| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | | Increases success chance of missions by 30%. |
| Ability | | Boss | Ignite the air around you with balls of fire and combustive flames to counter some Bosses. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | | Increases success chance of Mounted Troops by 20%. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | | Reduces mission duration by 20%. |
| Ability | | | Reduces mission duration by 20%. |
| Ability | | | Increased success chance on missions longer than 8 hours by 15%. |
| Ability | | | Increases mission success chance by 15%. |
| Ability | | | Quests grant you bonus resources while you have a Combat Ally active. |
| Ability | | | Mission success chance increased by 1% for every troop Vitality on the mission. |
| Ability | | | Reduces mission duration of all missions by 20%. |
| Ability | | Minions | Increases success chance of missions with Minions by 75%. |
| Ability | 114 | | Increases the rate at which adventurers heal by 25%. |
| Ability | | Deadly Minions | Used by a hunter to neutralize a dangerous enemy. Watch your step! |
| Ability | | Boss | Counter some Bosses by freezing them in their tracks and shattering them with Frost magic. |
| Ability | | Boss | An icy harbinger of doom, channeling runic power and delivering vicious weapon strikes to counter some Bosses. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 10%. |
| Ability | | | Increases success chance of missions by 30%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | | Increases success chance when not accompanied by other Champions by 15%. |
| Ability | | | Reduces mission duration by 50%. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Boss | A furious berserker wielding a weapon in each hand, unleash a flurry of attacks to counter some Bosses. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Druids of the Claw or Keepers of the Grove. |
| Ability | | | Increases success chance of missions by 20%. |
| Ability | | Minions Spell | Increases success chance of missions with Minions or Spells by 15%. |
| Ability | | | Increased success chance on missions longer than 8 hours by 15%. |
| Ability | | Hazard | Turns the Shaman into a Ghost Wolf, increasing movement speed to counter a Hazard. |
| Ability | | Danger Zones | Cast by a shaman to quickly move out of harm's way. |
| Ability | | Scout | Counters Ambush. |
| Ability | | | Chance to heal a random troop vitality by 1. |
| Ability | | | Restores other squads on the mission to full combat readiness. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | | Chance from successful missions to return with a Golden Banana. Golden Bananas are given to Champions to improve success chance. |
| Ability | | | Increases success chance of a single mission by 20$%. Will be consumed on use. |
| Ability | | | Quests grant you bonus resources while you have a Combat Ally active. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Silver Hand Knights or Silver Hand Templar. |
| Ability | | | 10% Reduced Mission Cost |
| Ability | | | Quests grant you bonus resources while you have a Combat Ally active. |
| Ability | | | Chance on mission success to return with an item to summon a Grimtotem Warrior, a powerful troop type. |
| Ability | | | Increases success chance of missions by 40%. |
| Ability | | Wild Aggression | Forces the target to attack the druid. |
| Ability | | Massive Strike | Used by a monk to significantly reduce damage. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Squires or Shieldbearers. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | Mounted | Increases success chance of missions against Melee enemies by 30%. |
| Ability | | | Increases success chance of missions by 30%. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 75%. |
| Ability | | | Chance to return from a mission with a random reward from inside the magic hat! |
| Ability | | Boss | A brooding master of warglaives who uses the destructive power of Fel Magic to counter some Bosses. |
| Ability | | | Champions on this mission will lose experience. |
| Ability | | | Chance to heal a random troop vitality by 1. |
| Ability | | | Chance to return from a mission with a Healing Stream Totem, usable to heal troops for 1 Vitality. |
| Ability | | | Can toss out health potions to heal you when you get beneath 50% health. |
| Ability | | Minions | Ignite the area around the Warlock, to counter a Minion. |
| Ability | | | Increases success chance when not accompanied by other Champions by 15%. |
| Ability | | | Success chance reduced by 50%. |
| Ability | | Hazard | Leap through the air to counter a Hazard. |
| Ability | | Danger Zones | Used by a warrior to quickly escape harm's way. |
| Ability | | Deadly Minions | Cast by a shaman to neutralize a dangerous enemy. Also makes them feel dumb. |
| Ability | | | Increases the maximum number of Dreamgrove Treants, Daughters of Cenarius, Druids of the Claw and Keepers of the Grove you can recruit by 1. |
| Ability | | Boss | A versatile healer who can counter some Bosses. |
| Ability | | Boss | Invokes the power of the Light to protect and to counter some Bosses. |
| Ability | | Minions | Causes an explosion of holy light around the caster to counter a Minion. |
| Ability | | Group Damage | Cast by a paladin to heal a group of allies. |
| Ability | | | Increases success chance by an additional 10%. |
| Ability | | | Chance from successful missions to return with a Horn of Winter. Horns of Winter are given to Champions to improve success chance. |
| Ability | | | Increases success chance of a single mission by 20$%. Will be consumed on use. |
| Ability | | | Increases success chance of missions by 15% when accompanied by a Squad of Archers or Unseen Marksmen. |
| Ability | | Minion Swarms | Cast by the druid to damage many enemies. |
| Ability | | Massive Strike | Cast by a mage to prevent massive damage. For a while. |
| Ability | | Hazard | The Death Knight freezes their blood to counter a Hazard. |
| Ability | | Minion Swarms | Some demon hunters take the mantra "fight fire with fire" a bit too seriously. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Timed Battle | Cast by a druid to rapidly regenerate the target's mana. |
| Ability | | | Increases the success chance of missions in this area. |
| Ability | | | Can investigate areas and discover secrets left behind. |
| Ability | | Ranged | Increases success chance of missions against Ranged Troops by 30%. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | Powerful Spell | Used by a rogue to interrupt a spell (super frustrating). |
| Ability | | Spell | A quick kick that counters a Spell. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | | Mission success chance increased by 5% for every troop Vitality on the mission. |
| Ability | | Hazard | You pull the spirit of the friendly target, instantly moving them directly in front of you to counter a Hazard. |
| Ability | | Danger Zones | Cast by a priest to help the target escape harm's way (or just to mess with them). |
| Ability | | | A random troop on the mission will recover 1 Vitality. |
| Ability | | | Troops on this mission will be killed. |
| Ability | | | Troops on this mission will be killed. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Ability | | | Chance from successful missions to return with a Libram of Truth. Librams of Truth are given to Champions to improve success chance. |
| Ability | | | Increases success chance of a single mission by 20$%. Will be consumed on use. |