*********************************************************************** *********************************************************************** LAST UPDATED: 22.09.2004 ______ ______ ______ \ / \ / \ / | | | | | | __ __ _ __|__| |__| _|__|_ _ ___/\_________ |_ \ / _|/_\ /_ _ \ / _ \ /_ _ \ /_\ \ __/\__ __/ \ \ / / //_\\_ | |_)| |/ \/ | |_)| //_\\_ ||_ | | \ \/\/ / / ___ _\| _ / || | | _ / / ___ _\| _| | | \_/\_/ /_/ \\ |_| |\ |\_/\ |_|||\/_/ \\ |_\ /___\ __________|__|__\___/___|__|____________ \___T_H_E___F_R_O_Z_E_N___T_H_R_O_N_E__/ /____\ /____\ /____\ _ _ _ _ __ __ _ _ | | | | | | | \/ | /\ | \ | | | |__| | | | | \ / | / \ | \| | | __ | | | | |\/| | / /\ \ | . ` | | | | | |__| | | | |/ ____ \| |\ | |_| |_|\____/|_| |_/_/ \_\_| \_| F A Q o==========================================o | ASCII Script By: | | Warcraft III Logo by Dandude776* | | HUMAN Logo by MasterOfPuppets | o==========================================o Human FAQ Master Of Puppets [a.k.a. Mas73rOfPuppe7s] PC 2004 V.11.78 *NOTE: Read the END CREDITS For More Information. *********************************************************************** *********************************************************************** _____ _ _ ___ __ ___ _ _ |_ _|_ _| |__| |___ / _ \ / _| / __|___ _ _| |_ ___ _ _| |_ ___ | |/ _` | '_ \ / -_) | (_) | _| | (__/ _ \ ' \ _/ -_) ' \ _(_-< |_|\__,_|_.__/_\___| \___/|_| \___\___/_||_\__\___|_||_\__/__/ NOTE: I just added this quick-select system which i saw in other FAQs and I consider it to be very handy ^_^. Just hold down CTRL and and then press F. Then you write the section code. For example: CTRL + F = #about ^_^ *********************************************************************** *********************************************************************** O=====================================O==============O | 1. INTRODUCTION.....................|..............| O=====================================O==============O | 1a. About Me | #about | | 1b. Contact Me | #cont | | 1c. Legal Stuff | #law | | 1d. Version History | #verhs | | 1e. Contributors | #contr | | 1f. Notes | #notes | O=====================================O==============O | 2. THE HUMAN RACE...................|..............| O=====================================O==============O | 2a. The Human Race | #human | | 2b. Advantages | #advan | | 2c. Armor Types | #armor | O=====================================O==============O | 3. HEROES...........................|..............| O=====================================O==============O | 3a. Archmage | #archm | | 3b. Paladin | #palad | | 3c. Mountain King | #mking | | 3d. Blood Mage | #blood | O=====================================O==============O | 4. UNITS............................|..............| O=====================================O==============O | 4a. Peasant | #peast | | 4b. Militia | #milit | | 4c. Footman | #footie | | 4d. Rifleman | #rifle | | 4e. Priest | #priest | | 4f. Sorceress | #sorc | | 4g. Spell Breaker | #breaker | | 4h. Knight | #nite | | 4i. Dragonhawk Rider | #wserp | | 4j. Gryphon Rider | #grider | | 4k. Siege Engine | #engine | | 4l. Mortar Team | #mteam | | 4m. Flying Machine | #heli | | 4n. Phoenix | #phx | | 4o. Water Elemental | #firef | O=====================================O==============O | 5. BUILDINGS........................|..............| O=====================================O==============O | 5a. Town Hall/Keep/Castle | #main | | 5b. Farm | #farm | | 5c. Barracks | #boot | | 5d. Altar of Kings | #AOK | | 5e. Blacksmith | #smith | | 6f. Lumber Mill | #lmill | | 5g. Arcane Vault | #vault | | 5h. Arcane Sanctum | #sanct | | 5i. Gryphon Aviary | #aviary | | 5j. Scout/Guard/Arcane/Cannon Tower | #sgact | | 5k. Workshop | #works | | 5l. Upgrade Index | #upgrd | O=====================================O==============O | 6. STRATEGIES.......................|..............| O=====================================O==============O | 6a. Creep Counter | #creep | | 6b. Invasion | #invade | | 6c. Harass | #harass | | 6d. Building Order | #bo | | 6e. Combinations | #combs | | 6f. Noob Mistakes | #noobie | | 6g. Contributor Strategies & My Own | #own | | 6h. Hero Killers | #damnu | | 6i. Unit Control | #contr | | 6j. Team Strategies | #team | | 6k. Combat | #combat | | 6l. Other Stuff | #other | | 6m. Towers | #towers | O=====================================O==============O | 7. HUMANS VS THE WORLD..............|..............| O=====================================O==============O | 7a. Versus Undead | #vsud | | 7b. Versus Orc | #vsorc | | 7c. Versus Night Elf | #vself | | 7d. Versus Human | #vshum | O=====================================O==============O | 8. HUMANS AND NEUTRAL HEROES........|..............| O=====================================O==============O | 8a. Humans and Neutral Heroes | #humneu | | 8b. Humans and Pandaren Brewmaster | #humpan | | 8c. Humans and Beastmaster | #humbea | | 8d. Humans and Naga Sea Witch | #humsea | | 8e. Humans and Dark Ranger | #humran | | 8f. Humans and Pit Lord | #humpit | | 8g. Humans and Goblin Tinker | #humtin | O=====================================O==============O | 9. CREDITS AND THANKS...............|..............| O=====================================O==============O | 9a. Credits and Thanks | #thx | O=====================================O==============O *NOTE: #sgact= scout guard arcare cannon tower ^_^ ========================================= ========================================= ___ _ _ _ _ |_ _|_ _| |_ _ _ ___ __| |_ _ __| |_(_)___ _ _ | || ' \ _| '_/ _ \/ _` | || / _| _| / _ \ ' \ |___|_||_\__|_| \___/\__,_|\_,_\__|\__|_\___/_||_| =============1a============== #about Hey its me again! After 2 FAQs Im still wondering what I should put here: ABOUT ME Name: Constantine Genchev Country: Bulgaria Occupation: Student/Gamer Age: 15 Platforms: PC, PS2 Other FAQs by me: Ratchet and Clank 2, Star Wars Jedi Knight: Jedi Academy E-Mail: **read the rules** ----------------------------- =============1b============== #cont CONTACT ME Ur gonna get my e-mail but u can send mail under these conditions: ------------------------------------------------- 1. I like Fan mail but I can do without hate mail. 2. If u send something not connected to the FAQ, theres an 99% chance that u wont recieve an answer (unless im intrigued ^_^) 3. Contributions, corrections are always welcome. 4. If u have criticism - dont mail me anything. 5. If u have constructive criticism - mail me please. ==My E-Mail Adress is mas73rofpuppe7s[gnat]yahoo[snot]com ***NOTE: the [gnat] replaces the "@" symbol in this guide. It is to thwart spambots looking for email addresses to send spam to. Simply replace [gnat] with "@" when responding. I chose [gnat] because it rhymes with "at" and is easy to remember. Same goes for [snot]. =============1c============== #law LEGAL STUFF Im not a fan of lawyers. This FAQ belongs to and was written by Constantine Genchev and It may be published only in the following site/s: www.ign.com www.gamefaqs.com www.neoseeker.com www.dlh.net Constantine Genchev 2004. All rights reserved. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============1d============== #verhs VERSION HISTORY 02.09.2004 >>>1.00<<< ===================== >>>>> Started FAQ, Added some Basic info. <<<<<<<<<<<<<<<<< ===================== 02.09.2004 >>>1.15<<< ===================== >>>>> Added Archmage Info and Human Race Info <<<<<<<<<<<<< ===================== 02.09.2004 >>>1.25<<< ===================== >>>>> Corrected Spelling Mistakes and Added WordWrap (72 c per line) also included more info for Arch- Mage<<<<<<<<<<<<<<<<<<<<<<<<<< ===================== 02.09.2004 >>>1.35<<< ===================== >>>>>Added Basic Info about the Paladin<<<<<<<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>1.50<<< ===================== >>>>>Added Devotion Aura, Holy Light Paladin Skills<<<<<<<<<< ===================== 03.09.2004 >>>2.00<<< ===================== >>>>>Added Divine Shield Info <<<<<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>2.40<<< ===================== >>>>>Finished on Paladin. Edited the spell tables. Started on Mountain King <<<<<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>2.60<<< ===================== >>>>>Added Contributor Links<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.00<<< ===================== >>>>>Fixed more of the Tables<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.40<<< ===================== >>>>>Finished Mountain King<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.60<<< ===================== >>>>>Made More Correct- ions<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.75<<< ===================== >>>>> Added ASCII(lol) Script<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.88<<< ===================== >>>>>>Made More Correct- ions<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>3.95<<< ===================== >>>>> Added HP/MP Tables<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>4.25<<< ===================== >>>>> Completed all Blood Mage spells except Ultimate<<<<<<<<<<<<< ===================== 03.09.2004 >>>4.27<<< >>>>> Going Skating<< ===================== 03.09.2004 >>>4.28<<< ===================== >>>>> Back From Skating <<<<<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>4.30<<< ===================== >>>>> Resumed Work on the FAQ <<<<<<<<<<<<< ===================== 03.09.2004 >>>4.50<<< ===================== >>>>> Added NOTES Section<<<<<<<<<<<<<< ===================== 03.09.2004 >>>4.51<<< ===================== >>>>> Made Minor Correct- ions<<<<<<<<<<<<<<<<< ===================== 03.09.2004 >>>4.95<<< ===================== >>>>> New MnC Script: Yeah Baby Yeah!<<<<<< ===================== 03.09.2004 >>>5.15<<< ===================== >>>>> Added Humans VS The World Section<<<< ===================== 03.09.2004 >>>5.25<<< ===================== >>>>> FAQ got posted on www.gamefaqs.com<< ===================== 03.09.2004 >>>6.00<<< ===================== >>>>> Finished with Heroes. Added peasant, militia info<<<<<<<<< ===================== 03.09.2004 >>>6.25<<< ===================== >>>>> Made lotsa correct- ions. Added Priest and Rifleman info, added also the abreviations<<<<< ===================== 04.09.2004 >>>6.66<<< ===================== >>>>> Added quick-select system<<<<<<<<<<<<<<< ===================== 04.09.2004 >>>6.77<<< ===================== >>>>> Finished with Priest, added sorceress<<<<<< ===================== 04.09.2004 >>>6.88<<< ===================== >>>>> Finished with Spell Breaker. Made Some minor corrections <<<<<<<<<<<<<<<<<<<<< ===================== 04.09.2004 >>>6.99<<< ===================== >>>>> Added Knight, Dragonhawk Rider, Gryphon Rider Info. <<<<<<<<< ===================== 04.09.2004 >>>7.11<<< ===================== >>>>> Added Mortar Team, Siege Engine, Flying Machine<<<<<<<<<<<<<< ===================== 04.09.2004 >>>7.13<<< ===================== >>>>> Added new ASCII Script ^_^<<<<<<<<<<< ===================== 04.09.2004 >>>7.14<<< ===================== >>>>> Made more correct- ions, Waiting for cont- ributors<<<<<<<<<<<<< ===================== 04.09.2004 >>>7.77<<< ===================== >>>>> Done with Units <<<<<<<<<<<<<<<<<<<<< ===================== 07.09.2004 >>>7.99<<< ===================== >>>>> Added Armor Types <<<<<<<<<<<<<<<<<<<<< ===================== 07.09.2004 >>>8.11<<< ===================== >>>>> Started Upgrades Section<<<<<<<<<<<<<< ===================== 07.09.2004 >>>8.22<<< ===================== >>>>> Finished with upgrades<<<<<<<<<<<<< ===================== 07.09.2004 >>>9.44<<< ===================== >>>>> Added some <<<< Strategies<<<<<<<<<<< ===================== 08.09.2004 >>>9.66<<< ===================== >>>>> Added more <<<< Strategies<<<<<<<<<<< ===================== 08.09.2004 >>>9.99<<< ===================== >>>>> Read Entire FAQ and Corrected more mistakes <<<<<<<<<<<< ===================== 08.09.2004 >>>10.00<< ===================== >>>>> Happy Version 10 ^_^. <<<<<<<<<<<<<<<< ===================== 08.09.2004 >>>10.66<< ===================== >>>>> Added tons of stuff to the strats<< ===================== 08.09.2004 >>>10.99<< ===================== >>>>> Finished with Strategies<<<<<<<<<<< ===================== 08.09.2004 >>>11.22<< ===================== >>>>> Finished FAQ, FAQ got posted on www.ign.com<<<<<<<<<< ===================== 08.09.2004 >>>11.24<< ===================== >>>>> Made Some Minor Corrections and Updates<<<<<<<<<<<<<< ===================== 08.09.2004 >>>11.25<< ===================== >>>>> FAQ DONE <<<<<< ===================== 08.09.2004 >>>11.26<< ===================== >>>>> Made some correct- ions. FAQ Got posted on www.neoseeker.com< ===================== 10.09.2004 >>>11.27<< ===================== >>>>> Updated ASCII Information, I'm a friggin'thief ^_^<<<< ===================== 10.09.2004 >>>11.28<< ===================== >>>>> FAQ got posted on DLH.Net<<<<<<<<<<< ===================== 12.09.2004 >>>11.58<< ===================== >>>>> Added New section. Re-designed tables. Added more strategies. ===================== 15.09.2004 >>>11.68<< ===================== >>>>> Minor Corrections <<<<<<<<<<<<<<<<<<<<< ===================== 16.09.2004 >>>11.78<< ===================== >>>>> FAQ got posted on www.warcraft-guide.de <<<<<<<<<<<<<<<<<<<<< ===================== 22.09.2004 >>>12.00<< ===================== >>>>> First Contribution lol! W8ing 4 more<<<< ===================== =============1e============== #cont LIST OF CONTRIBUTORS 1>>>>>Mojo Storm-Stout's Warcraft III Strategy Guide Link: www.battle.net/war3/human/ 2>>>>>Dale Robertson Link: dale_r_44[gnat]hotmail[snot]com 3>>>>>Ace Link: grimmdagger[gnat]hotmail[snot]com ======================================================================= ======================================================================= =============1f============== #notes NOTES *READ THIS*!!!! ******IMPORTANT! THIS GUIDE IS MEANT FOR USE IN PATCH 1.16a ONLY!!!!!!! If a previous of later patch is used, some of the strategies may appear useless! ******Remember the previous not ^^^ :D ******Download the MnC Script! Its real good. Heres the Link: cracker004.bol.bg/mncscript.zip This script was created by me (^_^) and a friend of mine. ******Heres some of the abreviations used in this FAQ: = AOE = Area Of Effect (Used on Spells) = HP = Hit points/Health = MP = Mana points/Mana = FOOTIES = Footmen = RIFLES = Riflemen = BREAKERS = Spell Breakers = SORC = Sorceress = W = Wood = G = Gold = F = Food = CC = Creep Counter = STR = Strenght = INT = Intelligence = AG = Agility = HAU = Heavy Air Unit = U = You (^)_(^) = MK = Mountain King ******For now, only me and Mojo Storm-Stout are writing this thing. PLS! SEND ME UR OWN STRATEGIES!!!! *Read Above for E-Mail* ******PATCH 1.17 is OUT!!! On the Next update I will post some stuff about the new neutral heroes (Firelord and Alchemist) and the changes of the patch. ======================================================================= ======================================================================= _____ _ _ _ ___ |_ _| |_ ___ | || |_ _ _ __ __ _ _ _ | _ \__ _ __ ___ | | | ' \/ -_) | __ | || | ' \/ _` | ' \ | / _` / _/ -_) |_| |_||_\___| |_||_|\_,_|_|_|_\__,_|_||_| |_|_\__,_\__\___| =============2a============== #human THE HUMAN RACE The noble warriors of humanity employ both a strong military and powerful magics in the defense of their shining kingdoms. Both knights and wizards fight side by side on the field of battle against those who would threaten the sanctity and peace of the Alliance. Although the Alliance has all but fallen apart, the valiant citizens of Azeroth and Lordaeron have once again taken up arms against the enemies of humanity. The Human Alliance is a conglomeration of Humans, Elves, and Dwarves. They are the most versatile army in Warcraft III, with good ground and air troops, excellent siege capability, and powerful spellcasters. One of the most commonly played races. Thousands of tactics exist for development and attacking. In this FAQ im going to pass on to the next generation what I know, hoping that there are gonna be lotsa contributors for this thingy. ^_^ =============2b============== #advan ADVANTAGES ====1.Peasant Militia.1==== The workers of the Human Alliance can be converted into Militia when the need arises. You can transform Peasants individually by clicking on the Call to Arms icon on each Peasant's command card or convert them en masse by ringing the Call to Arms bell at your Town Hall. Peasants will then rally to the Town Hall, where they don armor and wield axes to fight invaders. After a set amount of time, Militia will revert back to Peasants, or you can prematurely end their military tenure at the Town Hall with the Back to Work bell. ====2.Cooperative Building.2==== Humans can speed up the construction of a building by tasking extra Peasants to repair the structure. While the building is under construction, each additional Peasant assigned to repair the structure will ensure that the task is finished much faster. ====3.Sturdy Construction.3==== Humans can improve the armor and durability of their structures at the Lumber Mill with the Improved Masonry technologies. Each upgrade provides increasing armor and hit points to the Alliance buildings. ====4.Improved Lumber Harvesting.3==== Two upgrades can be researched at the Lumber Mill to improve the wood gathering of the Human Alliance. Each successive upgrade increases the carrying capacity for those Peasants harvesting lumber. ====5..5==== Humans are the masters of invisibility Humans can ressurect their troops Humans' Defend Ability is very effective against ranged units Humans have the best towers Humans can teleport around with lvl 6 archmage and invisibility. ======================================================================= ======================================================================= =============2c============== #armor ARMOR TYPES Attack Types Normal (most melee units) Normal attacks do extra damage against Medium armor, and reduced damage to Fortified armor. Piercing (most ranged attackers) Piercing attacks do extra damage to Unarmored units and Light armor, and reduced damage to Fortified, Medium armor, and Heroes. Siege (artillery) Siege attacks do extra damage to Fortified armor and Unarmored units, and reduced damage to Medium armor and Heroes. Chaos (A few Creeps, Powerful Summoned Units) Chaos attacks do full damage to all armor types. Magic Damage (most spellcasters, air units) Magic attacks do extra damage against Light and Heavy armor, and reduced damage to Medium, Fortified armor, and Heroes. Magic attacks do 66% extra damage to ethereal units, and zero damage to magic-immune units. Hero Hero attacks do reduced damage to Fortified armor. Weapon Types Normal Missile Artillery Instant Armor Types Unarmored (most spellcasters) Unarmored takes extra damage from Piercing, and Siege attacks. Some unarmored units such as Huntress, Gargoyle, Hippogryph, and Druid of the Talon in Storm Crow form have armor for balance reasons. Most unarmored units do not have armor. Light (most flying units) Light armor takes extra damage from Piercing and Magic attacks. Medium (most ranged attackers and workers) Medium armor takes extra damage from Normal attacks, reduces damage from Piercing, Magic, and Siege attacks. Heavy (most low and high tech melee units) Heavy armor takes extra damage from Magic attacks. Hero Heroes take reduced damage from Piercing, Magic, Spell, and Siege attacks. Fortified (buildings) Fortified armor greatly reduces Piercing, Magic, Hero, and Normal attacks, but takes extra damage from Siege attacks. Note Ethereal units can only be damaged by units that have the attack type "Magic" such as spellcasters. Magic-immune units can only be damaged by units that have physical attack types. Damage and Armor Class System Every unit in the game has an armor type and attack type (like StarCraft). Each attack type is better or worse versus other armor types. For example, a Grunt has a Normal attack, which does 150% damage versus "Medium" armor units like the Archer, Rifleman, Troll Headhunter, and Crypt Fiend. The Archer has a Pierce attack, which does 100% extra damage versus "Light" armor units like the Gryphon Rider. This system is in place to encourage unit counters and unit mixing in combat. If the opposing player builds ranged attackers, then the natural counter would be to build melee units, which have an attack bonus versus them. However, since ranged attackers have a high damage, you would benefit by building a mixed group of melee and ranged attackers since your ranged attackers will out-damage the opposing melee units if they are protected from direct melee damage themselves. Warcraft III: The Frozen Throne: Attack Type vs. Armor Type Chart ______________________________________________ | Light Medium Heavy Fort Hero Unarmored | |Normal 100% 150% 100% 70% 100% 100% | |Pierce 200% 75% 100% 35% 50% 150% | |Siege 100% 50% 100% 150% 50% 150% | |Magic 125% 75% 200% 35% 50% 100% | |Chaos 100% 100% 100% 100% 100% 100% | |Spells 100% 100% 100% 100% 70% 100% | |Hero 100% 100% 100% 50% 100% 100% | |______________________________________________| Warcraft III: Reign of Chaos v1.06: Attack Type vs. Armor Type Chart ______________________________________________ | Light Medium Heavy Fort Hero Unarmored | |Normal 150% 100% 100% 50% 100% 100% | |Pierce 75% 100% 150% 35% 50% 150% | |Siege 50% 100% 100% 150% 50% 150% | |Magic 100% 200% 100% 50% 50% 75% | |Chaos 100% 100% 100% 100% 100% 100% | |Spells 100% 100% 100% 100% 70% 100% | |Hero 100% 100% 100% 50% 100% 100% | |______________________________________________| Damage Reduction or Increases for Armor For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor)) For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores. Consult this chart* for more information. A Positive Armor of 1 reduces damage by about 5.7%. A negative armor of 10 increases damage by 46.1%. Although the formula for armor may look intimidating, it actually works out to mean that one point of armor means +6% HP. So a unit with 20 armor basically has 120% extra hitpoints -- 100 would become effectively 220. *Need a PDF viewer? Get Adobe ReaderT ======================================================================= ======================================================================= _ _ | || |___ _ _ ___ ___ ___ | __ / -_) '_/ _ \/ -_|_-< |_||_\___|_| \___/\___/__/ Classification: Race, Sex (^)_(^) Table of Stats: Dmg, HP, MP, Ag, Str, Int per lvl, lvl 1-10 Info: Hero basic information Spells: Spell information Spell tacs: Spell tactics Hero tacs: Hero tactics =============3a============== #archm ARCHMAGE Hailing from the magical kingdom of Dalaran, the Archmagi represen t the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril. Classification: Human Male ____________________________________________________________________ | | | | | | | | LEVEL | DAMAGE [AVG | ARMOR | STRENGHT | AGILITY | INTELLIGENCE | |_________|______________|_______|__________|_________|______________| | 1 | 21-27[24 avg]| 3 | 14 | 17 | 19 | |_________|______________|_______|__________|_________|______________| | 2 | 24-30[27 avg]| 3 | 15 | 18 | 22 | |_________|______________|_______|__________|_________|______________| | 3 | 27-33[30 avg]| 4 | 17 | 19 | 25 | |_________|______________|_______|__________|_________|______________| | 4 | 30-36[33 avg]| 4 | 19 | 20 | 28 | |_________|______________|_______|__________|_________|______________| | 5 | 33-39[36 avg]| 4 | 21 | 21 | 31 | |_________|______________|_______|__________|_________|______________| | 6 | 37-43[40 avg]| 5 | 23 | 22 | 35 | |_________|______________|_______|__________|_________|______________| | 7 | 40-46[43 avg]| 5 | 24 | 23 | 38 | |_________|______________|_______|__________|_________|______________| | 8 | 43-49[46 avg]| 5 | 26 | 24 | 41 | |_________|______________|_______|__________|_________|______________| | 9 | 46-52[49 avg]| 6 | 28 | 25 | 44 | |_________|______________|_______|__________|_________|______________| | 10 | 49-55[52 avg]| 6 | 30 | 26 | 47 | |_________|______________|_______|__________|_________|______________| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| | COST |425g,100l,5f | |___________________________________________|________________________| | ATTACK TYPE |Hero/Ranged | |___________________________________________|________________________| | COOLDOWN |2.13 | |___________________________________________|________________________| | ARMOR TYPE |Hero | |___________________________________________|________________________| | STRENGHT PER LEVEL |1.8 | |___________________________________________|________________________| | AGILITY PER LEVEL |1 | |___________________________________________|________________________| | INTELLIGENCE PER LEVEL |3.2 | |___________________________________________|________________________| | MANA REGENERATION |.01 | |___________________________________________|________________________| | HEALTH REGENERATION |Always | |___________________________________________|________________________| | DAY SIGHT |180 | |___________________________________________|________________________| | NIGHT SIGHT |80 | |___________________________________________|________________________| | SPEED |Fast(320) | |___________________________________________|________________________| | BUILD TIME |55 | |___________________________________________|________________________| | TRANSPORT SPACE USAGE |1 | |___________________________________________|________________________| | PRODUCTION HOTKEY |A | |___________________________________________|________________________| | RANGE |60 | |___________________________________________|________________________| ____________________________ |LEVEL|Hit Points|Mana Points| |-----|----------|-----------| | 1 | 450 | 285 | |-----|----------|-----------| |-----|----------|-----------| | 2 | 475 | 330 | |-----|----------|-----------| |-----|----------|-----------| | 3 | 525 | 375 | |-----|----------|-----------| |-----|----------|-----------| | 4 | 575 | 420 | |-----|----------|-----------| |-----|----------|-----------| | 5 | 625 | 465 | |-----|----------|-----------| |-----|----------|-----------| | 6 | 675 | 525 | |-----|----------|-----------| |-----|----------|-----------| | 7 | 700 | 570 | |-----|----------|-----------| |-----|----------|-----------| | 8 | 750 | 615 | |-----|----------|-----------| |-----|----------|-----------| | 9 | 800 | 660 | |-----|----------|-----------| |-----|----------|-----------| | 10 | 850 | 705 | |-----|----------|-----------| HERO INFORMATION: The Archmage is one of the most popular Human Heroes. Most Human players choose the Archmage as their first Hero. Human players love theArchmage's Water Elementals because they can really help assist Footmen in the early portion of the game where the Humans can be kind of weak. Water Elementals are great for soloing Creeps at the start of the game.Water Elementals are great for rushing the enemy and can be used to attack air units. With the Brilliance Aura, Archmages can keep several Water Elementals active at once and can regenerate theMana of Heroes, Sorceresses, and Priests. The Archmage's Blizzard spell is alsovery powerful, especially in large team games. The Archmage's Ultimate Mass Teleport ability can allow the Humans to teleport around the map wherever they want and can allow them to instantly defend expansions without the use of Town Portal Scrolls. The Archmage is Very Fragile The Archmage is very easy to kill. Like the Undead Lich, the Archmage can be killed in 1-2 seconds when surrounded, sometimes before he can even think about Teleporting away. Whenever possible give the Archmage items that increase his Health, which will allow him to last long enough to get away. Always keep the Archmage away from the enemy and run whenever melee units attack or attempt to surround him. Players with poor control will find they lose the Archmage a lot when facing good players. Skill Spending There are typically two options: Water Elemental and then Brilliance Aura followed by Mass Teleport or Blizzard and then Brilliance Aura followed by Mass Teleport. The only question is which do you want: Blizzard or Water Elementals? Water Elementals vs. Blizzard Water Elementals are great but they can be dispelled. Some races can easily dispel Water Elementals such as Night Elf Dryads using Abolish Magic. Water Elementals also give the enemy Heroes good experience. When you suicide Water Elementals into an army or use them to scout they just hand over big chunks of experience to the enemy Heroes. Water Elementals can be very good warriors however if the enemy is not dispelling them. Blizzard is useful against large packs of enemies, especially in team games. Blizzard is very useful against low hit point units such as ranged units including spells casters. A Blizzard can easily kill a large group of Archers, Footmen, or Ghouls. With the Brilliance Aura Archmages can almost always cast Blizzard. Blizzard also scares the enemy into running. It wouldn't be smart for them to stand in the Blizzard but when they run you can often take free shots on the enemy as they run away. Blizzard can also force the enemy to separate as they are trying to run away which will allow you to swarm pockets of the enemy army with superior numbers. On some maps and in some player's towns you can set up a situation where the enemy cannot retreat. In that case you can Blizzard them and they just have to take it since they can't run. In those situations Blizzard is much more useful than Water Elementals. Blizzard can be a game winner. Typically players use Water Elementals in 1 vs. 1 and 2 vs. 2 and use Blizzard in 3 vs. 3 and 4 vs. 4. Some players use Blizzard AND Water Elemental if there is another player to give the Brilliance Aura or give Mana to the Archmage. Archmage Counters It usually isn't hard to kill an Archmage unless it is a large team game or the player is VERY good at controlling him. Simply surround and kill with melee units or ranged units. Use Mana Burn with a Demon Hunter, Entangling Roots with a Keeper of the Grove, Focused Fire with Priestess of the Moon and Searing Arrow, Sleep with a Dread Lord, Stun with Tauren Chieftain or Mountain King. ======================================================================= HERO SPELLS:=========================================================== ======================================================================= 1.Blizzard Calls down waves of freezing ice shards that damage units in a target area. ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |6sec |8sec |10sec | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |6sec |6sec |6sec | |_____|_________________|_______________|___________________| |MANA | | | | |COST |75 |75 |75 | |_____|_________________|_______________|___________________| |RANGE| | | | | |80 |80 |80 | |_____|_________________|_______________|_________________ _| |AOE | | | | | |20 |20 |20 | |_____|_________________|_______________|___________________| |EF- |6 waves |8 waves |10 waves | |FECT |30 damage each |40 damage each |50 damage each | |_____|max 150 damage |max 200 damage |max 250 damage | |LVL |-----------------|---------------|-------------------| | |1 |3 |5 | |_____|_________________|_______________|___________________| | | | | ALLOWED TARGETS | | |_______________________|___________________________________| Blizzard has a damage cap that is invoked when Blizzard hits more than 5 targets per wave. Blizzard is an area effect spell. This spell will damage all units including friendly units. Blizzard will hurt your own troops so don't Blizzard your own units or allied units. Be sure to prevent your units from running into a Blizzard after your enemy steps out of it. Whenever possible aim Blizzard on low hit point units such as ranged units and spellcasters. Try to move the enemy into areas where their retreat is cut off so you can Blizzard them. Cast Blizzard on any enemy units that can't run away. If you see that you are casting Blizzard on friendly troops immediately cancel it. Blizzard does 50% damage to buildings. Blizzard is not that effective against buildings but it can work. Blizzard will not hurt enemy units with Spell Immunity such as Night Elf Dryads, Undead units with Anti-Magic Shell, Undead Infernals, or Creeps with Spell Immunity This spell must be maintained to get the full effect. If the Archmage moves, the spell will not do its full damage. The ice shards will stack their effects on the area of effect. Force the Archmage to move from his location. This will stop the Blizzard. ======================================================================= ======================================================================= 2. Water Elemental Summons a Water Elemental to attack the Archmage's enemies ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |60sec |60sec |60sec | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |20sec |20sec |20sec | |_____|_________________|_______________|___________________| |MANA | | | | |COST |125 |125 |125 | |_____|_________________|_______________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_______________|_________________ _| |AOE | | | | | |N/A |N/A |N/A | |_____|_________________|_______________|___________________| |EF- |450 hit points. |675 hit points |900 hit points | |FECT |Light damage |Moderate Damage|Heavy Damage | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | | | | ALLOWED TARGETS | | |_______________________|___________________________________| Water Elementals look different depending on the spell level. For solo game play or 2 vs. 2s, a common strategy is Archmage and Water Elementals to start out with. This works very well with Brilliance. Try to get the enemy Creeps and units to focus their attention on the Water Elemental since it will disappear after a period of time anyway ***NOTE: About Water Elemental - See UNITS: Water Elemental CODE: #firef ======================================================================= ======================================================================= 3.Brilliance Aura Gives additional mana regeneration to nearby friendly units ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |Unlimited |Unlimited |Unlimited | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |N/A |N/A |N/A | |_____|_________________|_______________|___________________| |MANA | | | | |COST |None |None |None | |_____|_________________|_______________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_______________|_________________ _| |AOE | | | | | |90 |90 |90 | |_____|_________________|_______________|___________________| |EF- |Adds 0.75 mana |Adds 1.5 mana |Adds 2.25 mana | |FECT |per sec. |per sec |per sec | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | | | | ALLOWED TARGETS | | |_______________________|___________________________________| This aura does increase the Mana Regeneration of the Archmage, so it is useful even when the Archmage doesn't have a lot of other spell casters under his command. This aura is especially useful in allied games because the Archmage can help regenerate mana of other heroes and spell casters. Almost all Archmagi use Brilliance Aura. ====================================================================== ====================================================================== 4.Mass Teleport (Ultimate) Teleports 24 of the player's nearby units, including the Archmage, to a friendly ground unit or structure. _____ ________ ________ _________ _____ _____________________________ |LEVEL|DURATION|COOLDOWN|MANA COST|RANGE|AOE| EFFECT | |-----|--------|--------|---------|-----|-----------------------------| | 1 | N/A | 20sec | 100 |Unltd|70 |Teleports up to 24 units | | | | | | | | | | | | | | | | | |_____|________|________|_________|_____|___|_________________________| | | | | ALLOWED TARGETS | | |_________________________________|___________________________________| This spell is useful because, unlike Town Portal Scrolls, you can teleport to any location where there is a friendly ground unit. Town Portal Scrolls can only teleport you to a friendly town hall. The cooldown is fairly short, so the Archmage can teleport to a location, engage in battle, then quickly teleport to the next location. Mass Teleport is very powerful. It can allow you to teleport all around the map responding to enemy attacks and offensively attacking the enemy. It is especially useful in FFA games and large team games. If one enemy is attacking an ally in a Team Game the Archmage can teleport back to save it, then can Mass Teleport right back to where their ally is attacking once the enemy attack has been repelled. You can use Mass Teleport to go anywhere. Simply send a unit to where you want to teleport. You can even make units Invisible then send them into enemy towns then Mass Teleport to that unit. A very effective strategy is to build up a group of Siege Engines then use the Archmage to Mass Teleport them into enemy towns or expansions. Mass Teleport can also be very powerful with a group of Sorceresses and Priests with the Brilliance Aura. Send a Mechanized Critter into the enemy Town. Then use it to Mass Teleport there. =) The Archmage is not invulnerable while he casts Mass Teleport as Heroes normally are when using Teleport Scrolls. =============3b============== #palad PALADIN Although the Paladins were once loved and revered throughout the lands of Lordaeron, they have since fallen on hard times. The entire Order of the Silver Hand was disbanded for refusing to kill innocent townsfolk who were believed to be contaminated by the dreaded Undead plague. Disenfranchised and driven from their former homes, the Paladins still work selflessly to protect humanity from the gnawing jaws of evil. Empowered by the Light, these mighty warriors brandish both warhammer and holy fire in battle against all who would trample the meek and innocent. Classification: Human Male. ____________________________________________________________________ | | | | | | | | LEVEL | DAMAGE [AVG | ARMOR | STRENGHT | AGILITY | INTELLIGENCE | |_________|______________|_______|__________|_________|______________| | 1 | 24-34[29 avg]| 4 | 22 | 13 | 17 | |_________|______________|_______|__________|_________|______________| | 2 | 26-36[31 avg]| 4 | 24 | 14 | 18 | |_________|______________|_______|__________|_________|______________| | 3 | 29-39[34 avg]| 5 | 27 | 16 | 20 | |_________|______________|_______|__________|_________|______________| | 4 | 32-42[37 avg]| 5 | 30 | 17 | 22 | |_________|______________|_______|__________|_________|______________| | 5 | 34-44[39 avg]| 6 | 32 | 19 | 24 | |_________|______________|_______|__________|_________|______________| | 6 | 37-47[42 avg]| 6 | 35 | 20 | 26 | |_________|______________|_______|__________|_________|______________| | 7 | 40-50[45 avg]| 7 | 38 | 22 | 27 | |_________|______________|_______|__________|_________|______________| | 8 | 42-52[47 avg]| 7 | 40 | 23 | 29 | |_________|______________|_______|__________|_________|______________| | 9 | 45-55[50 avg]| 8 | 43 | 25 | 31 | |_________|______________|_______|__________|_________|______________| | 10 | 48-58[53 avg]| 8 | 46 | 26 | 33 | |_________|______________|_______|__________|_________|______________| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| | COST |425g,100l,5f | |___________________________________________|________________________| | ATTACK TYPE |Hero/Melee | |___________________________________________|________________________| | COOLDOWN |2.2 | |___________________________________________|________________________| | ARMOR TYPE |Hero | |___________________________________________|________________________| | STRENGHT PER LEVEL |2.7 | |___________________________________________|________________________| | AGILITY PER LEVEL |1.5 | |___________________________________________|________________________| | INTELLIGENCE PER LEVEL |1.8 | |___________________________________________|________________________| | MANA REGENERATION |.01 | |___________________________________________|________________________| | HEALTH REGENERATION |Always | |___________________________________________|________________________| | DAY SIGHT |180 | |___________________________________________|________________________| | NIGHT SIGHT |80 | |___________________________________________|________________________| | SPEED |Average (270) | |___________________________________________|________________________| | BUILD TIME |55 | |___________________________________________|________________________| | TRANSPORT SPACE USAGE |1 | |___________________________________________|________________________| | PRODUCTION HOTKEY |L | |___________________________________________|________________________| | RANGE |MELEE | |___________________________________________|________________________| ____________________________ |LEVEL|Hit Points|Mana Points| |-----|----------|-----------| | 1 | 650 | 255 | |-----|----------|-----------| |-----|----------|-----------| | 2 | 700 | 270 | |-----|----------|-----------| |-----|----------|-----------| | 3 | 775 | 300 | |-----|----------|-----------| |-----|----------|-----------| | 4 | 850 | 330 | |-----|----------|-----------| |-----|----------|-----------| | 5 | 900 | 360 | |-----|----------|-----------| |-----|----------|-----------| | 6 | 975 | 390 | |-----|----------|-----------| |-----|----------|-----------| | 7 | 1050 | 405 | |-----|----------|-----------| |-----|----------|-----------| | 8 | 1100 | 435 | |-----|----------|-----------| |-----|----------|-----------| | 9 | 1175 | 465 | |-----|----------|-----------| |-----|----------|-----------| | 10 | 1250 | 495 | |-----|----------|-----------| HERO INFORMATION: The Paladin is a melee hero but isn't quite as powerful as the Demon Hunter, Blademaster, or Mountain King. The Paladin is more of a background support Hero with a melee attack. The Paladin's spells are all useful. Holy Light is very useful for healing units during combat, especially at the start of the game against Creeps. Holy Light also rules for healing allied Heroes or your own Heroes. It's much cheaper to heal a unit and have it continue than replace it. The Paladin's Divine Shield can save him if he is about to die or can allow him to do hit-and-run attacks. The Devotion Aura is useful when combined with Knights and Footmen and especially useful in allied games with lots of allied units. Resurrection is also really good because it can bring 6 units back to life. At it's best you can return say 6 Knights, or a mix of powerful allied units back to life. Spending Points There are several point spending strategies. Some players go Holy Light then Devotion Aura followed by Resurrection. Others players go Holy Light and Divine Shield with a point or two in Devotion at higher levels. While you could go a mix of Divine Shield and Devotion Aura it's better to use Holy Light. Paladin Counters The Paladin is fairly easy to kill using focused fire or surround and kill with melee units. Paladins should teleport away or make sure they don't get surrounded. Learn to run away ======================================================================= HERO SPELLS:=========================================================== ======================================================================= Holy Light A holy light that can heal a friendly living unit or damage an enemy undead unit. ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |N/A |N/A |N/A | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |5sec |5sec |5sec | |_____|_________________|_______________|___________________| |MANA | | | | |COST |65 |65 |65 | |_____|_________________|_______________|___________________| |RANGE| | | | | |80 |80 |80 | |_____|_________________|_______________|_________________ _| |AOE | | | | | |Targeted Unit |Targeted Unit |Targeted Unit | |_____|_________________|_______________|___________________| |EF- |Heals 200HP/Dam- |Heals 400HP/ |Heals 600HP | |FECT |ages 100HP |Damages 200HP |Damages 300HP | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | |Air, Ground, Organic, Not Self | | ALLOWED TARGETS | | |_______________________|___________________________________| The Paladin cannot cast Holy Light on himself. Holy Light is much easier to use with Sub Groups. Simply group select units and hit tab until the Paladin's Holy Light button shows up. Left-click on the Holy Light button to target the spell, then left click on a damaged unit's portrait in the Sub Group. This will cause the Paladin to heal the unit without having to click on the unit itself. With practice you can quickly heal damaged units in battle, making this a very effective spell. The Paladin can keep important units such as Knights, Priests, and Sorceresses alive. If the enemy continues to attack them, the Paladin can continue to cast Holy Light to heal the damaged units. At the same time you can use other units to hit the attacking enemy units from the rear and make them pay the price for focusing on that specific unit. Holy Light is very useful early on when trying to level up. You can attack Creeps with a small force and quickly recover from damage using Holy Light. Use Holy Light on allied Heroes in team games. Just request allies to ask for Holy Light to let you know they need it. They can say "HL or Heal" Holy Light is also great against Heroes such as the Death Knight, Dread Lord, Lich, Pit Lord, and Dark Ranger ======================================================================= ======================================================================= Devotion Aura Gives additional armor to nearby friendly units. ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |Unlimited |Unlimited |Unlimited | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |N/A |N/A |N/A | |_____|_________________|_______________|___________________| |MANA | | | | |COST |None |None |None | |_____|_________________|_______________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_______________|_________________ _| |AOE | | | | | |90 |90 |90 | |_____|_________________|_______________|___________________| |EF- | +1.5 to armor | +3 to armor | +4.5 to armor | |FECT | | | | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | |Air, Ground, Friend, Self | | ALLOWED TARGETS | | |_______________________|___________________________________| Devotion helps units take less damage. It is very useful for groups of Footmen and Knights and even more useful for large team games where the Aura helps lots of units in battle on the team. Typically players focus on Devotion early on along with either Holy Light or Divine Shield. ======================================================================= ======================================================================= Divine Shield An impenetrable shield surrounds the Paladin, protecting him from all damage and spells for a set amount of time. ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |15sec |30sec |45sec | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |35sec |50sec |65sec | |_____|_________________|_______________|___________________| |MANA | | | | |COST |25 |25 |25 | |_____|_________________|_______________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_______________|_________________ _| |AOE | | | | | |Personal |Personal |Persona; | |_____|_________________|_______________|___________________| |EF- |Invulnerability |Invulnerability|Invulnerability | |FECT | | | | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | |Self | | ALLOWED TARGETS | | |_______________________|___________________________________| Divine Shield is an invincibility spell. You can cast this and the enemy cannot harm your Paladin until the spell wears off. Divine Shield allows you to use a Hero without having to worry about the enemy killing it. Divine Shield is also handy for running away when your Hero is about to die. You can run in and attack the enemy, waiting until they attack before using Divine Shield. You can then attack all you want while they can't respond. When it wears off you can use an Invisibility Potion to get away. Divine Shield Counters Just run away until the spell wears off. Paladins hate that =) ======================================================================= ======================================================================= RESSURECTION (Ultimate) Brings back to life the corpses of 6 friendly nearby units. The spell will choose the most powerful corpses to resurrect if there are more than 6 _____ ________ ________ _________ _____ _____________________________ |LEVEL|DURATION|COOLDOWN|MANA COST|RANGE|AOE| EFFECT | |-----|--------|--------|---------|-----|-----------------------------| | 1 | N/A | 240sec | 200 | 40 |90 |Ressurects up to 6 units | | | | | | | | | | | | | | | | | |_____|________|________|_________|_____|___|_________________________| | |Ground, Friend, Dead | | ALLOWED TARGETS | | |_________________________________|___________________________________| Resurrection Information Resurrection is an incredibly powerful spell because it can allow up to 6 units to come back to life which is essentially giving you up to 6 free units without cost. The spell is best used when there are at least 6 units to raise. If you Resurrect allied units, those units will go back to the original owner's control (your Ally) Going Over the Food Cap It is possible, using Resurrection, to go over the food cap. Say for example, you have reached your food cap of 100, and six Knights die near your Paladin. Immediately train additional units to get back to the maximum food limit, and then cast Resurrection to resurrect your six Knights that died. This will then allow you to have 124/100 food used, giving you an advantage during battle. Resurrection Counters Undead players can use Meat Wagons to remove the corpses or cast Raise or Animate Dead to prevent the enemy from Resurrecting ======================================================================= ======================================================================= =============3c============== #mking MOUNTAIN KING The Mountain Kings, or 'Thanes' as they are known in Khaz Modan, are the mightiest Dwarven warriors under the mountain. Wielding both enchanted warhammers and hand axes, these fierce fighters live to test themselves against worthy opponents. Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals, Mountain Kings live only for battle. Dedicated to safeguarding the Alliance which saved their kingdom during the Second War, the Mountain Kings can be counted upon to rally behind any banner that stands between freedom and the ever looming shadow of evil. Classification: Dwarf Male ____________________________________________________________________ | | | | | | | | LEVEL | DAMAGE [AVG | ARMOR | STRENGHT | AGILITY | INTELLIGENCE | |_________|______________|_______|__________|_________|______________| | 1 | 26-36[31 avg]| 2 | 22 | 13 | 17 | |_________|______________|_______|__________|_________|______________| | 2 | 29-39[34 avg]| 3 | 24 | 14 | 18 | |_________|______________|_______|__________|_________|______________| | 3 | 32-42[37 avg]| 3 | 27 | 16 | 20 | |_________|______________|_______|__________|_________|______________| | 4 | 35-45[40 avg]| 4 | 30 | 17 | 22 | |_________|______________|_______|__________|_________|______________| | 5 | 38-48[43 avg]| 6 | 32 | 19 | 24 | |_________|______________|_______|__________|_________|______________| | 6 | 41-51[46 avg]| 6 | 35 | 20 | 26 | |_________|______________|_______|__________|_________|______________| | 7 | 44-54[49 avg]| 7 | 38 | 22 | 27 | |_________|______________|_______|__________|_________|______________| | 8 | 47-57[52 avg]| 7 | 40 | 23 | 29 | |_________|______________|_______|__________|_________|______________| | 9 | 50-60[55 avg]| 8 | 43 | 25 | 31 | |_________|______________|_______|__________|_________|______________| | 10 | 53-63[58 avg]| 8 | 46 | 26 | 33 | |_________|______________|_______|__________|_________|______________| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| | COST |425g,100l,5f | |___________________________________________|________________________| | ATTACK TYPE |Hero/Melee | |___________________________________________|________________________| | COOLDOWN |2.22 | |___________________________________________|________________________| | ARMOR TYPE |Hero | |___________________________________________|________________________| | STRENGHT PER LEVEL |3.0 | |___________________________________________|________________________| | AGILITY PER LEVEL |1.5 | |___________________________________________|________________________| | INTELLIGENCE PER LEVEL |1.5 | |___________________________________________|________________________| | MANA REGENERATION |.01 | |___________________________________________|________________________| | HEALTH REGENERATION |Always | |___________________________________________|________________________| | DAY SIGHT |180 | |___________________________________________|________________________| | NIGHT SIGHT |80 | |___________________________________________|________________________| | SPEED |Average (270) | |___________________________________________|________________________| | BUILD TIME |55 | |___________________________________________|________________________| | TRANSPORT SPACE USAGE |1 | |___________________________________________|________________________| | PRODUCTION HOTKEY |M | |___________________________________________|________________________| | RANGE |Melee | |___________________________________________|________________________| ____________________________ |LEVEL|Hit Points|Mana Points| |-----|----------|-----------| | 1 | 700 | 225 | |-----|----------|-----------| |-----|----------|-----------| | 2 | 775 | 240 | |-----|----------|-----------| |-----|----------|-----------| | 3 | 850 | 270 | |-----|----------|-----------| |-----|----------|-----------| | 4 | 925 | 285 | |-----|----------|-----------| |-----|----------|-----------| | 5 | 1000 | 315 | |-----|----------|-----------| |-----|----------|-----------| | 6 | 1075 | 330 | |-----|----------|-----------| |-----|----------|-----------| | 7 | 1150 | 360 | |-----|----------|-----------| |-----|----------|-----------| | 8 | 1225 | 375 | |-----|----------|-----------| |-----|----------|-----------| | 9 | 1300 | 405 | |-----|----------|-----------| |-----|----------|-----------| | 10 | 1375 | 420 | |-----|----------|-----------| The Mountain King is one of the top melee Heroes along with the Night Elf Demon Hunter and the Orc Blademaster. In one on one Hero Matches the Mountain King can be one of the best Hero killers with his Storm Bolt ability. Heroes that attempt to run away or try to use spells that require spell channeling can be stopped quickly with Storm Bolt. Storm Bolt is also useful for putting powerful enemy units out of action quickly. But some top Human players such as TillerMaN and Maynard prefer to use Thunder Clap. "Thunder Clap is the best" - Maynard. At higher levels Thunderclap can destroy low hit point units such as Ghouls, and Archers. For other units it can slow them and bring their hit points down. The Mountain King can also stun units with Bash and eventually use Avatar to be even more powerful. If you are using a Mountain King with an Archmage using Brilliance you can skip Bash and focus on Storm Bolt and Thunder Clap. With the Archmage generating Mana he can have enough to use Storm Bolt instead of Bash. Storm Bolt is also more controllable than the randomness of Bash. Mountain King Counters Use focus fire ranged units to pick him off from far away. Stay out of range of the Thunder Clap whenever possible. Try to run away so he will Thunder Clap an empty space. ======================================================================= HERO SPELLS:=========================================================== ======================================================================= Storm Bolt A magical hammer that is thrown at an enemy unit, causing damage and stunning the target. ___________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_______________|___________________| |DURA-| | | | |TION |N/A |N/A |N/A | |_____|_________________|_______________|___________________| |COOL-| | | | |DOWN |9sec |9sec |9sec | |_____|_________________|_______________|___________________| |MANA | | | | |COST |75 |75 |75 | |_____|_________________|_______________|___________________| |RANGE| | | | | |60 |60 |60 | |_____|_________________|_______________|_________________ _| |AOE | | | | | |SELF |SELF |SELF | |_____|_________________|_______________|___________________| |EF- |100 dmg and 5 sec|225 dmg and 5s |350 dmg and 5sec | |FECT |(Hero - 3) Stun |(Hero -3) Stun |(Hero - 3) Stun | |_____|_________________|_______________|___________________| |LVL | | | | | |1 |3 |5 | |_____|_________________|_______________|___________________| | | Air,Ground,Enemy,Neutral | | ALLOWED TARGETS | | |_______________________|___________________________________| Storm Bolt Information Use Storm Bolt to interrupt spells that require spell channeling. Use Storm Bolt on powerful and dangerous units that you want dead now such as Kodo Beasts, Tauren, Knights, Frost Wyrms, Chimaera. Use Storm Bolt on enemy Heroes, especially those that are trying to run away and are almost dead. Don't forget you can use Storm Bolt on flying units if you have to ======================================================================= ======================================================================= Thunder Clap Slams the ground, damaging nearby enemy units. Units are also slowed for the duration listed below. _____________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_________________|___________________| |DURA-| | | | |TION |5(Hero - 3) |5(Hero - 3) |5(Hero - 3) | |_____|_________________|_________________|___________________| |COOL-| | | | |DOWN |6sec |6sec |6sec | |_____|_________________|_________________|___________________| |MANA | | | | |COST |90 |90 |90 | |_____|_________________|_________________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_________________|___________________| |AOE | | | | | |25 |30 |35 | |_____|_________________|_________________|___________________| |EF- |60 dmg, movement |100 dmg, movement|140 dmg, movement | |FECT |and attack rate |and attack rate |and attack rate | |_____|slowed by 50 % |slowed by 50% |slowed by 50 | |LVL |-----------------|-----------------|-------------------| | |1 |3 |5 | |_____|_________________|_________________|___________________| | | Ground,Enemy | | ALLOWED TARGETS | | |_______________________|_____________________________________| Thunder Clap Information This spell will not work on air units. To take full advantage of the spell, use Thunder Clap when the Mountain King is surrounded by enemy units. Move the Mountain King into the middle of a pack of units then use Thunder Clap. Be ready to run or to use another Thunder Clap after the enemy has been slowed. ======================================================================= ======================================================================= Bash (Passive) Gives a chance that the Mountain King's attack will do 25 bonus damage and stun his opponent for 2 seconds (1 second for Heroes). _____________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_________________|___________________| |DURA-| | | | |TION |N/A |N/A |N/A | |_____|_________________|_________________|___________________| |COOL-| | | | |DOWN |N/A |N/A |N/A | |_____|_________________|_________________|___________________| |MANA | | | | |COST |NONE |NONE |NONE | |_____|_________________|_________________|___________________| |RANGE| | | | | |N/A |N/A |N/A | |_____|_________________|_________________|___________________| |AOE | | | | | |UNIT |UNIT |UNIT | |_____|_________________|_________________|___________________| |EF- |20% chance, dmg |30% chance, dmg |40% chance, dmg | |FECT |+25, 2(Hero 1) |+25, 2(Hero 1) |+25, 2(Hero 1) | |_____|second stun. |second stun. |second stun. | |LVL |-----------------|-----------------|-------------------| | |1 |3 |5 | |_____|_________________|_________________|___________________| | | Ground | | ALLOWED TARGETS | | |_______________________|_____________________________________| Bash Information Bash is free stun and damage while the Mountain King attacks normally. It can be very useful since it gives extra damage and puts the enemy out of action for a bit. Bash can also be used at the same time as Thunder Clap and Storm Bolt so you can stun something with Bash then Thunder Clap or Storm Bolt something else at the same time. ======================================================================= ======================================================================= Avatar (Ultimate) Activate Avatar to temporarily give the Mountain King 5 bonus armor, 500 bonus hit points, 20 bonus damage and spell immunity. _____ ________ ________ _________ _____ _____________________________ |LEVEL|DURATION|COOLDOWN|MANA COST|RANGE|AOE | EFFECT | |-----|--------|--------|---------|-----|-----------------------------| | 1 | 60sec | 180sec | 150 | N/A |SELF|+ 5 armor, + 20 armor, +| | | | | | | |20 damage, Spell immun -| | | | | | | |ity. | |_____|________|________|_________|_____|____|________________________| | | | | ALLOWED TARGETS | SELF | |_________________________________|___________________________________| Avatar Information Avatar is very useful. Be sure to use it whenever possible but don't waste it. This ability is great when sieging an enemy base with large amounts of towers, as the bonus hitpoints and armor make the Mountain King an excellent meat shield. Remember, you can still cast Holy Light on an Avatared Mountain King. Avatar Counters Run away until the Avatar wears off and then engage in battle ======================================================================= ======================================================================= =============3d============== #blood BLOOD MAGE Many of the stoic high elves, reeling from the loss of their ancient homeland, Quel'Thalas, have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness. Classification: High Elf Male ____________________________________________________________________ | | | | | | | | LEVEL | DAMAGE [AVG | ARMOR | STRENGHT | AGILITY | INTELLIGENCE | |_________|______________|_______|__________|_________|______________| | 1 | 21-27[24 avg]| 2 | 18 | 14 | 19 | |_________|______________|_______|__________|_________|______________| | 2 | 24-30[27 avg]| 3 | 20 | 15 | 22 | |_________|______________|_______|__________|_________|______________| | 3 | 27-33[30 avg]| 3 | 22 | 16 | 25 | |_________|______________|_______|__________|_________|______________| | 4 | 30-36[33 avg]| 3 | 24 | 17 | 28 | |_________|______________|_______|__________|_________|______________| | 5 | 33-39[36 avg]| 3 | 26 | 18 | 31 | |_________|______________|_______|__________|_________|______________| | 6 | 36-42[39 avg]| 4 | 28 | 19 | 34 | |_________|______________|_______|__________|_________|______________| | 7 | 39-45[42 avg]| 4 | 30 | 20 | 37 | |_________|______________|_______|__________|_________|______________| | 8 | 42-48[45 avg]| 4 | 32 | 21 | 40 | |_________|______________|_______|__________|_________|______________| | 9 | 45-51[48 avg]| 5 | 34 | 22 | 43 | |_________|______________|_______|__________|_________|______________| | 10 | 48-54[51 avg]| 5 | 36 | 23 | 46 | |_________|______________|_______|__________|_________|______________| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| |XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX|XXXXXXXXXXXXXXXXXXXXXXXX| | COST |425g,100l,5f | |___________________________________________|________________________| | ATTACK TYPE |Hero/Ranged | |___________________________________________|________________________| | COOLDOWN |2.13 | |___________________________________________|________________________| | ARMOR TYPE |Hero | |___________________________________________|________________________| | STRENGHT PER LEVEL |2.0 | |___________________________________________|________________________| | AGILITY PER LEVEL |1.0 | |___________________________________________|________________________| | INTELLIGENCE PER LEVEL |3.0 | |___________________________________________|________________________| | MANA REGENERATION |.01 | |___________________________________________|________________________| | HEALTH REGENERATION |Always | |___________________________________________|________________________| | DAY SIGHT |180 | |___________________________________________|________________________| | NIGHT SIGHT |80 | |___________________________________________|________________________| | SPEED |Fast(300) | |___________________________________________|________________________| | BUILD TIME |55 | |___________________________________________|________________________| | TRANSPORT SPACE USAGE |1 | |___________________________________________|________________________| | PRODUCTION HOTKEY |B | |___________________________________________|________________________| | RANGE |60 | |___________________________________________|________________________| ____________________________ |LEVEL|Hit Points|Mana Points| |-----|----------|-----------| | 1 | 550 | 285 | |-----|----------|-----------| |-----|----------|-----------| | 2 | 600 | 330 | |-----|----------|-----------| |-----|----------|-----------| | 3 | 650 | 375 | |-----|----------|-----------| |-----|----------|-----------| | 4 | 700 | 420 | |-----|----------|-----------| |-----|----------|-----------| | 5 | 750 | 465 | |-----|----------|-----------| |-----|----------|-----------| | 6 | 800 | 510 | |-----|----------|-----------| |-----|----------|-----------| | 7 | 850 | 555 | |-----|----------|-----------| |-----|----------|-----------| | 8 | 900 | 600 | |-----|----------|-----------| |-----|----------|-----------| | 9 | 950 | 645 | |-----|----------|-----------| |-----|----------|-----------| | 10 | 1000 | 690 | |-----|----------|-----------| A mystical Hero, adept at controlling magic and ranged assaults. Though still members of the Alliance, the Blood Elves have begun to turn to the darkest parts of magic, abandoning the water and frost spells of the Kirin Tor for the fire and heat of what some people fear to be Demonic magic. Attacks land and air units. ======================================================================= HERO SPELLS:=========================================================== ======================================================================= Flame Strike Conjures a pillar of fire which damages ground units in a target area over time. _____________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_________________|___________________| |DURA-| | | | |TION |6sec |6sec |6sec | |_____|_________________|_________________|___________________| |COOL-| | | | |DOWN |10sec |10sec |10sec | |_____|_________________|_________________|___________________| |MANA | | | | |COST |135 |135 |135 | |_____|_________________|_________________|___________________| |RANGE| | | | | |80 |80 |80 | |_____|_________________|_________________|___________________| |AOE | | | | | |20 |20 |20 | |_____|_________________|_________________|___________________| |EF- |45 dmg/sec for 3 |80 dmg/sec for 3 |110 dmg/sec for 3 | |FECT |seconds, minor |seconds, light |seconds, moderate | |_____|dmg for 6 sec. |dmg for 6 sec. |dmg for 6 sec | |LVL |-----------------|-----------------|-------------------| | |1 |3 |5 | |_____|_________________|_________________|___________________| | |Ground, Enemy, Neutral, Ally, Self, | | ALLOWED TARGETS |Building, Tree. | |_______________________|_____________________________________| Flamestrike damage is capped to 5 targets. If more than 5 targets are hit, the damage done to 5 targets normally is split evenly across all available targets. The area listed is the full damage area, not the total area. Flame Strike can be used to clear trees. ======================================================================= ======================================================================= Banish Turns a unit ethereal and slows its movement speed by 50% for 18 seconds (at level 3). Ethereal units cannot attack, but they can cast spells and will take 66% more damage from Magic attacks and spells. _____________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_________________|___________________| |DURA-| | | | |TION |12 (Hero - 4) sec|15 (Hero - 5) sec|18 (Hero - 6) sec | |_____|_________________|_________________|___________________| |COOL-| | | | |DOWN |5sec |3sec |1sec | |_____|_________________|_________________|___________________| |MANA | | | | |COST |10 |10 |10 | |_____|_________________|_________________|___________________| |RANGE| | | | | |80 |80 |80 | |_____|_________________|_________________|___________________| |AOE | | | | | |UNIT |UNIT |UNIT | |_____|_________________|_________________|___________________| |EF- |Unit turned |Unit Turned |Unit Turned | |FECT |Ethereal |Ethereal |Ethereal | |_____| | | | |LVL |-----------------|-----------------|-------------------| | |1 |3 |5 | |_____|_________________|_________________|___________________| | |Air, Ground, Enemy, Organic, Self | | ALLOWED TARGETS | | |_______________________|_____________________________________| Banish Turns a unit ethereal and slows its movement speed by 50% for 18 seconds (at level 3). Ethereal units cannot attack, but they can cast spells and will take 66% more damage from Magic attacks and spells. ======================================================================= ======================================================================= Siphon Mana Absorbs the magical energies of a target enemy unit by taking mana from every second and giving it to the Blood Mage _____________________________________________________________ | | | | | |LEVEL|1 |2 |3 | |_____|_________________|_________________|___________________| |DURA-| | | | |TION |6sec |6sec |6sec | |_____|_________________|_________________|___________________| |COOL-| | | | |DOWN |6sec |6sec |6sec | |_____|_________________|_________________|___________________| |MANA | | | | |COST |10 |10 |10 | |_____|_________________|_________________|___________________| |RANGE| | | | | |60-80 |60-80 |60-80 | |_____|_________________|_________________|___________________| |AOE | | | | | |UNIT |UNIT |UNIT | |_____|_________________|_________________|___________________| |EF- |18 MP drained |35 MP drained |55 MP drained | |FECT |per second. |per second. |per second. | |_____| | | | |LVL |-----------------|-----------------|-------------------| | |1 |3 |5 | |_____|_________________|_________________|___________________| | |Air, Ground, Enemy, Organic, Neutral | | ALLOWED TARGETS | | |_______________________|_____________________________________| Siphon Mana Information Use this ability to get back mana when you are out or to remove mana from enemy units. The ability will keep draining mana until the target is at a distance of 80. Use this spell against Heroes that require heavy Mana usage such as the Archmage, Far Seer, Keeper of the Grove and Lich to prevent heavy damage from their spells. It is also a good idea to use it on Heroe s to prevent them from using their Ultimates. Siphon Mana Counters Run out of range of the spell to cancel it. ======================================================================= ======================================================================= Phoenix (Ultimate) Summons a powerful Phoenix. The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix _____ ________ ________ _________ _____ _____________________________ |LEVEL|DURATION|COOLDOWN|MANA COST|RANGE|AOE | EFFECT | |-----|--------|--------|---------|-----|-----------------------------| | 1 | N/A |180+ sec| 170 | N/A | N/A|Summons a Phoenix | | | | | | | | | | | | | | | | | |_____|________|________|_________|_____|____|________________________| | | | | ALLOWED TARGETS | N/A | |_________________________________|___________________________________| This is useful for creating a powerful unit. Casting Phoenix when you already control a Phoenix results in the original Phoenix being destroyed, in much the same manner as Feral Spirit. The Phoenix is very similar to the other Ultimate Summonables such as the Dread Lord's Infernal or Night Elf Warden's Avatar of Vengeance. The Phoenix is not considered a summoned unit. It burns with such intensity that it damages itself over time. The Phoenix damages itself at 25 hit points per second. The Phoenix can fly unlike those other examples. Phoenixes shed feathers, which cause both initial damage as well as a certain amount of damage over time to nearby hostile units. When a Phoenix dies, it becomes a Phoenix Egg. If the Phoenix Egg is not destroyed within 10 seconds, the Phoenix will be reborn. You can heal the Phoenix to keep it alive. ***NOTE: For PHOENIX: See UNITS:PHOENIX CODE: #phx ======================================================================= ======================================================================= _ _ _ _ ___ _____ ___ | | | | \| |_ _|_ _/ __| | |_| | .