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Taunt
Inv misc questionmark
  • Taunt
  • Warrior ability
  • 20 yards yd range
  • 8 sec cooldown
  • Instant
  • Taunts the target to attack you, but has no effect if the target is already attacking you.
Properties
Class Warrior
School Physical
Cooldown 8 seconds
Other information
Requirements Ability warrior defensivestance [Defensive Stance]
Improvements Spell nature reincarnation [Improved Taunt]
Related debuff
Inv misc questionmark
  • Taunt
  • Taunted.
  • Duration: 3 seconds

[[Category:warrior abilities]][[Category:warrior abilities]]

Taunt is a single target taunt effect, learned from the Defensive Stance quest at level 10.

Unless the target is immune to taunt effects, generally bosses but also some other mobs are immune, it generates enough threat to equal that of the person that currently has aggro and forces the target to attack the taunting warrior for 3 seconds. It has a 10 second cooldown and can be resisted. It does not trigger a global cooldown.

Available in Ability warrior defensivestance [Defensive Stance] only.

Notes

Taunt is one of the most crucial tools a Main Tank Warrior has. It makes controlling aggro in group combat much more manageable, especially in difficult situations. Taunt will set the Warrior's threat level to equal the person who has aggro from the mob Taunted as well as forcing the mob to attack the Warrior for 3 seconds. After these 3 seconds, the Warrior must still continue increasing his threat on the mob to maintain aggro (as the healers and DPS will continue generating threat and eventually pull off of him).

Here's a scenario:

A character (1) has 1000 points of threat on a mob. A Warrior (2) taunts the mob, increasing (2)'s threat value on that mob to 1000 and applies a debuff forcing the mob to attack (2) for three seconds. After those three seconds, threat works normally for the mob, and if no one is at 130%/110% (ranged/melee) of the tank's threat, (2) will still be the mob's target.

If the situation permits it, it may be more effective to use Taunt on a mob that is running toward an attacker or healer out of melee range, as characters out of melee range require 130% of the tank's threat to pull a mob's aggro.

Taunt has no effect on enemy players in PvP and does not have any effect when the Warrior already has aggro on the mob (except the mob will still be forced to target the Warrior for 3 seconds). Taunt does not cost any rage.

Pulling

A note for the people pulling for raids:

The puller, normally a Hunter, should pull with high damage and high threat abilities such as Spell arcane blink [Distracting Shot], Ability impalingbolt [Arcane Shot] with the Main Tank under the effects of Ability hunter misdirection [Misdirection] to generate threat on the tank instead of the hunter. Taunt could be used to set the tank's aggro to the same level as the hunter's and then Ability rogue feigndeath [Feign Death] to set the hunter's to zero, but there is a chance for one or both abilites to fail and the other strategy is much simpler.

Patch changes

  • Template:Patched
  • Template:Patched
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