disciple] Inv weapon shortblade 93 [Sunreaver Disciple's Blade]
Inv helmet 25 [Faceplate of the Silver Champion] Inv helmet 130 [Sunreaver Champion's Faceplate] Plate helm Inv helmet 25 [Faceplate of the Silver Champion] Inv helmet 130 [Sunreaver Champion's Faceplate]
Inv shoulder 20 [Pauldrons of the Silver Defender] Inv shoulder 73 [Sunreaver Defender's Pauldrons] Plate shoulders Inv shoulder 20 [Pauldrons of the Silver Defender] Inv shoulder 73 [Sunreaver Defender's Pauldrons]
Inv helmet 95 [Helm of the Silver Ranger] Inv helmet 100 [Sunreaver Ranger's Helm] Mail helm Inv helmet 95 [Helm of the Silver Ranger] Inv helmet 100 [Sunreaver Ranger's Helm]
Inv gauntlets 77a [Gloves of the Silver Assassin] Inv gauntlets 78a [Sunreaver Assassin's Gloves] Leather gloves Inv gauntlets 77a [Gloves of the Silver Assassin] Inv gauntlets 78a [Sunreaver Assassin's Gloves]
Inv boots cloth 17 [Sandals of the Silver Magus] Inv boots cloth 17 [Sunreaver Magus' Sandals] Cloth boots Inv boots cloth 17 [Sandals of the Silver Magus] Inv boots cloth 17 [Sunreaver Magus' Sandals]
Inv misc rune 11 [Binding Light] Inv misc rune 11 [Binding Stone] Trinket Inv misc rune 11 [Binding Light] Inv misc rune 11 [Binding Stone]
Inv misc horn 04 [Victor's Call] Inv misc horn 04 [Vengeance of the Forsaken] Trinket Inv misc horn 04 [Victor's Call] Inv misc horn 04 [Vengeance of the Forsaken]
Inv jewelry necklace 27 [Talisman of Volatile Power] Inv jewelry necklace 27 [Fetish of Volatile Power] Trinket Inv jewelry necklace 27 [Talisman of Volatile Power] Inv jewelry necklace 27 [Fetish of Volatile Power]
Inv jewelry talisman 02 [Fervor of the Frostborn] Inv jewelry talisman 02 [Eitrigg's Oath] Trinket Inv jewelry talisman 02 [Fervor of the Frostborn] Inv jewelry talisman 02 [Eitrigg's Oath]

25-man[]

Alliance Alliance Horde Horde Description Alliance Alliance Heroic Horde Horde Heroic
Inv axe 103 [Justicebringer] Inv axe 106 [Dual-Blade Butcher] Two-handed axe Inv axe 103 [Justicebringer] Inv axe 106 [Dual-Blade Butcher]
Inv shield 69 [Bastion of Purity] Inv shield 70 [Bastion of Resolve] Shield Inv shield 69 [Bastion of Purity] Inv shield 70 [Bastion of Resolve]
Inv chest plate 24 [Chestplate of the Frostborn Hero] Inv chest plate 24 [Chestplate of the Frostwolf Hero] Plate chest Inv chest plate 24 [Chestplate of the Frostborn Hero] Inv chest plate 24 [Chestplate of the Frostwolf Hero]
Inv bracer 28b [Vambraces of the Broken Bond] Inv bracer 32 [Bracers of the Broken Bond] Plate bracers Inv bracer 28b [Vambraces of the Broken Bond] Inv bracer 32 [Bracers of the Broken Bond]
Inv belt 48c [Girdle of Bloodied Scars] Inv belt 46b [Belt of Bloodied Scars] Plate belt Inv belt 48c [Girdle of Bloodied Scars] Inv belt 46b [Belt of Bloodied Scars]
Inv bracer 32a [Bracers of the Untold Massacre] Inv bracer 38 [Bracers of the Silent Massacre] Mail bracers Inv bracer 32a [Bracers of the Untold Massacre] Inv bracer 38 [Bracers of the Silent Massacre]
Inv pants mail 25 [Legguards of Concealed Hatred] Inv pants mail 28 [Leggings of Concealed Hatred] Mail legs Inv pants mail 25 [Legguards of Concealed Hatred] Inv pants mail 28 [Leggings of Concealed Hatred]
Inv boots chain 06 [Boots of Tremoring Earth] Inv boots chain 06 [Sabatons of Tremoring Earth] Mail boots Inv boots chain 06 [Boots of Tremoring Earth] Inv boots chain 06 [Sabatons of Tremoring Earth]
Inv boots leather 02 [Treads of the Icewalker] Inv boots leather 04a [Icewalker Treads] Leather boots Inv boots leather 02 [Treads of the Icewalker] Inv boots leather 04a [Icewalker Treads]
Inv chest leather 12 [Vestments of the Shattered Fellowship] Inv chest leather 18b [Robes of the Shattered Fellowship] Leather chest Inv chest leather 12 [Vestments of the Shattered Fellowship] Inv chest leather 18b [Robes of the Shattered Fellowship]
Inv belt 52 [Cord of Biting Cold] Inv belt 52 [Belt of Biting Cold] Cloth belt Inv belt 52 [Cord of Biting Cold] Inv belt 52 [Belt of Biting Cold]
Inv boots cloth 23 [Boots of the Mourning Widow] Inv boots cloth 23 [Sandals of the Mourning Widow] Cloth boots Inv boots cloth 23 [Boots of the Mourning Widow] Inv boots cloth 23 [Sandals of the Mourning Widow]
Inv misc cape 16 [Cloak of Displacement] Inv misc cape 18 [Shroud of Displacement] Cloak Inv misc cape 16 [Cloak of Displacement] Inv misc cape 18 [Shroud of Displacement]
Inv jewelry ring 65 [Ring of Callous Aggression] Inv jewelry ring 65 [Band of Callous Aggression] Ring Inv jewelry ring 65 [Ring of Callous Aggression] Inv jewelry ring 65 [Band of Callous Aggression]
Inv scarab crystal [Satrina's Impeding Scarab] Inv scarab crystal [Juggernaut's Vitality] Trinket Inv scarab crystal [Satrina's Impeding Scarab] Inv scarab crystal [Juggernaut's Vitality]
Inv misc trophy argent [Trophy of the Crusade] Inv misc trophy argent [Trophy of the Crusade] Inv misc trophy argent [Trophy of the Crusade] Inv misc trophy argent [Trophy of the Crusade]
Spell holy rune [Crusader Orb] Spell holy rune [Crusader Orb] Spell holy rune [Crusader Orb] Spell holy rune [Crusader Orb]