` || | | | \__ \ \___/|_|\_|___| |_| |___/ =============3a============== #peast PEASANT Peasants are trained from the hard-working and stout-hearted citizens that live in the numerous kingdoms of Lordaeron. By mining Gold and harvesting Lumber to meet the ever-increasing needs of the fighting force which must push back the unrelenting Horde, they are the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide. Roused by the tales of the Orcish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defenses if threatened ___________________________________________________________ | | | | LEVEL |1 | | | | |-----------------|-----------------------------------------| | | | | COST |75g,1f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |MEDIUM | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0 | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |5.5 average | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |2 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |220 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |MELEE | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |60 | | | | |-----------------|-----------------------------------------| | | | | SPEED |SLOW (190) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |15 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Town Hall/Keep/Castle | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |P | | | | |-----------------|-----------------------------------------| Peasants cannot be upgraded but they can be converted to Militia ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Repair (Autocast) Peasants can repair Buildings and Mechanical Units Automatically when Autocast is enabled. Repairing costs Gold and Lumber. If you do not have enough gold or lumber you will not be able to repair. Gather Mines Gold from gold mines and harvests Lumber from Trees. Return Resources Return the carried resources to the nearest town hall Build Structure Brings up a list of available buildings that you may choose to construct Peasants build on the outside of buildings. This means that the enemy can kill them while a building is being constructed to halt its construction. Command multiple Peasants to build a building if there is a risk they may be destroyed while a building is being created. Peasants can create buildings much faster by commanding multiple Peasants to create a building. Simply select Peasants and right click on a building that is being constructed. The Peasants will move in and will speed up the construction of a building. It will cost additional resources to build a building faster and Peasants working on a building will not be gathering resources so it is not always a good idea to speed build. Only Peasants can speed build; the other races cannot speed build. Call To Arms Runs to the nearest town hall to arm the peasant, converting him to MILITIA (See Below). UPGRADE USED: NONE ======================================================================= ======================================================================= =============4b============== #milit MILITIA The workers of the Human Alliance can be converted into Militia when the need arises. You can transform Peasants individually by clicking on the Call to Arms icon on each Peasant's command card or convert them en masse by ringing the Call to Arms bell at your Town Hall. Peasants will then rally to the Town Hall, where they don armor and wield axes to fight invaders. After a set amount of time, Militia will revert back to Peasants, or you can prematurely end their military tenure at the Town Hall with the Back to Work bell ___________________________________________________________ | | | | LEVEL |1 | | | | |-----------------|-----------------------------------------| | | | | COST |1f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |4(10 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |12.5 average(17 when fully upgraded | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.2 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |220 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |MELEE | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Average (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |N/A | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Town Hall/Keep/Castle | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |C | | | | |-----------------|-----------------------------------------| Militia are created by Peasants arming themselves at their Town Hall, Keep, or Castle. Militia are on a timer of 45 seconds and will convert back to Peasants when their timer runs out. You can always convert Peasants to Militia via the Town Hall and convert them back to Peasants at any time. Militia can only be created from a player's starting Town Hall, but they can be created from any of the player's Keeps or Castles. If you want to use Militia to defend an expansion you will have to upgrade it to Keep. Militia are used to defend your town when it is under attack. After Militia are done fighting they should be returned to work. Some people choose to repair towers rather than using Peasants as Militia but you may find that using them as Militia is much more effective. Even better, use a mix of Militia and Peasants repairing towers. Only the Humans have the ability to convert their workers into an army. This gives them the ability to have a regular army and make it much larger with Miltia creating a super army. While Miltia are very weak fighters, they can turn an invasion into a slaughter. The enemy thinks they can take your army but instead the Miltia turn the battle into your favor. It's sometimes a difficult decision to use Miltia. You should definitely use Lumber Peasants for Militia but beware of taking Peasants off Gold to create Militia when you don't have to. Militia Scout Players typically scout with their Peasants which have a speed of 190. But instead convert one to a Militia to scout which has a speed of 270! The Miltia can scout several locations and can take some hits from the Creeps before he converts back to a Peasant again. Although some argue it's a waste of resources to use a Militia instead of a Footmen. UPGRADES USED: Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Iron Plating \\ Steel Plating \\ Mithrill Plating (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4c============== #footie FOOTMAN The vast ranks of the Alliance armies have diminished over the years due to the incessant infighting amongst the former Alliance nations. However, many of the strong-hearted citizens of Azeroth have volunteered to defend their lands as Footmen. Though these fierce warriors lack the shining plate mail and specialized training of their noble predecessors, they still fight with bravery and honor on the field of battle. ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |135g,2f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |2( 8 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |12.5 average(17 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.35 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |420 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |MELEE | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Average (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |20 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Barracks | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |F | | | | |-----------------|-----------------------------------------| Footmen are especially useful against ranged units using their Defend ability. Generally Knights will replace Footmen once they are available but you may still find Footmen are very useful for dealing with lots of ranged attackers. Footmen can be weak against early units such as Huntresses and Grunts so many Human players deal with this by building a LOT of Footmen since they are cheap. Some Human players build three Barracks so that they can create Footmen fast. Be sure to use Defend whenever possible, especially against Creeps and Towers. Do not use Defend against Night Elf Huntresses as it has no effect on them. Be sure to turn off Defend when it is not in use. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Defend Activate to take only 30% of the damage from Piercing attacks, but have 30% reduced movement speed. COST: 150 g, 100 w RESEARCHED AT: Barracks REQUIREMENTS: NONE UPGRADE TIME :45 sec DURATION: UNLIMITED COOLDOWN: NONE MANA COST: NONE RANGE: N/A AOE:UNIT ALLOWED TARGETS: SELF EFFECT: Piercing damage reduced 70 %, movement speed reduced 30 %. Defend Information Defend reduces 70% of all piercing damage. Defend only reduces Pierce damage, not all ranged attacks. The Footman can stay in defend mode as long as he wants and can cancel back to normal mode at any time. Defend has no effect on Night Elf Huntresses. Make sure you turn off Defend when you're done. Don't be walking around like an idiot in Defend mode as you walk across the map. Instead move in and out of Defend as appropriate. Use Defend to assault enemy bases with towers! It works against towers and defensive structures like Orc Burrows. Research Defend when you're facing ranged units or when you might be assaulting a base. UPGRADES USED: Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Iron Plating \\ Steel Plating \\ Mithrill Plating (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4d============== #rifle RIFLEMAN The brave Dwarven Riflemen have faithfully protected their mountain kingdom of Khaz Modan for hundreds of years. Yet they have once again offered their weapons and skills to the Alliance of Lordaeron. Using the legendary Single-shot Blunderbuss Longrifles, Riflemen are excellent marksmen and can shoot both land based and airborne opponents ___________________________________________________________ | | | | LEVEL |3 | | | | |-----------------|-----------------------------------------| | | | | COST |205g,30w,3f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |PIERCING | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |INSTANT | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |MEDIUM | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0( 6 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |21.0 average(28.5 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |21.0 average(28.5 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.50 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |505 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |40 (60 with Long Rifles [see Upgrades]) | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Average (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |20 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Barracks | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Blacksmith | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |R | | | | |-----------------|-----------------------------------------| Learn how to use ranged units with unit control. It's very important to research upgrades. If you're mostly doing damage to the enemy research the damage upgrades first, then follow up with the armor upgrades. If you're both taking damage and dishing it out alternate between armor and damage upgrades. You should always get the Long Rifles upgrade when using Riflemen. Rush to it as soon as possible. You can build some Riflemen to add to your army or focus entirely on them with a Hero. This can be risky in 1 vs. 1s but very easy in 2 vs. 2, 3 vs. 3, and 4 vs. 4. The Paladin is a good choice with the Riflemen because he can heal them with Holy Light. His Devotion Aura can also give them armor making it more difficult for the enemy to kill them. Riflemen are very weak against Melee Units that are attacking them so keep Melee units away. If a Rifleman is attacked by a Melee unit, instruct that Rifleman to run away and keep running until they give up chase. Riflemen are great against light armor units since they do 200% damage to them. This can make Riflemen useful against such units as Gryphons, Wind Riders, Frost Wyrms, and Chimaera. ======================================================================= ======================================================================= UPGRADES USED: Long Rifles Black Gunpowder \\ Refined Gunpowder \\ Imbued Gunpowder Studded Leather Armor \\ Reinforced Leather Armor \\ Dragonhide Armor (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4e============== #priest PRIEST A holy field medic, these padres roam the battlefield curing the wounds of fallen comrades. ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |135g,10w,2f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |MAGIC | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |UNARMORED | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0 | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |8.5 average | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |8.5 average | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |2.00 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |290 (370 with Priest Master Training) | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |200 (400 with Priest Master Training) | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |60 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |40 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Average (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |28 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Arcane Sanctum | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |P | | | | |-----------------|-----------------------------------------| Priests can be a very important part of a Human army. While Healing and Dispel can be very useful many prefer Priests for their Inner Fire ability. Inner Fire can be an alternative to Orc Shaman Bloodlust and especially useful in team games. Healing can help return units to full health saving you the cost of replacing them. Dispel Magic is useful for countering powerful spells such as Bloodlust and Slow. Dispel Magic is also useful against Skeleton and other summoned units. Remember to research Adept and Master Training. Besides just giving extra spells these upgrades also increase mana capacity and mana regeneration which is exactly what you want on spell casting units. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Heal (Autocast) Heals a target friendly non-mechanical wounded unit for 25 hit points. COST: NONE RESEARCHED AT: ALWAYS AVAILABLE REQUIREMENTS: NONE DURATION: Instant COOLDOWS: 1 sec MANA COST: 5 RANGE: 25 AOE: N/A ALLOWED TARGETS: Air,Ground,Friend,Self,Organic,Not Ancient EFFECT: Heals 25 HP Heal Information Any friendly unit within acquisition range of the Priest will be automatically healed. The auto-healing function does not work when the Priest is in Hold Position. ======================================================================= ======================================================================= Dispel Magic Removes all buffs from units in a target area. Deals 200 damage to summoned units. COST: 100g 50w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Priest Adept Training DURATION: Instant COOLDOWN: NONE MANA COST: 75 RANGE: 50 AOE: 20 ALLOWED TARGETS: Air, Ground, Ward EFFECT: Removes all spells, 200 dmg to summoned units. Dispel Magic Information Dispel Magic has many different uses such as removing buffs and de-buffs. Dispel Magic is also useful for damaging summoned units ======================================================================= ======================================================================= Inner Fire (Autocast) Increases a target friendly unit's damage by 10% and armor by 5. COST: 100g 150w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Priest Master Training DURATION: 60sec COOLDOWN: 1sec MANA COST: 35 RANGE: 50 AOE: UNIT ALLOWED TARGETS: Air, Ground, Friend EFFECT: Dmg + 10%, armor + 5. Inner Fire Information Inner Fire is a very powerful spell since it both increases damage and armor. On Knights it can make them very difficult to kill. Inner Fire is especially useful in team games where many allied units can be buffed with Inner Fire. Inner Fire can be a good alternative to Bloodlust. ======================================================================= ======================================================================= UPGRADES USED: Priest Adept Training \\ Priest Master Training (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4d============= #sorc SORCERESS These female Magi, sent by the Magocrats of Dalaran to watch over the volatile Battle Magi, use their arcane powers to aid the Alliance forces whenever Humanity is imperiled. Although their powers are not often used directly in combat, the Sorceresses are able to aid the Alliance warriors with a wide array of specialized conjurings and magical effects. ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |155g,20w,2f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |MAGIC | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |UNARMORED | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0 | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |11 average | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |11 average | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.75 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |325 (405 with Sorc Master Training) | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |200 (400 with Sorc Master Training) | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |0.667 (1.167 with Sorc Master Training) | | | | |-----------------|-----------------------------------------| | | | | RANGE |60 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |40 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Average (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |30 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Arcane Sanctum | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |S | | | | |-----------------|-----------------------------------------| The Sorceress is one of the most powerful spellcasters besides the Orc Shaman. The Sorceress's Slow spell can render a unit almost useless. With 400 Mana the Sorceress can slow 10 units. A few Sorceresses can slow an entire army. The Polymorph ability is also very powerful because it can take a unit instantly out of action, possibly never to return. Polymorph is excellent on expensive units such as Tauren, Abominations, Bears, and Knights. Invisibility also has its uses. Remember to research Adept and Master Training. Besides just giving extra spells these upgrades also increase mana capacity and mana regeneration, which is exactly what you want on spell casting units. Build at least two Arcane Sanctums. This will allow you to research upgrades in one building and train units in another at the same time. Some build as many as three Arcane Sanctums. Sorceresses are very weak so you need to run whenever they are attacked. Use Slow to get away from the enemy. If you plan on using Polymorph, turn off the autocast of Slow. If you leave Slow on you will dip below the 220 Mana needed for Polymorph. The Sorceress works very well with the Archmage's Brilliance Aura. Sorceress Counters Sorceresses are very weak. Rush them with Melee units or used focused fire with ranged units. It should be easy to kill them if you can get them before they Slow you. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Slow (Autocast) Slows a target enemy unit's attack rate by 25% and movement speed by 60%. COST: NONE RESEARCHED AT: Always Available REQUIREMENTS: NONE DURATION: 60sec (Hero - 10) COOLDOWN: 1sec MANA COST: 50 RANGE: 70 AOE: UNIT ALLOWED TARGETS: Air, Ground, Enemy EFFECT: Attack Rate Reduced 25% Movement Speed Reduced 60% Slow Information Slow is a very powerful spell. You can always benefit from several Sorceresses Slowing the enemy. Slow is also the perfect spell to use when the enemy is trying to run away. Often the enemy will leave behind several Slowed units that you can easily take care of for experience. ======================================================================= ======================================================================= Invisibility Makes a target unit invisible. If the unit attacks, uses an ability or casts a spell, it will become visible. COST: 100g, 50w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Sorceress Adept Training DURATION:120sec COOLDOWN: NONE MANA COST: 50 RANGE: 30 AOE: UNIT ALLOWED TARGETS: Air, Ground, Organic, Friend, Non Sapper EFFECT: Makes Target Invisible Invisibility Information Invisibility is useful for scouting. Cast it on a ground or air unit, and then use it to scout the map. The unit can scout without having to worry about attacks from towers or Creeps. Another use for Invisibility is for saving units before they are about to die. Using Sub Groups, watch the unit's hit points and cast Invisibility on the unit before it is about to die. Then run the unit away to someone that can heal it, or back to base, or send it to a Fountain of Health. Use Invisibility on a unit and use it to spy on enemy towns. This Invisible unit can also spot for Mortar Teams. Cast Invisibility on a unit then send it to an enemy town. Then use Mass Teleport to Teleport to that unit. You can use Invisibility to buy items at shops that are defended by Creeps. ======================================================================= ======================================================================= Polymorph Turns a target enemy unit into a sheep or flying sheep. The targeted unit retains its hit points, but cannot attack and its armor type is changed to "Medium". Cannot be cast on Heroes or Summoned units. COST: 100g, 150w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Sorceress Master Training DURATION: 60sec COOLDOWN: NONE MANA COST: 220 RANGE: 50 AOE: UNIT ALLOWED TARGETS: Air, Ground, Non-Hero, Enemy, Organic EFFECT: Turns the target into a sheep or Flying Sheep. Polymorph Information Polymorph can be a total game winner, especially if the enemy has nothing to Dispel it. Polymorph can quickly turn an army into nothing. In team games a Human player can take out as many as 3-4 players using Polymorph and a lot of Sorceresses. Polymorph is the perfect counter to Knights, Abominations, Druids of the Claw, and Tauren. If you cast Polymorph on a unit that is already a sheep it resets the timer and uses additional mana. You can only use Polymorph on Creeps level 5 and below. Polymorph can be dispelled! Polymorph changes a unit's normal armor type to "Medium" armor type while they are in the form of a sheep. Polymorph will not work on Summoned units. ======================================================================= ======================================================================= UPGRADES USED Sorceress Adept Training \\ Sorceress Master Training (See Upgrades Section) ======================================================================= ======================================================================= =============4e============= SPELL BREAKER Elven warrior trained to disrupt and contort magical energies. These Blood Elven warriors, fresh from the destruction of their homeland, have turned a new eye towards the dying land of Lordaeron. Can it possibly remain their home? Has Spell Immunity. Attacks land units. ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |215g,30w,3f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |MEDIUM | | | | |-----------------|-----------------------------------------| | | | | ARMOR |3 (9 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |14 average (20 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.90 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |600 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |250 | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |0.8 | | | | |-----------------|-----------------------------------------| | | | | RANGE |25 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |FAST (300) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |28 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Arcane Sanctum | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Arcane Vault, Keep | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |B | | | | |-----------------|-----------------------------------------| Elven warrior trained to disrupt and contort magical energies. This is an anti-spellcaster unit. Since Spell Breakers are immune to magic, you can safely cast Blizzard and Flamestrike on them. If you put them in the front lines, you can easily cast Blizzard or Flamestrike without worrying about hurting your own units ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Spell Steal (Autocast) Steals a positive buff from an enemy unit and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit. COST: NONE RESEARCHED AT: Always Available REQUIREMENTS: NONE DURATION:INSTANT COOLDOWN: 3 sec MANA COST: 70 RANGE: 70 AOE: UNIT ALLOWED TARGETS: Air, Ground, Friend, Neutral, Self EFFECT: Steals a positive buff from the enemy and applies it to your units, or steals a negative buff from your units or applies it to the enemy. Spell Steal Information Some spells such as Anti-magic Shell, Unholy Frenzy, and Cyclone, are only affected if Spell Steal is cast on them manually. Spell Steal only affects unit-cast spells, and doesn't work on Hero spells. ======================================================================= ======================================================================= Control Magic Give Spell Breakers the ability to take control of enemy summoned units. The spell's cost is relative to the current hit points of the target. COST: 75g, 75w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Arcane Vault, Castle UPGRADE TIME: 45 sec DURATION:60 sec COOLDOWN: 5 sec MANA COST: Varies RANGE: 70 AOE: UNIT ALLOWED TARGETS: Air, Ground, Friend, Enemy, Neutral, Summoned, Ward EFFECT: Takes Control of Summoned Units Control Magic Information You can control enemy Orc wards! Mana cost is .45 mana per hit point. ======================================================================= ======================================================================= Spell Immunity (Passive) Renders this unit immune to negative spells. ======================================================================= ======================================================================= Feedback (Passive) Spell Breaker attacks destroy 20 (4 to Heroes) Mana per hit. The Mana combusts, dealing damage to the attacked unit. Each point so removed causes 1 point of damage to the target. Feedback does not affect spell-immune units. ======================================================================= ======================================================================= UPGRADES USED Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Iron Plating \\ Steel Plating \\ Mithrill Plating (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4f============= #nite KNIGHT Though the hearty Knights of Azeroth were destroyed during the First War, the shining Knights of Lordaeron still continue to serve amongst the warriors of the Alliance. These heavily armored warriors use mighty swords in combat which can damage enemy warriors up to several feet away. The Knights' speed and mobility mark them as the most versatile warriors of the Alliance. ___________________________________________________________ | | | | LEVEL |3 | | | | |-----------------|-----------------------------------------| | | | | COST |245g,60w,4f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |5 (11 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |31 average (40 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.50 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |800 (950 with Animal War Training) | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |MELEE | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |FAST (350) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |45 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Barracks | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Lumber Mill, Castle, Blacksmith | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |K | | | | |-----------------|-----------------------------------------| Knights are very powerful and fast troops. Be sure to research Animal War Training to increase their hit points. The Paladin's Devotion Aura is also good to use with Knights. Many Human players try to rush up to Knights as soon as they can to replace their Footmen. It is best to research the armor upgrades to give them even more armor. Knight usage is pretty straight forward. Knight Counters All Knights have heavy armor which means it's best to use magic attacks against them. Humans Knights - Have more of them and have more upgrades, and control them better Sorceress - Polymorph and Slow Gryphon Rider Orcs Tauren - with Pulverize Farseer - Chain Lightning Raiders - Ensnare Shaman - Purge Night Elves Keeper of the Grove - Entangling Roots Dryads - Slow Poison Druid of the Talon - Faerie Fire Druids of the Claw in Bear Form Chimaera Undead Lich - Frost Nova Dread Lord - Sleep Abominations Necromancer - Cripple Frost Wyrms ======================================================================= ======================================================================= UPGRADES USED Animal War Training Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Iron Plating \\ Steel Plating \\ Mithrill Plating (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4g============= #wserp DRAGONHAWK RIDER Swift flying unit mounted by an Elven warrior. The fierce warriors of the Dragonhawk battalions are often the first into combat, picking apart the enemy ranks and surrounding enemy towers with dense fog so that reinforcements can strike unhindered by enemy defenses. Attacks land and air units. ___________________________________________________________ | | | | LEVEL |3 | | | | |-----------------|-----------------------------------------| | | | | COST |200g,30w,3f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |PIERCING | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |LIGHT | | | | |-----------------|-----------------------------------------| | | | | ARMOR |1 ( 7 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |19 average (25 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |19 average (25 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.75 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |575 (725 with Animal War Training) | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |300 | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |0.75 | | | | |-----------------|-----------------------------------------| | | | | RANGE |30 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |FAST (350) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |28 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Gryphon Aviary | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Arcane Vault | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |N/A | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |H | | | | |-----------------|-----------------------------------------| This flying unit is useful against towers using the Cloud ability. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Cloud Creates a small cloud that stops buildings with ranged attacks that are within it from attacking. COST: 50g, 100w RESEARCHED AT: Gryphon Aviary REQUIREMENTS: Arcane Vault, Castle UPGRADE TIME: 35 sec DURATION:30 sec COOLDOWN: 20 sec MANA COST: 100 RANGE: 100 AOE: 30 ALLOWED TARGETS: Buildings EFFECT: Stops buildings from firing. Cloud Information Do not move the Dragonhawk Rider while it is casting Cloud or it will stop casting Cloud. Cloud Counters This spell must be maintained by having the Dragonhawk Rider stay still while the spell is cast to get the full effect. Force the Dragonhawk Rider to run which will cancel Cloud. You can interrupt this spell with spells such as: Humans: Sorceress - Polymorph (uncastable on heroes) Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units) Humans: Mountain King - Storm Bolt Humans: Mountain King - Bash (uncastable on air units) Orcs: Raider - Ensnare Orcs: Tauren Chieftain - War Stomp (uncastable on air units) Orcs: Witch Doctor - Stasis Trap (uncastable on air units) Orcs: Shadow Hunter - Hex Night Elves: Druid of the Talon - Cyclone (uncastable on air units) Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units) Undead: Crypt Fiend - Web (uncastable on ground units) Undead: Dread Lord - Sleep Undead: Dread Lord - Inferno (uncastable on air units) Undead: Crypt Lord - Impale (uncastable on air units) Neutral: Dark Ranger - Silence Neutral: Dark Ranger - Charm (uncastable on heroes) Neutral: Goblin Tinker - Cluster Rockets Neutral: Pit Lord - Doom (uncastable on heroes) ======================================================================= ======================================================================= Aerial Shackles Magically binds a target enemy air unit, so that it cannot move or attack and takes 30 damage per second. COST: NONE RESEARCHED AT: Always Available REQUIREMENTS: NONE UPGRADE TIME: NONE DURATION:40 sec COOLDOWN: 30 sec MANA COST: 75 RANGE: 55 AOE: UNIT ALLOWED TARGETS: Air, Enemy EFFECT: 30 dmg/sec., unit is disabled. Aerial Shackles Information Do not move the Dragonhawk Rider while it is casting Aerial Shackles or it will stop casting Aerial Shackles. Aerial Shackles Counters This spell must be maintained by having the Dragonhawk Rider stay still while the spell is cast to get the full effect. Force the Dragonhawk Rider to run which will cancel Aerial Shackles. You can interrupt this spell with spells such as: Humans: Sorceress - Polymorph (uncastable on heroes) Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units) Humans: Mountain King - Storm Bolt Humans: Mountain King - Bash (uncastable on air units) Orcs: Raider - Ensnare Orcs: Tauren Chieftain - War Stomp (uncastable on air units) Orcs: Witch Doctor - Stasis Trap (uncastable on air units) Orcs: Shadow Hunter - Hex Night Elves: Druid of the Talon - Cyclone (uncastable on air units) Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units) Undead: Crypt Fiend - Web (uncastable on ground units) Undead: Dread Lord - Sleep Undead: Dread Lord - Inferno (uncastable on air units) Undead: Crypt Lord - Impale (uncastable on air units) Neutral: Dark Ranger - Silence Neutral: Dark Ranger - Charm (uncastable on heroes) Neutral: Goblin Tinker - Cluster Rockets Neutral: Pit Lord - Doom (uncastable on heroes) ======================================================================= ======================================================================= UPGRADES USED Animal War Training Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Studded Leather Armor \\ Reinforced Leather Armor \\ Dragonhide Armor (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4j============= #grider GRYPHON RIDER The wild dwarves of the Aerie Peaks have once again responded to the call and brought their mighty gryphons to aid the besieged Alliance in its time of need. Armed with their trusty, lightning-powered Stormhammers, the hearty dwarves seek to keep the skies of Lordaeron free from enemy forces. The proud gryphons share their riders' implacable resolve and stand as noble symbols of the Alliance's fortitude. ___________________________________________________________ | | | | LEVEL |5 | | | | |-----------------|-----------------------------------------| | | | | COST |280g,70w,4f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |MAGIC | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |Mline | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |LIGHT | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0 ( 6 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |50 average (68 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |50 average (68 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |2.20/2.40 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |825 (975 with Animal War Training) | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |45 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |160 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |90 | | | | |-----------------|-----------------------------------------| | | | | SPEED |FAST (320) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |45 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Gryphon Aviary | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Castle | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |N/A | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |G | | | | |-----------------|-----------------------------------------| Gryphon Riders are typically used as supporting units with an army or players create a bunch of them to surprise the enemy as they did in Warcraft II. If the enemy for example has a bunch of Huntresses and no Archers they are in a position to be weak to air units. If you create 2-3 Gryphon Aviaries and create a group of Gryphons you can catch the player without any defenses. The key is to not let the enemy know what you are up to. To do this you can hide the Gryphon Avaries or at least try to hide the Gryphons until you have a bunch of them. Gryphons can be useful for hit-and-run attacks on enemy expansions. Take advantage of trees and water to hover over where ground units cannot reach them. If you have to run, run to areas that ground units cannot reach or to the safety of towers. Don't build a bunch of Gryphons if the enemy has a lot of ranged units waiting for them. If the enemy has a lot of Crypt Fiends it's not wise to use Gryphons against them except in a hit-and-run manner. Gryphon Riders do splash damage. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Storm Hammers (Passive) Causes Gryphon Riders' hammers to strike through their target at the next opponent, dealing damage to both. Storm Hammers do not work on air units. COST: 125g, 225w RESEARCHED AT: Gryphon Aviary REQUIREMENTS: Castle UPGRADE TIME: 45 sec. ======================================================================= ======================================================================= UPGRADES USED Animal War Training Iron Forged Swords \\ Steel Forged Swords \\ Mithrill Forged Swords Studded Leather Armor \\ Reinforced Leather Armor \\ Dragonhide Armor (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4k============= #engine SIEGE ENGINE The sturdy Dwarven Siege Engines are a new addition to the Alliance forces. The stalwart Dwarven pilots have even been known to ram enemy structures at high speeds and reduce whole fortifications to dust under the Siege Engines' steel treads ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |195g,60w,3f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |MECHANICAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |SIEGE | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |INSTANT | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |FORTIFIED | | | | |-----------------|-----------------------------------------| | | | | ARMOR |2 ( 8 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |50 average (68 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |13.5 average (18 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |2.10 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |700 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |NO | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |19 (50 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |SLOW (220) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |55 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Workshop | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Castle | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |4 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |E | | | | |-----------------|-----------------------------------------| The Siege Engine has a ranged attack and is used solely to kill buildings. The Siege Engine has very thick building armor which makes them very difficult to kill. Usually players send a few Siege Engines with their attacking force to help finish an enemy town. Another strategy is to secretly mass a group of Siege Engines. Players either head up the tech-tree directly to Siege Engines or switch over to them later in the game. To do this you need around 3-4 Workshops training Siege Engines. Keep them hidden so the enemy doesn't know what you're up to. Once you've created a group of 6-12 Siege Engines send them in. The key is to surprise the enemy so they are not prepared. You want them to discover the Siege Engines as they are losing their town and can't do anything about it. Research the damage upgrades for the Siege Engines! They can make a huge difference. Bring Peasants with your Siege Engines to repair them during battle. If that is not possible, send them home to be repaired if they are severely damaged. Siege Engine Counters All Siege Engines are large and have difficulty pathing around. Take advantage of this by placing plenty of units in their way blocking their path which will make it difficult for them to move. If possible surround them with units so they can't get to the buildings they are after. Siege Engines have building armor so use Siege Units against them. Humans Sorceress - Slow - Slow them so that they are much less effective Orcs Raiders - Ensnare - stop them in their tracks. Raiders also do siege damage making them good against Siege Engines Undead Ghouls - Surround with Ghouls to limit pathing Frost Wyrms - Slow them with their freezing attack ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Barrage (Passive) Fires powerful Dwarven rockets at nearby enemy air units, dealing 25 damage per hit for a range of 50. 9 rockets can be fired at once. 2 second cooldown. COST: 50g, 150w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec. ======================================================================= ======================================================================= UPGRADES USED Black Gunpowder \\ Refined Gunpowder \\ Imbued Gunpowder Iron Plating \\ Steel Plating \\ Mithrill Plating SEE UPGRADES SECTION ======================================================================= ======================================================================= =============4l============= #mteam MORTAR TEAM Armed with their innovative exploding shells, the stalwart Mortar Teams of Ironforge are capable of blasting apart enemy ranks from long range. These fearless dwarves are masters of explosive devices and relish in pounding fortified enemy emplacements to dust. ___________________________________________________________ | | | | LEVEL |2 | | | | |-----------------|-----------------------------------------| | | | | COST |180g,70w,3f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |SIEGE | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |Artillery | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0 ( 6 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |58 average (79 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |NONE | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |3.50 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |360 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |140 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |120 | | | | |-----------------|-----------------------------------------| | | | | SPEED |AVERAGE (270) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |40 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Workshop | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |2 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |M | | | | |-----------------|-----------------------------------------| | FULL DAMAGE | | | AREA |2.5 | | | | |-----------------|-----------------------------------------| | 2/5 DAMAGE | | | AREA |15 | | | | |-----------------|-----------------------------------------| | 1/10 DAMAGE | | | AREA |25 | | | | |-----------------|-----------------------------------------| | MINIMUM RANGE | | | |25 | | | | |-----------------|-----------------------------------------| | MAXIMUM RANGE | | | |115 | | | | |-----------------|-----------------------------------------| Learn how to use ranged units with unit control. Mortar Teams have the largest area of effect damage of all the siege units. Mortar Teams are good at killing buildings. Bring them along when you are assaulting an enemy town. Mortar Teams cannot attack air units. If you use a lot of Mortar Teams be sure to at least research the damage upgrades to make them more effective. Mortar Teams will damage your own units so be careful to prevent them from killing your own army. Mortar Teams can be used to clear away trees. Mortar Teams are the only ranged seige units in the game that aren't mechanical, so you can cast invisiblility on them, run them into the back of an enemy base with a couple sorcresses, and when the enemy comes back to kill the Mortar teams, cast invisiblility and run away! Also you can cast spells like Innerfire on them too, which can help a lot in team games. Beware though, this can be used against you, with spells like Storm Bolt and Polymorph which affect non-mechanical units too. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Flare Launches a Dwarven flare above a target point, which reveals that area for 15 seconds. Reveals invisible units. COST: 50g, 50w RESEARCHED AT: Workshop REQUIREMENTS: KEEP UPGRADE TIME: 30sec DURATION: 15 sec COOLDOWN: 120 sec MANA COST: NONE RANGE: UNLIMITED AOE: 180 ALLOWED TARGETS: N/A EFFECT: Reveals map and invisible units. Flare Information You can cast an unlimited amount of Flares but there is a 120 sec. cooldown before you can cast another Flare. ======================================================================= ======================================================================= Fragmentation Shards (Passive) Uses fragmentation mortars to increase damage dealt to Unarmored and Medium armor units COST: 50g, 100w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec. DURATION: N/A COOLDOWN: N/A MANA COST: NONE RANGE: N/A AOE: 10 ALLOWED TARGETS: Ground, Enemy, Neutral EFFECT: Increased AOE damage. Fragmentation Shards Information Data: Full Damage Radius: 10 Half Damage Radius: 27.5, Quarter Damage Radius: 25 Full Damage Amount: 25 , Half Damage Amount: 18, Quarter Damage Amount: 12 ======================================================================= ======================================================================= UPGRADES USED: Black Gunpowder \\ Refined Gunpowder \\ Imbued Gunpowder Studded Leather Armor \\ Reinforced Leather Armor \\ Dragonhide Armor (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============4m============= #heli FLYING MACHINE Mechanical flying machine flown by a Dwarven pilot. ___________________________________________________________ | | | | LEVEL |1 | | | | |-----------------|-----------------------------------------| | | | | COST | 90g,30w,1f | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |MECHANICAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |Siege/Pierce (with bombs) | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |Missile/Instant (with bombs) | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |Heavy | | | | |-----------------|-----------------------------------------| | | | | ARMOR |2 ( 8 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |7.5 average (12 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |14.5 average (19 when fully upgraded) | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |2.50/2.00 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |200 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |No | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |Melee/50 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |180 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |110 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Very Fast (400) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |13 | | | | |-----------------|-----------------------------------------| | | | | TRAINED AT |Workshop | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |NONE | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |NONE | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |F | | | | |-----------------|-----------------------------------------| Flying Machines have two main purposes: to scout, and to attack air units. If someone is making a lot of air units, use Flying Machines to attack them. Upgrade the Flying Machine to enhance it with more damage. Flying Machines also act as detectors for invisible units. ======================================================================= UNIT ABILITIES========================================================= ======================================================================= True Sight (Passive) Reveals nearby invisible units. COST: NONE RESEARCHED AT: Always Available REQUIREMENTS: NONE ======================================================================= ======================================================================= Flying Machine Bombs (Passive) Allows Flying Machines to attack land units. COST: 150g, 100w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 35 sec. ======================================================================= ======================================================================= Flak Cannons (Passive) Upgrades the weapons on Flying Machines to give them an area effect damage attack against air units. COST: 100g, 150w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec Flak Cannon Information Data: Full Damage Splash Radius: 7.5 Half Damage Radius: 15 Quarter Damage Radius: 32.5 Full Damage Amount: 7 Half Damage Amount: 6 Quarter Damage Amount: 5 ======================================================================= ======================================================================= UPGRADES USED Black Gunpowder \\ Refined Gunpowder \\ Imbued Gunpowder Iron Plating \\ Steel Plating \\ Mithrill Plating (See Upgrades Section) ======================================================================= ======================================================================= =============4n============= #phx PHOENIX The Phoenix is created by the Blood Mage when he casts the Phoenix spell. ___________________________________________________________ | | | | LEVEL |6 | | | | |-----------------|-----------------------------------------| | | | | COST |NONE | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |NORMAL | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |MAGIC | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE SPLASH | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |1 | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |68 average | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |68 average | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.40 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |1250 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |-25HP per sec | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |160 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |90 | | | | |-----------------|-----------------------------------------| | | | | SPEED |FAST (320) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |N/A | | | | |-----------------|-----------------------------------------| | | | | CREATED BY |Blood Mage | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Phoenix | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |NONE | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |X | | | | |-----------------|-----------------------------------------| | FULL DAMAGE | | | AREA |2.5 | | | | |-----------------|-----------------------------------------| | 1/2 DAMAGE | | | AREA |6.6 | | | | |-----------------|-----------------------------------------| | 1/4 DAMAGE | | | AREA |12.5 | | | | |-----------------|-----------------------------------------| | | | | RANGE |60 | | | | |-----------------|-----------------------------------------| The Phoenix is very similar to the other Ultimate Summonables such as the Dread Lord's Infernal or Night Elf Warden's Avatar of Vengeance. The Phoenix is not considered a summoned unit. It burns with such intensity that it damages itself over time. The Phoenix damages itself at 25 hit points per second. The Phoenix can fly unlike those other examples. Phoenixes shed feathers, which cause both initial damage as well as a certain amount of damage over time to nearby hostile units. When a Phoenix dies, it becomes a Phoenix Egg. If the Phoenix Egg is not destroyed within 10 seconds, the Phoenix will be reborn. You can heal the Phoenix to keep it alive. Phoenix Egg stats: Hit Points 200 Armor: 0 ======================================================================= UNIT ABILITIES========================================================= ======================================================================= Spell Immunity (Passive) Renders this unit immune to negative spells. ======================================================================= ======================================================================= Resistant Skin (Passive) Reduces the duration of negative spells and renders the unit immune to certain spells. ======================================================================= ======================================================================= =============4o============= #firef WATER ELEMENTAL One of the greatest powers of the Archmage is their ability to summon mighty Water Elementals to aid the Alliance warriors in combat. These mindless, hulking forms of water can take massive punishment from enemy units while delivering fierce blows to their enemies. Water Elementals were a favorite tool of the Human Conjurors of the First War, and now they serve in the defense of Humanity once again. ___________________________________________________________ | | | | LEVEL |5/6/7 | | | | |-----------------|-----------------------------------------| | | | | COST |NONE | | | | |-----------------|-----------------------------------------| | | | | UNIT TYPE |SUMMONED | | | | |-----------------|-----------------------------------------| | | | | ATTACK TYPE |PIERCING | | | | |-----------------|-----------------------------------------| | | | | WEAPON TYPE |MISSILE | | | | |-----------------|-----------------------------------------| | | | | ARMOR TYPE |HEAVY | | | | |-----------------|-----------------------------------------| | | | | ARMOR |0/1/2 | | | | |-----------------|-----------------------------------------| | | | | GROUND ATTACK |20/35/45 | | | | |-----------------|-----------------------------------------| | | | | AIR ATTACK |20/35/45 | | | | |-----------------|-----------------------------------------| | | | | COOLDOWN |1.50 | | | | |-----------------|-----------------------------------------| | | | | HIT POINTS |525/675/900 | | | | |-----------------|-----------------------------------------| | HEALTH | | | REGENERATION |ALWAYS | | | | |-----------------|-----------------------------------------| | | | | MANA |NONE | | | | |-----------------|-----------------------------------------| | MANA | | | REGENERATION |N/A | | | | |-----------------|-----------------------------------------| | | | | RANGE |30 | | | | |-----------------|-----------------------------------------| | | | | DAY SIGHT |120 | | | | |-----------------|-----------------------------------------| | | | | NIGHT SIGHT |80 | | | | |-----------------|-----------------------------------------| | | | | SPEED |Slow (220) | | | | |-----------------|-----------------------------------------| | | | | BUILD TIME |N/A | | | | |-----------------|-----------------------------------------| | | | | CREATED BY |Archmage | | | | |-----------------|-----------------------------------------| | | | | REQUIREMENTS |Summon Water Elemental | | | | |-----------------|-----------------------------------------| | TRANSPORT USAGE | | | SPACE |1 | | | | |-----------------|-----------------------------------------| | PRODUCTION | | | HOTKEY |W | | | | |-----------------|-----------------------------------------| There are 3 Levels of Water Elementals. Water Elementals are summoned, so they will disappear after 60 seconds. Each level of Water Elemental has a different appearance and size. The Level 3 Water Elemental is the largest and is a dark blue color. Water Elementals cannot be upgraded. Counters Water Elementals are Summonable units so players can run away from them until the timer runs out. Another option is to use spells or abilities that damage Summonables such as Abolish Magic, Dispel Magic, Purge, and Wisp's Detonate. ======================================================================= ======================================================================= ___ _ _ ___ _ ___ ___ _ _ ___ ___ | _ ) | | |_ _| | | \_ _| \| |/ __/ __| | _ \ |_| || || |__| |) | || .` | (_ \__ \ |___/\___/|___|____|___/___|_|\_|\___|___/ =============5a============= #main TOWN HALL/KEEP/CASTLE TOWN HALL The Town Hall is the center of any Human settlement. It is where Peasants are recruited, and where Peasants drop off their gold and lumber loads. The Town Hall buildings house the Call to Arms bell that will turn your Peasants into Militia. COST: 385g, 205w HP: 1500/1800/2100/2400 ARMOR: 5/6/7/8 FOOD PROVIDED: 12 BUILD TIME: 180 sec Units Produced: Peasant (see above) Upgrades Available: Back Pack (see upgrades section) <><><><><><><><><><><><><><><><> KEEP You can upgrade your Town Hall to a Keep, which enables further upgrades and is harder to destroy COST: 320g 210w HP: 2000/2400/2800/3200 ARMOR: 5/6/7/8 FOOD PROVIDED: 12* BUILD TIME: 140 sec (* upgrading to Keep does not provide additional 12 food) <><><><><><><><><><><><><><><><> CASTLE You can upgrade your Keep to a Castle. The Castle is the toughest Human Town Hall and enables the highest-level of units and upgrades COST:360g 210w HP: 2500/3000/3500/4000 ARMOR: 5/6/7/8 FOOD PROVIDED: 12* BUILD TIME: 140 ======================================================================= ======================================================================= =============5b============= #farm FARM Farms provide a modest amount of food, but are quick and cheap to build. COST: 80g, 20w HP:500/600/700/800 ARMOR: 5/6/7/8 BUILD TIME: 35sec FOOD PROVIDED: 6 Farm Tactics: You can use the farm to block paths. For example, u can use a line of farms to block the entrance to your base and placing towers behind. It will be difficult to breach the compound, but easy if ur enemy posesses siege units (Demolishers, Glaive Throwers, Meat Wagons, Mortar Teams...) ======================================================================= ======================================================================= =============5c============= #boot BARRACKS The Barracks is where you train Footmen, Riflemen, and Knights. Here is where you also research the Defend, Long Rifles, and Animal War Training upgrades. COST: 160g, 60w HP: 1500/1800/2100/2400 ARMOR: 5/6/7/8 BUILD TIME: 60 sec Upgrades Available: Defend Long Rifles Animal War Training (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============5d============= #aok ALTAR OF KINGS This building is where the Alliance recruits and revives its Heroes. COST: 180g 50w HP: 900/1080/1260/1440 ARMOR: 5/6/7/8 BUILD TIME: 60 sec ======================================================================= ======================================================================= =============5e============= #smith BLACKSMITH Contains upgrades for improved armor, weaponry, and gunpowder COST: 140g 60w HP: 1200/1440/1680/1920 ARMOR: 5/6/7/8 BUILD TIME: 70 sec Upgrades Available Iron Forged Swords Steel Forged Swords Mithrill Forged Swords Iron Plating Steel Plating Mithrill Plating Black Gunpowder Refined Gunpowder Imbued Gunpowder Studded Leather Armor Reinforced Leather Armor Dragonhide Armor (See Upgrades Section) ======================================================================= ======================================================================= =============5f============= #lmill LUMBER MILL The Lumber Mill is an alternative drop site for wood. It is also where technologies can be researched to improve Human lumber harvesting and the sturdiness of Human buildings. COST:120g HP: 900/1080/1260/1440 ARMOR 5/6/7/8 BUILD TIME:60sec Upgrades available: Improved Lumber Harvesting Advanced Lumber Harvesting Improved Masonry Advanced Masonry Imbued Masonry (See Upgrades Section) ======================================================================= ======================================================================= =============5g============= #vault ARCANE VAULT A shop from which any allied unit that has an inventory can purchase items. The items available are dependant upon what level of upgrade your Town Hall has (Town Hall, Keep, or Castle) and what buildings you have. Heroes can also sell unwanted items to any item shop. Each Item lists the name of the item with a link to more information. The time it takes for an item to regenerate after it has been purchased is listed next. Following that is a list of when an item is first available after the start of the game. The maximum number of items sold is listed in LIST OF ITEMS SOLD IN THE ARCANE VAULT: 1.Scroll Or Regeneration Regenerates the hit points of all friendly non-mechanical units in an area around your Hero by 225 over 45 seconds when used. This ability will be canceled if the units using the scroll are attacked or are hit by a spell which does damage. So use it when the unit is away from battle. 2.Mechanical Critter Creates a player-controlled critter that can be used to scout enemies. 3.Lesser Clarity Potion Regenerates the Hero's mana by 100 over 30 seconds when used. This ability will be canceled if the units using the potion are attacked or are hit by a spell which does damage. So use it when the unit is away from battle. 4.Potion of Healing Heals 250 hit points when used. 5.Potion of Mana Restores 150 mana when used. 6.Scroll of Town Portal Teleports the Hero and any of its nearby troops to a target friendly town hall. 7.Ivory Tower Creates a Scout Tower at a target location. 8.Orb of Fire Adds 5 bonus fire damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air and do splash damage (14 radius) to nearby enemy units. 9.Staff of Sanctuary Teleports a target unit to your highest level town hall, stunning the unit and regenerating 15 hit points per second. Lasts until the unit is fully healed. ======================================================================= ======================================================================= =============5h============= #sanct ARCANE SANCTUM Spellcaster production building COST:150g 140 w HP:1050/1260/1470/1680 ARMOR 5/6/7/8 BUILD TIME:60sec Upgrades available: Priest Adept Training Priest Master Training Sorceress Adept Training Sorceress Master Training Control Magic Magic Sentry (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============5i============= #aviary GRYPHON AVIARY Trains Gryphon Riders, and Dragonhawk Riders. Also contains the Storm Hammers and Cloud upgrades. COST:140 g 150 w HP: 1200/1440/1680/1920 ARMOR: 5/6/7/8 BUILD TIME: 75 UPGRADES AVALABLE: Storm Hammers Cloud (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============5j============= #sgact SCOUT TOWER Basic observation tower. Has no attack, but can be upgraded into a Guard Tower, an Arcane Tower, or a Cannon Tower. Can learn the Magic Sentry ability. COST:30g 20w HP:300/360/420/480 ARMOR TYPE: LIGHT ARMOR:0/2/4/6 BUILD TIME: 25 GUARD TOWER Capable of attacking land and air units, the Guard Tower is an able defense for Human settlements. COST:70g 50w HP: 500/600/700/800 ARMOR TYPE:HEAVY ARMOR: 5/7/9/11 BUILD TIME: 50 sec ARCANE TOWER Magical defensive tower. Particularly effective against enemy Heroes and spellcasters. Has the Feedback ability, which causes its attacks to destroy mana, dealing extra damage equal to the mana destroyed. Can learn the Magic Sentry ability. COST:70g 50w HP: 500/600/700/800 ARMOR: 5/7/9/11 ARMOR TYPE:HEAVY BUILD TIME: 50sec CANNON TOWER The Cannon Tower is an alternative to the Guard Tower. While it can only attack ground targets and has a slower attack, it is more powerful. COST:70g 50w HP: 600/720/840/960 ARMOR: 5/7/9/11 ARMOR TYPE:FORTIFIED BUILD TIME: 75sec ======================================================================= ======================================================================= =============5k============= #works WORKSHOP The Workshop is where Flying Machines, Mortar Teams, and Siege Engines are built. COST:140g 140w HP: 1200/1440/1680/1920 ARMOR: 5/6/7/8 BUILD TIME: 60 sec UPGRADES AVAILABLE: Flak Cannons Flare Barrage Flying Machine Bombs Fragmentation Shards (SEE UPGRADES SECTION) ======================================================================= ======================================================================= =============5l============= #upgrd UPGRADE INDEX This is the moment uve all been waiting for! Below I have listed all available upgrades and info about them ^_^ 1. Iron Forged Swords: Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders and Knights COST: 100 g 50 w RESEARCHED AT: Blacksmith REQUIREMENTS: NONE UPGRADE TIME: 60 sec 2. Steel Forged Swords: Further Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders and Knights COST: 175 g 175 w RESEARCHED AT: Blacksmith REQUIREMENTS: KEEP UPGRADE TIME: 60 sec 3. Mithrill Forged Swords Further Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders and Knights COST: 250 g 300 w RESEARCHED AT: Blacksmith REQUIREMENTS: CASTLE UPGRADE TIME: 60 sec 4. Iron Plating: Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines and Flying Machines. COST: 125 g 75 w RESEARCHED AT: Blacksmith REQUIREMENTS: NONE UPGRADE TIME: 60 sec 5. Steel Plating: Further Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines and Flying Machines. COST: 150 g 175 w RESEARCHED AT: Blacksmith REQUIREMENTS: KEEP UPGRADE TIME: 60 sec 6. Steel Plating: Further Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines and Flying Machines. COST: 150 g 175 w RESEARCHED AT: Blacksmith REQUIREMENTS: KEEP UPGRADE TIME: 60 sec 7. Mithrill Plating: Further Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines and Flying Machines. COST: 175 g 275 w RESEARCHED AT: Blacksmith REQUIREMENTS: CASTLE UPGRADE TIME: 60 sec 8. Black Gunpowder: Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines and Flying Machines. COST: 100 g 50 w RESEARCHED AT: Blacksmith REQUIREMENTS: None UPGRADE TIME: 60 sec 9. Refined Gunpowder: Furher Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines and Flying Machines. COST: 175 g 175 w RESEARCHED AT: Blacksmith REQUIREMENTS: Keep UPGRADE TIME: 75 sec 10. Imbued Gunpowder: Furher Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines and Flying Machines. COST: 250 g 300 w RESEARCHED AT: Blacksmith REQUIREMENTS: Castle UPGRADE TIME: 90 sec 11. Studded Leather Armor Increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders and Gryphon Riders. COST: 100 g 100 w RESEARCHED AT: Blacksmith REQUIREMENTS: NONE UPGRADE TIME: 60 sec 12. Reinforcred Leather Armor Further increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders and Gryphon Riders COST: 150 g 175 w RESEARCHED AT: Blacksmith REQUIREMENTS: Keep UPGRADE TIME: 60 sec 13. Dragonhide Armor Further increases the armor of Riflemen, Mortar Teams,Dragonhawk Riders and Gryphon Riders. COST: 200 g 250 w RESEARCHED AT: Blacksmith REQUIREMENTS: Castle UPGRADE TIME: 60 sec 14. Backpack Gives specific human ground units the ability to carry items. COST: 50 w 25 g RESEARCHED AT: Town Hall/Keep/Castle REQUIREMENTS: Arcane Vault UPGRADE TIME: 20 sec 15. Defend Allows footmen to use their Defend capability which increases defense against ranged attacks but reduces moving speed. COST:150g 100w RESEARCHED AT: Barracks REQUIREMENTS: NONE UPGRADE TIME: 45 sec 16. Long Rifles Increases range of Rifleman attacks. COST: 75g 125w RESEARCHED AT: Barracks REQUIREMENTS: Keep UPGRADE TIME: 30 sec 17. Animal War Training Increases the maximum Hit Points of Knights, Gryphon Riders and Dragonhawk Riders by 150 COST: 125g 175w RESEARCHED AT: Barracks REQUIREMENTS: Lumber Mill, Castle, Blacksmith UPGRADE TIME: 40 sec 18. Improved Lumber Harvesting Increases the amount of lumber that peasants can carry by 10 COST: 100g RESEARCHED AT: Lumber Mill REQUIREMENTS: Keep UPGRADE TIME: 60 sec 19. Advanced Lumber Harvesting Further Increases the amount of lumber that peasants can carry by 10 COST: 200g RESEARCHED AT: Lumber Mill REQUIREMENTS: Castle UPGRADE TIME: 75 sec 20. Improved Masonry Increases the armor and hit points of human buildings COST: 100g 25w RESEARCHED AT: Lumber Mill REQUIREMENTS: NONE UPGRADE TIME: 60 sec 21. Advanced Masonry Further increases the armor and hit points of human buildings COST: 125g 50w RESEARCHED AT: Lumber Mill REQUIREMENTS: Keep UPGRADE TIME: 75 sec 22. Imbued Masonry Further increases the armor and hit points of human buildings COST: 150g 75w RESEARCHED AT: Lumber Mill REQUIREMENTS: Castle UPGRADE TIME: 90 sec 23. Priest Adept Training Increases the priest mana capacity, mana regeneration rate, hit points and gives the ability to cast Dispel Magic COST: 100g 50w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: NONE UPGRADE TIME: 60 sec 24. Priest Master Training Increases the priest mana capacity, mana regeneration rate, hit points and gives the ability to cast Inner Fire COST: 100g 150w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Castle UPGRADE TIME: 75 sec 25. Sorceress Adept Training Increases sorceresses` mana capacity, mana regeration rate, hit points and gives them the ability to cast Invisibility COST: 100g 50w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: NONE UPGRADE TIME: 60 sec 26. Sorceress Master Training Increases sorceresses` mana capacity, mana regeration rate, hit points and gives them the ability to cast Polymorph COST: 100g 150w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: NONE UPGRADE TIME: 75 sec 27. Control Magic Gives Spell Breakers the ability to take control over summoned units. The spell's mana cost is relative to the target's hit points. COST: 75g 75w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: Arcane Vault, Castle UPGRADE TIME: 45 sec 28. Magical Sentry Provides human towers the ability to detect nearby invisible units. COST: 50g 50w RESEARCHED AT: Arcane Sanctum REQUIREMENTS: NONE UPGRADE TIME: 30 sec 29. Flak Cannons Upgrades the weapons on the Flying Machines to give them an AOE damage attack on air units COST: 100g 150w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec 30. Flying Machine Bombs Allows flying machines to attack land units. COST: 150g 100w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 35 sec 31. Flare Provides Mortar Teams with the Flare ability. This gives Mortar Teams flares which they can use any area of the map. Can see invisible units. COST: 50g 50w RESEARCHED AT: Workshop REQUIREMENTS: Keep UPGRADE TIME: 30 sec 32. Fragmentation Shards Upgrades the mortar shells on Mortar Teams to increase their AOE damage. COST: 50g 100w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec 33. Barrage Gives Siege Engines powerful dwarven rockets which can attack air units. COST: 50g 150 w RESEARCHED AT: Workshop REQUIREMENTS: Castle UPGRADE TIME: 40 sec 34. Storm Hammers Causes Gryphon Rider's hammers to strike through an enemy land unit and hit the next land opponent, dealing damage to both. COST: 125g 225w RESEARCHED AT: Gryphon Aviary REQUIREMENTS: Castle UPGRADE TIME: 45 sec 35. Cloud Provides Dragonhawk Riders with the Cloud Ability, which stops ranged buildings from attacking. COST: 50g 100w RESEARCHED AT: Gryphon Aviary REQUIREMENTS: Arcane Vault, Castle UPGRADE TIME: 35 sec LOL that was hard. All 35 upgrades listed above ^^^. ======================================================================= ======================================================================= ___ _____ ___ _ _____ ___ ___ ___ ___ ___ / __|_ _| _ \ /_\_ _| __/ __|_ _| __/ __| \__ \ | | | / / _ \| | | _| (_ || || _|\__ \ |___/ |_| |_|_\/_/ \_\_| |___\___|___|___|___/ Now its time for some productive work. All of the above was copied from Mojo Storm-Stout's official WC3 Strategy Guide, now come my own strategies ^_^. =============6a============= #creep CREEP COUNTER The Creep Counter strategy is most commonly played by all WC3 gamers. Its when u don't rush, but tech on, getting higher units while creeping If u get attacked during the process, u MUST COUNTER with ur teammates, if ur playing a Team Game. In solo games u MUST RUSH!!! (see below for more). Creep Jacking is another type of development. U wait enough to be sure that the enemy does not rush and starts creeping. Then you attack while his base is undefended. When he wastes his Scroll of TP, U runaway. Then come back when he goes creeping again. Its a matter of Hit-and-run. He'll get very annoyed^_^. Assuming that uve continued teching while attacking, by now u should have casters, or HAU(see abreviations). In creep counter, if u play tier 1 units(for NE - Huntresses, for UD - Spiders, For Orc - Grunts and Trolls and for human - Footies and Rifles), you have get casters for support. When attacking with an army of footies with defend, u must get sorceresses to slow the enemy, equaling movement speed :) or priests for heal. If the enemy has towers, the footie makes short work of any tower with his defend (piercing damage reduced by 70%), knowing that all towers have piercing attack. If choosing to attack while Creep-Countering, u must have a high hero (lvl 3-5). WC3 is all about heroes u know. The Hero is essential to everyone, its up to him if a battle will be lost or won. Now pay attention: U MUST CONSIDER ARMOR TYPES!!!!!!!!!!!!!!!!!!!!!!!! It is not wise to get units with Heavy Armor to counter Casters or HAU. Creep Counter is the key to victory in my opinion but its always nice to rush ^_^. THE GOLDEN RULE TO VICTORY IS: SCOUT AND COUNTER. GOT IT? SCOUT AND COUNTER! Got IT? Good. When Playing Creep Counter with humans its best to go Mass Rifles, later Priests and Knights for Support. ======================================================================= ======================================================================= =============6b============= #invade INVASION At some point in the game the time will come to invade an enemy town. Sometimes players will quit when they know they can't win or when they lose their army. Other players will only quit when their town is severely damaged or destroyed. In larger team games it becomes even more important to attack towns and often you will need to clear up to 6 towns (6 vs. 6) before winning or even more if it's an FFA game (11 enemy towns!). Town Defender Advantages Be aware of what may happen when you invade an enemy town. Once you know about the possible problems and issues you can better protect your army from complete defeat at the enemy's hands. The defender of a town has an advantage if they have a comparable army and can also use their town defenses. Often what happens is a player goes into a town thinking that their army is as good or better but then don't count on the town defenses such as (Militia) and/or superior control. Defenders Can Repair Their Town While It's Under Attack If you try to destroy buildings the enemy sometimes just repair them as they are being attacked until you are kicked out of their town. Many games are lost because players go into a town thinking they are going to win and then lose. They then no