Related achievements[]

Quotes[]

Barrett Ramsey
That warlock certainly didn't summon a Doomguard! Your next challenge will find you fighting knights of the Argent Crusade. Think you're up for the next challenge?

Gossip Of course!

Well then, I'll give the signal to Tirion when you are ready to go.

Gossip Give the signal! We're ready to go!

Intro as Alliance
Highlord Tirion Fordring yells: The next battle will be against the Argent Crusade's most powerful knights! Only by defeating them will you be deemed worthy...
Garrosh Hellscream yells: The Horde demands justice! We challenge the Alliance! Allow us to battle in place of your knights, paladin. We will show these dogs what it means to insult the Horde.
Highlord Tirion Fordring yells: Very well. I will allow it. Fight with honor!
Garrosh Hellscream yells: Show them no mercy, Horde champions! LOK'TAR OGAR!
Intro as Horde
Highlord Tirion Fordring yells: The next battle will be against the Argent Crusade's most powerful knights! Only by defeating them will you be deemed worthy...
King Varian Wrynn yells: Our honor has been besmirched! They make wild claims and false accusations against us. I demand justice! Allow my champions to fight in place of your knights, Tirion. We challenge the Horde!
Highlord Tirion Fordring yells: Very well. I will allow it. Fight with honor!
King Varian Wrynn yells: Fight for the glory of the Alliance, heroes! Honor your king and your people!
Killing an Alliance player
  • Garrosh Hellscream yells: Weakling!
  • Garrosh Hellscream yells: Pathetic!
  • Garrosh Hellscream yells: Overpowered.
  • Garrosh Hellscream yells: Lok'tar!
Killing a Horde player
  • King Varian Wrynn yells: HAH!
  • King Varian Wrynn yells: Hardly a challenge!
  • King Varian Wrynn yells: Worthless scrub.
  • King Varian Wrynn yells: Is this the best the Horde has to offer?
Victory as Alliance
King Varian Wrynn yells: GLORY TO THE ALLIANCE!
Victory as Horde
Garrosh Hellscream yells: That was just a taste of what the future brings. FOR THE HORDE!
Outro
Highlord Tirion Fordring yells: A shallow and tragic victory. We are weaker as a whole from the losses suffered today. Who but the Lich King could benefit from such foolishness? Great warriors have lost their lives. And for what? The true threat looms ahead - the Lich King awaits us all in death.

Videos[]

10-man encounter[]

10-man Heroic encounter[]

25-man encounter[]

25-man Heroic encounter[]

Patch changes[]

  • Wrath-Logo-Small Patch 3.2.2a (2009-09-25): Tooltips were updated to reflect the hotfix.
Class Spell % Reduction Reduced damage Old damage
Hunter Explosive Shot 43% 1813-2187 Fire damage 3173-3827 Fire damage
Hunter Aimed Shot 42% Increases ranged damage by 1750 Increases ranged damage by 3000
Mage Arcane Blast 25% 6013-6987 Arcane damage 7863-9137 Arcane damage
Mage Arcane Barrage 16% 11565 damage over 15 sec, 20817-24183 damage if dispelled 13875 damage over 15 sec, 24975-29025 damage if dispelled
Paladin Judgement of Command 30% 3325-3675 Holy damage 4750-5250 Holy damage
Priest Vampiric Touch 40% 12375 Shadow damage over 15 sec 20250 Shadow damage over 15 sec
Rogue Eviscerate 23% 4375-5625 Physical damage 5688-7312 Physical damage
Warlock Hellfire 55% 2500 fire damage to all nerby enemies every 1 sec 5500 fire damage to all nerby enemies every 1 sec
  • Wrath-Logo-Small Hotfix (2009-09-22): The Faction Champions encounter in the normal 10-player and normal 25-player Trial of the Crusader instances have had a number of spells and abilities altered which should result in less overall damage.
  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04): Added.
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