longer have an army to defend their town and can't handle a counter attack. This can't always be avoided (unless you're an elite player) but you can work to reduce the number of failed attacks through experience. New Units Continue To Join The Defense The town defender can train new units and have them join the battle throughout the battle. The attacking player on the other hand has to stream them from their base which is further away. Defenders Can Build Additional Tower Defenses The Defender can begin building Towers even before you show up to attack their town because they see you coming. This can allow them to have enough defenses in place to take you on before you get there. Also sometimes defenders are able to build towers in their town during the battle. If they can protect them, or the attacker doesn't destroy them, the towers can sometimes shift the course of the battle in the defender's favor. Allied Players Can Teleport In To Save the Town You may go into an enemy town with a clear advantage but not count on enemy players teleporting in to save it. You should always figure that up to all of the enemy teammates might show up to defend the town. Do as much damage as you can and be ready to run the second you see the incoming Town Portal graphic. Player-built Shops These can provide Healing Potions, Mana Potions, and more during battle. Don't Fight Uphill onto Higher Terrain Don't fight at the bottom of the hill with ranged units. They will miss the units on higher ground. Either push up the hill, or leave, whichever is smarter. Retreat Into Your Town If you are near your town and/or are unsure if your army can beat their army, retreat back into your town. That allows you to have benefit of your town's defenses to help out in the battle. Try to bait the enemy into fighting in your town. When attacking the enemy, try not to fight in their town whenever possible as well unless you know your army can take it. Try to fight them in open areas or bait them out of their town. Sometimes you can draw them out of their town using Siege Weapons. Repair Buildings While You're Under Attack Try to repair buildings while they are being attacked so that you can survive longer and possibly save the buildings. Cancel Doomed Buildings Under Attack If you can't prevent a building under construction from being destroyed, cancel the building. Otherwise you will lose resources when the enemy destroys the building. More Tips for Town Defenders All -Build a few Towers. The enemy almost always spends time focusing on them first. This can buy you some time to defend your base. (Learn more about Towers - #towers) Humans -Use Militia. But don't get drawn out away from your Town. Go back to work if the enemy runs away. -Have at least 1 Arcane Tower. This usually causes an enemy to run when their Hero is hit. -If you know you're going to be attacked, get the building defense upgrades at the Lumber Mill. Build more towers too. -Try to Wall in some towers with buildings. -Use rows of farms as a wall to make it harder to get in your town. -If anyone tries to attack your Peasants on gold, run them away or in circles around your Town Hall until you can protect them or force the enemy to leave. -Repair things that are under attack! Run the Peasants away if the enemy targets them. Orcs -Hop in the Burrows! If the enemy is doing a hit-and-run attack, go Back to Work immediately. -If the Burrows are attacked, repair them! Pop Peons in and out of the Burrows as they are attacked to save them and to repair the Burrows -Build the Burrows in such a way that they can cover your base. They also need to be next to the Gold Mine so the Peons can quickly get inside and near the Lumber Peons also. -You might want to build at least One Watch Tower. The enemy will typically attack it first giving you time to get back to your base or whatever. -Research Reinforced Defense and Spiked Barricades if you know the enemy is coming to your town. Night Elves -Use Wisps to Detonate on any enemy unit with Mana. You should try for their Heroes but also use them if there is a pack of enemy Spellcasters within reach. Do not send the Wisps unless you can get to the enemy without losing them. -Wisps can harvest Lumber anywhere on the map. It's great to hide them around and use them as scouts. That way you don't have to worry about the enemy killing all your Lumber Wisps. Also if your Town is destroyed, you'll still have Wisps around to rebuild (useful in team games). -Use Wisps to repair buildings under attack. -In Most Situations, do not uproot Ancients. Their armor will become heavy armor which makes them easier to kill. -If the enemy is building towers or something near your base you can uproot some of your buildings while at the same time commanding several Wisps to repair the Ancient. Then root the Ancient once it's in range of the enemy building or units. -Make sure your Moon Well's are turned on to auto cast. It makes a Night Elf player look very stupid if their Moon Wells are full at the end of the battle because no one turned them on (and no one right-clicked on them to use them manually). -If you know the enemy is coming, research Nature's Blessing for the increased Ancient armor. -If the enemy attacks the Tree of Life or the Entangled Gold Mine, pop the Wisps out of the Entangled Gold Mine and use them to repair. If you want to repair the Entangled Gold Mine you will need to hit R for repair rather than right-clicking or it will just put them back in the mine (rookie mistake). Undead -If you know the enemy is coming upgrade Ziggurats to towers. -If the enemy is leaving, cancel the upgrading Ziggurats. -Build buildings around the Haunted Gold Mine so that enemies can't easily reach them. -Build at least one Nerubian Tower right next to the Haunted Gold Mine. Some players build more Ziggurats to build a wall around their Acolytes on Gold. This can sometimes cause the enemy to say it's not worth it and they will leave. -Use the Death Knight to heal damaged units with Death Coil. -If the enemy is able to reach the Acolytes on Gold, have them run in circles around the town until the enemy leaves. -Take Acolytes off Gold and use them to repair. Build additional Acolytes to repair. -Take any Ghouls that are harvesting Lumber and have them help out. Invading Enemy Towns Invading enemy towns can be challenging. But with some tips and experience you can become better and better at it. Attack Expansions First Usually you want to attack an expansion town first. These often have no defenses or very little defenses and can be killed very quickly. Also the expansion towns typically have a first level Town Hall while the main base might have a tier 3 Town Hall (Castle). Learn more about Expansion Towns. Learn To Run! Knowing when to run is a very important skill in Warcraft III. You should always be prepared to run when attacking an enemy Town. Sometimes you run because the enemy is Teleporting back to their Town to defend it. Sometimes you run because an ally is coming to save the town you are attacking. Sometimes you run because the attack isn't going as planned. Whatever the case, don't fight until the last unit. Leave and come back later with a better force. Whenever things aren't going your way, run away! =) Size Up the Defenses Scout the enemy Town and figure out what defenses they have. Compare your invading force to the defenses and determine whether you can defeat them. You should always invade with an overwhelming force if possible. Think D-Day. Always Try to Fight Battles Away From Enemy Towns If Possible Try to draw the enemy away from their town or trap them so that they can't just run back to their Town. That way you don't have to worry about town defenses. Then once you've won on the out side you can counter attack and invade when they have little defenses. Don't be caught in Limbo where you're outside the enemy town but you're not going into the enemy town. Sometimes you run into a situation where the enemy is outside their town behind you and you're at the tip of their town. You then hang in the middle as the enemy is doing hit-and-run attacks at your rear. This can whittle you down. Either go in the town and attack or go somewhere else to attack. The enemy can pick away at your army if you remain indecisive and just stand around. Hit-And-Run Sometimes you just can't attack an enemy town because of the superior or equal enemy army. So what you do is buy a Town Portal Scroll. Run into an enemy town. Do some damage, and then teleport away once the enemy shows up to defend their base. Now buy another Town Portal Scroll. This strategy is almost required in FFA games. Attacking Towers If the enemy has a LOT of towers it's best to use Siege Units. If the enemy only has a few towers then regular units against Towers can work fine (less so against Spirit Towers with Fortified Armor) because the towers have Heavy armor. Bring Siege Weapons Whenever possible, bring Siege Weapons. This isn't usually possible early in the game. Siege Weapons do increased damage to buildings which will allow you to more quickly defeat an enemy town. Learn more about Siege Units. Destroy a Town from Long Range If you have long range Siege Weapons you can destroy an enemy Town while not taking damage from their defensive towers. But the problem is protecting those Siege Units. Repair them if they are mechanical and place your army around them on Hold Position. The enemy will typically send a unit out and attack to try to make your army run into their defenses. That's why you use Hold Position so the units won't fall for this trick. Quick and Dirty Attacks If you only have a very short time to attack an enemy town before running Orcs: Kill their Burrows Humans: Kill their Peasants Night Elves: Kill their Entangled Gold Mine (not Tree of Life). The Tree of Life will then have to re-entangle the Gold Mine which will take a long time. Or kill some Wisps on Lumber. Undead: Kill their Haunted Gold Mine or Acolytes Ultimate Sneaky Attacks Bring Goblin Zeppelin(s) with Siege Weapons. Unload, kill their Town Hall, and then run. You can also use Goblin Sappers instead to sneak up on an enemy Town Hall via land. Use An Archmage with Mass Teleport to Teleport in some Siege Engines or Mortar Teams, then leave after the Town Hall is destroyed. Building Destruction Order Usually it depends on how much time you have or the number of enemy players. If you only have a little time, destroy the Town Hall. If you have a little more time, destroy the Town Hall, Altar, then go on to the next town. Rather than sitting there and eliminating every building, just kill the important ones then go on to the next town. If the enemy team focuses on complete destruction you can kill several Town Halls and Altars (which is almost killing the town), while they are on a single target. Buildings that are good to focus on are Player-built Shops, Farms, Altars, and Town Halls. If you destroy Farms they might not be able to produce additional troops. If you destroy their Altar they cannot resurrect their Hero. If you destroy their Town Hall they can no longer return Gold (Humans, Orcs, Night Elves). When attacking Undead players focus on their Haunted Gold Mines and Acolytes. If you see someone trying to revive their Hero at their altar (look for animation on the altar), then destroy it first to prevent their Hero from coming back. Now you might think because you're winning that you might want their Hero to come back so you can kill it for experience or laughs. But against good players, they might be able to escape or use a Town Portal to get away and then you have to deal with their annoying Hero again later in the game. In team games it is sometimes possible for an enemy Hero to survive and combine and help with their surviving teammates to affect the outcome of the game. When a person only has one unit to control rather than multiple units and a town, they do much better. So the enemy Hero can become even more deadly than it was before with such intense micro (control) by the enemy player. Target Player-built Shops Player-built shops have low hit points and are easy to destroy. They also are dangerous as they can allow enemy Heroes to buy healing potions or other useful things to use against you. Because an enemy often attacks a Player-Built shop first, build one! This can buy you some time to get to your town to defend it or whatever. Destroy the Town Hall Destroying all of the workers mining Gold and harvesting Lumber is a severe blow, but the opponent can just train more. However, when you get rid of the Town Hall, they can no longer build any more workers in that location until they have rebuilt their Town Hall. It's especially damaging if you destroy a high level town hall which will prevent them from building high level buildings and troops. Often in team games players destroy the Town Hall, Altar, and move on to the next town. The Town Hall Kill is often the "killing blow" to the enemy. Some players will just leave if you kill their Town Hall. Also if they had a Tier 3 Town Hall such as a Castle they will have to upgrade two times to be able to build the Tier 3 units again. Also if you destroy all of their Town Halls their buildings will be revealed after a period of time. Attack Buildings Under Construction! Buildings under construction take extra damage. So always aim for them first when you invade a town. Use Area of Effect Spells Against Tightly Packed Buildings For example, if you see a tightly packed group of farms, cast an "AOE" spell such as Blizzard, Flame Strike, or Rain of Fire. Use Ultimate Abilities Some Ultimate Hero abilities are very good at destroying towns such as Earthquake, Death & Decay, and Tornado. You can even use these abilities in hit-and-run attacks if you can't fight your way into the base with your army. Rush Siege Units Many Siege Units have a minimum fire range. If you get up close to them they won't be able to hit you. They will fire over your head and past you. Target the Workers When you invade, kill the workers. When you attack enemy offensive units, you're not really slowing the enemy down. They have created those units for the purpose of fighting and dying, but when you attack workers that can be used to mine Gold, harvest Lumber and build buildings, you are slowing down their economy. Whenever possible, run past the enemy defenses straight to the Peons mining and harvesting. Split your forces sending half to engage the enemy offensive units using the other half of them to sneak in and kill the workers. Although you will not win the battle against the enemy defending units, if you kill the enemy's workers it will be worth it. The enemy will either be forced to train more Peons, which will eat up their resources, or will forget to train more Peons to replace them which will put them further behind you. Usually it's easiest to first attack the workers that are harvesting lumber. These are much easier to kill than the workers that are popping in and out of the Gold Mine as they mine Gold. Don't Let Enemy Workers Get Away! Typically players will try to run their workers away if they know their town is going down in flames. They will then try to rebuild elsewhere or possibly hide. Whenever the workers start running, disengage your current target and prevent them from escaping. This is especially important in Tournament and FFA games. Invading Orc Towns -Go for the Burrows First. They are the easiest to kill and the most damaging for the enemy player. If you attack the buildings but ignore the Burrows, the Burrows can really damage your army. -Kill as many Peons as you can -Another choice target is the Voodoo Lounge since it will die very quickly and the enemy uses it a lot. Players often place these right outside their Town so you can sometimes kill it first really quickly. Invading Human Towns -Always count on Militia. Don't be surprised by them. -If you have a limited amount of time, Focus on killing the Peasants first. -If you have more time Kill the Arcane Towers first and then the Peasants. In team games different team members can be doing both at once. -Kill any Peasants that are trying to build a building Invading Undead Towns -Undead Towns often have HEAVY defenses. You better go in there packing and with Siege Weapons if they have a lot of towers. -Kill their Acolytes on their Gold Mine. They will then have to train 5 new Acolytes. Invading Night Elf Towns -Kill the Wisps -Kill the Moon Wells so they can't use them for healing -Stay out of range of the Ancients. Use ranged units to kill them from safety. Finishing off an enemy Town For games where you're clearly winning, make sure you destroy everything in the enemy's first town. While you are destroying the first town, start looking for their next one. If they are good, they will have one or more. Be sure to destroy every building in their main town, especially food buildings. Some people leave the food buildings that allow the enemy to continue to make units at their new Expansion Towns. If you destroy all of the food buildings, they will be forced to build more food buildings rather than advanced buildings, which will hinder them from getting back on their feet. In team games it's more important to kill a few important buildings such as the Town Hall, Altar, Burrows and then move on to the next enemy town. You can finish off the rest later. =============6c============= #harass HARASS Hero Rushing is a standard part of Warcraft III. To Hero Rush means to attack the enemy town, especially workers, as early as possible. Players head to the enemy town as soon as the Hero has been trained. Players are typically either Hero Rushing the enemy or defending against a Hero Rush. Sometimes players may not Hero rush or may decide to Creep instead but Hero Rushing is found in most ladder games. Reasons for Hero Rushing include Distraction: People who advance quickly up the tech-tree don't have a strong army. They need to distract and "harass" you until they are able to build their high end units. This involves doing regular hit-and-run attacks on your town. Usually if people are Hero Rushing you and they don't bring units with them, they are teching. You know it's time to go hit their base before they get whatever they are trying to build. Fun: Hero rushing is fun! It's fun to attack players who don't know how to handle a Hero Rush. If the enemy is really bad at the game you can totally hose them and win the whole game. In Warcraft II and StarCraft there was a "build up" time where there wasn't a lot going on. Many players found this phase of the game boring. The answer was Heroes very early so that players have something fun to do at the beginning of the game. Good Hero Rushers Demon Hunter (Mana Burn/Immolation), Blademaster (Wind Walk), Warden (Shadow Strike/Fan of Knives), Keeper of the Grove (Entangling Roots), Far Seer (dogs), Shadow Hunter (Serpent Wards), Archmage (Blizzard the workers/Water Elementals), Mountain King (Storm Bolt - good in 2 vs. 2 games), Naga Sea Witch (Forked Lightning/Frost Arrow), Crypt Lord (Beetles/Impale with Ghouls) OK Hero Rushers Some of these might be more effective in Team Games with help. Blood Mage (Flame Strike), Death Knight (Death Coil to Heal + Ghouls), Tauren Chieftain (Stomp/Shockwave), Beastmaster, Pandaren Brewmaster (Drunken Haze), Dread Lord (Sleep/Carrion Swarm with Ghouls), Lich (Frost Nova), Dark Ranger (possible if you go Life Drain first). Semi-Bad Hero Rushers Priestess of the Moon (at least go Searing Arrow first and come with an ally) and Pit Lord (gets stuck). They are ok if they are supporting another Hero and are not being hit. Extremely Bad Hero Rushers Paladin (laugh whenever you see this) Anti Hero Rushers The same Heroes that are good for Hero Rushing are also good at defending against Hero rushes typically. Some of the best anti Hero Rushers are: Demon Hunter (Mana Burn), Mountain King (Storm Bolt), Warden (Shadow Strike), Far Seer (dogs/Chain Lightning). Defense against Hero Rushes All: Lead the enemy away until you can build up enough forces to take them on. Hit, then run away from your town. Use your Town's defenses! Humans: Get an Arcane Tower! Use Militia if they get close but go back to work if they run away. Orcs: Hop in those Burrows. Build 1-2 Watch Towers Undead: Run the Acolytes away. Build 1 Nerubian Tower. Use a Death Knight to heal the Acolytes Night Elves: Use Detonate. Fight by the Moon Wells. Build your town in such a way that the Ancients of War can defend you. =============6d============= #bo BUILD ORDER In the beggining the humans have enough resources to make a peasant, bulid a barracks,a farm and an Altar Of Kings. This makes this section useless because players can decide how to form their BOs by themselves. Mine is simple: 1. Make a peasant 2. Build Altar of Kings 3. Build a Barracks 4. Build a Farm 5. Make another peasant 6. Build Another Farm 7. Build another Barracks 8. Build a Blacksmith 9. Make more peasants 10. Build Lumber Mill This is my beggining BO Contribute yours pls!!!! =============6e============= #combs COMBINATIONS Replace Footmen with Knights Footmen are useful for ranged attackers when using Defend but typically you will want to replace your Footmen with Knights. Make sure you research all of the armor upgrades to raise the Knights' armor to 11. Use Knights in Combination with Sorceress Slow, and Priest Heal and/or Inner Fire. Use your spellcasters! Both the Priest and the Sorceress are an important part of the Human army. You should build up to them and use them along with your army. Healing and Slow are the most popular uses for those casters. Hero Combos A very popular combo in team games is the Archmage and Blood Mage for Flame Strike, Blizzard, and Brilliance. The Brilliance Aura helps both Heroes. Flame Strike and Blizzard doesn't stack entirely so it's best to stagger the casting of the two. Another popular possibility is an Archmage and Paladin with the Paladin to heal the Archmage. In smaller games the Mountain King is seen a lot, sometimes with a Paladin to heal him. It's up to you to find out what works best for you. In 1 vs. 1 and 2 vs. 2 you often see Archmage with Water Elementals followed by the Mountain King. Balanced Human Army In Solo and 2 vs. 2, it's good to build up a small balanced army. Two Heroes, Sorceresses, Priests, Footmen (then Knights), and some Riflemen are a good group seen often in the hands of top players. 3 Heroes Using three Human Heroes can be a very powerful strategy in the hands of a good player. Some say that three Human Heroes compliment each other the best of the four races Heroes. The Paladin can use Holy Light to heal the other Human Heroes. The Archmage's Brilliance Aura can regenerate their mana. The Archmage's Teleport ultimate can Teleport all three around. The Paladin's Aura increases their Armor. The Mountain King's Thunder Clap ability stuns anyone who gets close. The Paladin can use Divine Shield if they start targeting him. The Archmage's Water Elementals can tank and hit air units. Some players are so good that they can win only using three Humans Heroes and no regular units. The Blood Elf Mage or Neutral Heroes can also be worked in instead. Archmage Rush Construct a Farm. Next build an Altar of Kings. Use other Peasants to speed build (repair) the Altar. Send out one Militia to scout the map and find a Human player preferably, or an Orc or Undead player. As soon as the Archmage is finished, instantly hit F1 to select him, and right-click on the enemy town. You should have scouted before the Archmage was finished training. As your Archmage is on the run, spend your one skill point in Blizzard. This attack is all about time and you cannot afford any delay. Move the Archmage into the enemy town and begin Blizzarding the Peasants, Acolytes, or Peons that are mining Gold. If they move them away, or chase you with enemy Heroes or units run. Come back in a few seconds when they have placed their workers back on Gold and do it again. If you run into trouble use a Town Portal Scroll to teleport back home. You can also do this with Water Elementals instead. You can use other teammates doing the same thing to further make this more effective. Using this method you can really put the enemy behind. The success of this attack depends on your ability to build at home while controlling the Hero and on how good the enemy player is. This will work a lot better against inexperienced players than it will against good players. This attack is easily countered by Dread Lord using Sleep, Keeper of the Grove using Entangle, or Mountain King using Storm Bolt. Orc players can use their Burrows. When the enemy clearly has a defense, it is best to run away and continue with the game. FFAs The Humans can be very good in FFA games with their Siege Engines, Mass Teleport, TOUGH Towers, and Invisibility. =============6f============= #noobie NOOB MISTAKES Not having a Hero Warcraft III is all about Heroes. Heroes have many abilities that are only available on Heroes and, typically, are responsible for winning or losing battles. Not Leveling up a Hero Typically Heroes should be level 3-5 before combating enemy players unless you are Hero rushing. This is done by aggressively seeking out all surrounding Creeps and killing them. This allows your Hero to become better and for you to gain additional spells, which can determine which group wins or loses a battle. You should never have a Level 1 Hero engaged in combat against an enemy player unless it's a second or third Hero being built after your first Hero or someone pulled some super rush. Not Spending Hero Skill Points A Hero's Skill point should be spent as soon as you get it. Watch the portrait in the top left corner for the number that indicates that a Hero has a skill point. Don't let them add up. Don't leave them unspent for very long. While in rare situations you might wish to save up skill points, usually you want to spend them as soon as you get them. Level 1 Hero Soloing vs. Powerful Creeps Heroes are great at higher levels but they are very weak early on. They need the help of 3-5+ units for leveling up. Do not attempt to take on multiple high level Creeps with a level 1 Hero. Usually there are some easy "gimmie" Creeps such as 3 level 2 Creeps which your level 1 Hero can solo. But, do not try to take on say a group of 5 Creeps which are level 5. Attacking Creeps that are too powerful Sometimes a Creep camp will be much too powerful for your current army. You'll discover that your Hero and army are slaughtered against powerful Creeps. Part of learning the game is knowing how powerful the Creeps are and if your army can take them. This comes through experience. There are some basic common sense things you can do to compare. Count the number of your units vs. the number of the Creeps. Look at the level of the Creeps. If they are 5+ you may have trouble with them. Very high level Creeps such as 9 will be a lot of trouble so have a large army. Be sure to run if the battle doesn't look to be going in your favor. You can come back later with more troops. As you learn maps, the race you play, and the Creeps, you will soon be able to know if you should attack a Creep camp or not. Fatal mistakes in the beginning can cost you the entire game. One of those mistakes is losing your whole army to the Creeps when the enemy is about to attack your town. The Creep Camp indicator on the minimap (Alt-C) will help you find out where the low level creeps camps are located (green) on every map. Losing your Hero to the Creeps This is very shameful. If the Creeps are attacking your Hero, back off. Watch the battle and control the Hero. Heroes should not die to Creeps. =) Losing your Hero to the Creeps in the first 1-3 minutes of the game See above. Not controlling a Hero during Battle A Hero should always be controlled during battle. If it is attacked, immediately use the F1-F3 Key to jump to the Hero and control them. Back damaged Heroes away from combat. Not picking up Hero Items, or leaving them for the enemy You should always pick up Hero Items unless you have no room. If you cannot take an item and don't want someone else to use it, attack the item to destroy it. Placing more than 5 Human Peasants or Orc Peons on a Gold Mine Five is the maximum number of units that can mine depending on what direction the town hall is placed. If you place more than 5, they will stack up and won't be actually doing anything. Using these extra workers to mine ties up supply and can push a player to higher Upkeep levels for no reason. However, on some maps and positions the Town Hall may be placed too far from the Gold Mine which could require as many as 6 or 7 Peons to mine the Gold Mine. Make sure you have enough workers to mine a Gold Mine effectively. Attacking Superior Forces You should have an idea by looking at the enemy whether you're going to win or not. While you can't always know for sure, you should not attack OBVIOUSLY more powerful armies. The problem is knowing what is an obviously too powerful army. You will learn this by playing the game. Single-player and playing custom games against Computer players can teach you this before you're ready for games against other players. Don't forget, if the battle is not going your way, use a Scroll of Town Portal to escape, or run away. Attacking the enemy in a position to enemy's advantage Don't attack the enemy if they have towers to support them, or are using a Fountain of Life, or are on high ground while you are on low ground. Avoid fighting the enemy if you don't have enough room to get all your forces attacking the enemy (such as fighting in narrow areas) Not using Neutral Buildings Neutral Buildings are very powerful and should be used throughout the course of the game. As you learn more about their purpose, you can learn more about how to integrate them into your gameplay. Not using Teleport Scrolls or running to save an ally or your town when you can just Teleport there Use Teleport Scrolls to save your or your allies' Town. Not getting an Expansion Town before your Gold Mine runs out It's very important to use additional Gold Mines. Clear the Creeps away from a Gold Mine and be ready to expand. Forgetting to mine an Expansion A common mistake is to build at a new Gold Mine, the building finishes but you forget to build workers to harvest Gold. Make sure you don't let this happen. Keep checking on the progress of your expansion and build workers or send workers from your original town as soon as it is ready. Letting Allies Die for no good reason You have to save your allies. Abandoning your Partner too early Just because a Partner has left the game doesn't mean that it's impossible to win the game. Continue to play until there is no chance to win. If they haven't even attacked your town yet, it's too early to leave. Quitting the game too early Just because your town is gone doesn't mean the game is over. In previous games a player was eliminated when all of their buildings were destroyed, but in Warcraft III, a team will live until ALL buildings from all of the team members are destroyed. This means all players should stay in the game until everyone is eliminated. Share unit control and fight until the end. You can continue to control your allies' troops if you can get them to share unit control. Also you can still get a win if you and your ally are still able to beat the enemy. Don't give up. You can help your ally by helping them better control their troops. If you manage to win, you both get a win even if all of your (but not your allies') buildings and units were destroyed. Building too many Barracks You only need one or two in most cases. You should only build more if you are using them all and have several expansions. Not Expanding Fast Enough In smaller 1 vs. 1 and 2 vs. 2 games you often have to get an expansion very early. Clear out a Gold Mine so you will be ready. You do not want to have to start an expansion as your Gold Mine is running out. Not Giving Resources to allies before leaving the game If you have to leave a game and your allies continue playing, open up the allies menu and give all your resources to your ally. This may help them win the game. Allies will still be able to control your buildings and units after you leave the game. It's just better for them to spend the resources on their troops rather than on yours. Not Taking Control over dropped players towns or towns of players who have left the game Once a player drops from the game or leaves the game, allies can take control over that person's town. Take advantage of this. Building Massive Tower Defenses Siege Weapons and other abilities can easily kill tower defenses. You only need enough Towers for a defense -- don't build too many. Building Tower in the middle of nowhere for no reason For towers to be effective you need them in your town, or to prevent the enemy from walking around them. A common mistake is to place towers outside your base that the enemy can just walk past or around and reach your town. When you build towers place them IN your town, or at least prevent the enemy from walking around them using your army or by walling yourself off. Not running past Towers Similar to the above, if you can walk past towers and reach an enemy town out of range of the towers, do so. Standing in Towers Don't stand in the middle of towers. Bring Siege Weapons and kill them from range. You should only attack towers if you have superior numbers and are sure to win the battle. Constructing buildings next to the Creeps Creeps will attack new buildings. Cancel the building if the Creeps attack it. Kill the Creeps or build away from them. Not Upgrading Units Research upgrades. Your units will benefit greatly from being upgraded. Armor and Weapon upgrades are especially important. Ignoring attack limitations such as units that can be used against air units or air units that cannot attack other air units Learn the units and their capabilities. Not Knowing the Map As you play a map more you learn how to get around. You should try to learn every map that you might have to play. You can do so in custom games with or against the Computer if you have to. Ignoring Upkeep You should avoid High Upkeep unless you are very rich. Getting Heroes or Workers Stuck Between Buildings Always make sure when you build a building that the worker or Hero has a way of getting out when they are done. If you're not careful, you can end up walling in your worker or Hero with buildings or trees. If this happens, you either have to destroy a building, kill the worker, or purchase a Goblin Zeppelin to get them out. You can also kill the unit to free up food. ======================================================================= ======================================================================= =============6g============= #own CONTRIBUTOR STRATEGIES AND MY OWN My Human Strategy. Typically I play Creep-Counter. I make 2-3 Heroes, Rifles, Knights and Casters - Quite Simple Actually ^_^. I Rush with Either Mountain King or Archmage (READ ABOVE WHY ^^^) And when Getting Rushed, dont use your scroll of town portal unless its too urgent. Make the workers into militia and they should propably hold it off until the hero arrives. FIRST CONTRIBUTION! THREE CHEERS FOR DALE ROBERTSON! Hip-hip Hurray!!! BY: Dale Robertson LINK: dale_r_44[gnat]hotmail[snot]com Hey Constantine really good in depth Human FAQ i'll be making many return trips to this page helped me out a lot, and also just for the fun of it i thought i'd might tell you of a good army i made up don't worry im not a noob i just thought that you seem to know a LOT about WC3 and i want to know if it is Battle Net worthy i haven't played Battle Net but it seems to be quite effective against computer players (on easy setting) :( man i suck, anyway it consists of a Paladin an Archmage and either a Blood Mage or Mountain King, i haven't decided which is more useful with a large army the Blood Mage or Mountain King?hmm well anyway the 3 Heros can be grouped as 1 and for group 2 i have 6 Knights 4 Gryphon Riders and 2 Dragonhawk Riders that group acts as the bulk of the army and for group 3 i have 4 or 5 Priests and 2 Spell breakers and i'll stop there because i could spend all day working out the population amount but with that army you should probaly still have a low upkeep depending on how many peasants you have but i may throw in some gyrocopters for air defense anyway i the whole point of this army is endurance when you throw a Paladin into the mix with level 3 Devotion Aura the defense is awesome and with at least 4 priests all auto casting Inner Fire there defense becomes incredible for example a fully upgraded Knight will end up having 20.5 armor and the priests themselves will end up having 9.5 armor and with an Archmage with level 3 Brilliance Aura when the priests heal their Mana actually continues to rise and dosen't decrease which means infinite healing and that also means you dont have to focus on a high level holy light and leaves plenty of room for a good Divine Shield. Well thats about it so tell me what you think sorry if i seem to be bragging as i said im not a noob i just thought it would be cool to see what someone who really knows the game (you) thinks about it and if its decent all i have work on is how to progress quickly. ======================================================================= ======================================================================= =============6h============= #damnu HERO KILLERS Humans Paladin - Holy Light - Great on Undead Heroes, Dark Ranger, and Pit Lord Mountain King - Storm Bolt - Storm Bolt throws a hammer across long distances allowing you to severely damage the enemy Hero without actually being next to him. The Mountain King also has a Stun ability which will allow other units to surround and beat on the Hero while the Hero is stunned. Blood Mage - Banish - It not only slows them so you can catch up, but it will also make your other hero killer spells do more damage. Sorceress - Slow - Slowed Heroes are much easier to catch. Make sure you deactivate autocasting of slow so that you may save mana to cast slow on heroes. Orcs Raider - Ensnare - With several Raiders you can keep the ability going for quite a while by recasting it. Far Seer - Chain Lightning - Rips Heroes up! Tauren Chieftain - Shockwave - This is also helpful when other units are lined up in the path of the Shockwave. Shaman - Purge - Purge slows the target and strips beneficial buffs. Since Heroes are very fast, slowing them can allow you to catch up and kill them before they can get away. Be sure to deactivate Autocast spells so a Shaman has enough Mana to continually Purge the Hero until they are dead. Shadow Hunter - Hex - prevents them from casting spells Night Elves Dryad - Slow Poison - Since it only lasts 1 second on Heroes you will need multiple Dryads firing at the enemy Hero to keep them continually slowed. Keeper of the Grove - Entangling Roots - Stops a Hero from attacking, moving, and does damage to them while they are stuck. Demon Hunter - Mana Burn - Mana Burn drains Mana and Health from the enemy Hero. Demon Hunter - Immolation - If you can trap an enemy Hero next to the Demon Hunter using Immolation, you can make quick work of them. Priestess of the Moon - Searing Arrows - Higher levels of Searing Arrows combined with Items and her Aura can make quick work of Heroes. Warden - Blink - Blink ahead of the Hero that is running away and kill it Warden - Shadow Strike - Slows the enemy Hero and damages it Warden - Fan of Knives - Good finishing spell to use on enemy Heroes as they are running away Mountain Giant - Taunt - Causes the enemy Hero to return from running away and fight. Sometimes the enemy doesn't notice and you can use this to kill their Hero while they are not paying attention. Druid of the Talon - Cyclone - It will let your army surround where the enemy Hero will drop. Undead Dread Lord - Sleep - Sleep is a very annoying spell for enemy players. Simply put their Hero to sleep. The enemy can wake their Hero up by attacking it but many people don't think about doing that, or it takes them a while. While the Hero is asleep, surround it with units so it can't get away then focus fire on the Hero. If you surrounded them properly there will be no escape. Dread Lord - Carrion Swarm - This can be very effective against enemy Heroes if surrounding support units don't soak up the damage. Try to get the Hero off on its own, and then use this spell. Death Knight - Death Coil - This can be used to suck life away from enemy Heroes. This can be cast on Heroes from some distance away. Lich - Frost Nova - Cast this on an enemy Hero to damage and slow it. Necromancer - Cripple - This spell severely disables Heroes. Use it! Crypt Lord - Impale - Stops the Hero and throws it up into the air! Neutral Heroes Naga Sea Witch - Frost Arrow - Slows the enemy so they can't get away as easily. Dark Ranger - Life Drain ======================================================================= ======================================================================= =============6i============= #contr UNIT CONTROL Now that you have the knowledge of unit commands, you will need to use them in order to control your units. Unit control is what will separate the skilled players from the newbies. If you want to win, you need to use proper control to gain an advantage in every battle. Listed below are some basic tips to always follow. Hit-and-Run Attacks Hit-and-run attacks are a key part of Warcraft III combat. Learning how to hit-and-run properly as well as dealing with other players that hit-and-run can increase your playing ability significantly. When the battle is not going your way, run away! You can run back to towers, allied armies, or your reinforcements. You should always run away rather than continuing to fight a battle that you are not going to win. Use hit-and-run attacks to bait the enemy into a planned trap such as towers. If the enemy is outside your town, which is defended by towers you can send out one ranged unit, attack them, then run back to the towers. This will cause the enemy to charge into the defenses unless the enemy has them on Hold Position. In team games hit-and-run attacks can be very effective. Sneak into an enemy town, attack, do some damage, then run away. You can even use a Town Portal Scroll to teleport away. This can often bait the entire enemy army into defending a position allowing your other allies to attack somewhere else while they are away. Night Elf players should learn how to attack then retreat to their Moon Wells to heal. Dealing with Hit-and-Run Attacks Towers and Hold Position are great for dealing with hit-and-run attacks. Place some siege units such as Demolishers on Hold Position by some towers. If the enemy uses hit-and-run attacks, your units will not chase them. While you are away from static defenses you should use slowing spells such as: Humans: Slow, Storm Bolt, Thunder Clap Orcs: Purge, Ensnare, Stasis Trap Undead: Cripple, Sleep, Frost Nova Night Elves: Cyclone, Entangle Neutral: Drunken Haze, Frost Arrows Ranged units are also useful against hit-and-run attacks, especially on Hold Position. You can also use long range spells against hit-and-run attacks such as Chain Lightning, Blizzard, and so on. You should never endlessly chase enemy units. They can pick units off or lead you into traps. If someone is doing nothing but hit-and-run attacks, it is best to take the fight to them by attacking either their main town or their expansions. This will force the enemy to stick around and fight. The Run Around When you tell a group of units to attack a single enemy, they will attempt to reach that enemy walking around until they can get a clear shot. When mixing up both enemy and friendly units, sometimes, the path becomes blocked and not every friendly unit can reach its target. At this point, the lost units begin to wander looking for openings, which means they are not adding their power to the attack. Try to limit the time a unit is not engaged in combat to a minimum. The Run Around has a potential to lose entire battles, even when you outnumber and possibly out-upgrade the enemy when you have units that are not contributing in any way to combat. Those units may end up running around until they get killed before having the chance to respond. Have As Many Units As Possible Attacking The Same Enemy (Focused Fire) The more guys you have attacking the same enemy, the quicker that enemy is killed allowing you to move on to the next enemy. Using this method, you can more quickly kill enemy units. When attacking the enemy, command all your units to attack the same enemy unit. If a unit cannot easily reach the preferred target, instruct it to attack the nearest enemy. Avoid setting up situations where units will do a Run Around. Watch out for the enemy taking a unit under attack and retreating it while at the same time commanding the rest of their units to attack. Your units may chase the retreating unit which causes them to start walking around rather than fighting. If you use Attack-Move, your units should start attacking the next nearest unit rather than trying to chase the retreating unit. However, depending on the situation, it sometimes can be good to chase a retreating unit. You can also use many Hero spells to finish off the retreating unit. Make Sure You Get All Your Units Engaged In Combat If you find any units not engaged in combat, quickly, instruct them to attack the next nearest or preferred enemy to reduce downtime. The more units that are making a positive contribution to the battle, the quicker it will be over. Keep All Units Together When Attacking It's quite common to send a force out and have them become separated due to enemy contact or terrain. Sometimes, some units may be faster than others, and the group becomes separated. Before attacking, group everyone together somewhat outside the enemy town or location. Wait for everyone, as each unit may be the difference between winning and losing. You may find yourself losing a superior force to a small number of grouped enemy units if you are not careful. Using Ranged Units Ranged Units include such units as Archers, Troll Headhunters, Riflemen, Crypt Fiends, and so on. These units typically have medium armor which means they die very easily to melee units. This means you should always keep melee units away from them. In addition, ranged units often die very easily to spells such as Blizzard, Starfall, and Chain Lightning due to their low hit points. Kill or drive away Heroes so that they cannot use these spells. There are several tricks to learn when using ranged units that will increase their effectiveness: Use Focused Fire It's especially important to use focused fire to finish off enemy units. While melee units have to walk around to reach a single target ranged units can pick and choose which units they want to hit and kill. You should pick enemy targets that are the easiest to kill, the most dangerous, and/or that are nearly dead. Finish them off by selecting all of the ranged units and clicking on the unit you want to kill. Make sure your ranged units don't run into the middle of some melee units to try to reach their target. Once an enemy unit is dead select and move on to the next enemy target. Once you become skilled at this method you can become much more effective with your army. Get rid of dangerous targets Archmages can Blizzard Archers and can easily kill them. Prevent this by selecting all the Archers and using focused fire to attack the Archmage. You will either quickly kill it or will force it to run or Teleport away. If you can kill off dangerous Heroes quickly you can prevent them from using their abilities against you. Ranged units have an easy time killing off Heroes in the hands of a good player using focused fire. Get rid of other easy to kill targets such as spellcasters or dangerous targets that are helping the enemy group such as Orc Kodo Beasts. Also kill Siege Weapons such as Demolishers or Mortar Teams as soon as you can. Your ability to pick good targets to kill in the right order and using focused fire can greatly determine the outcome of a battle. Learn to run To use ranged units effectively you need to hit and run. If the enemy moves in with melee units, run away, stop turn and fire, then run again and then turn and fire again. Repeat this until the enemy is dead. Often the enemy will stop chasing and you can just sit there firing from range without taking any damage. It's very important to learn how to run effectively. You can also just command any ranged unit in contact with the enemy melee units to run away but still leave the other ranged units standing around. For example if you have 3 Archers and a melee unit attacks one, select that Archer and command it to run in circles around the other Archers. If the melee unit doesn't give up chase they will be finished off with no damage to the Archers. Usually the melee unit will give up on chasing that Archer and will select the next closest Archer. But you then can simply instruct that Archer to run instead. This is an ancient trick used in Warcraft I that continues on over 8 years later to Warcraft III. Use Heroes that complement your ranged units The Priestess of the Moon is great for Archers or Huntresses for example with her Trueshot Aura. The Human Paladin can use Holy Light to heal any of the Dwarven Riflemen under his command as can the Death Knight with Crypt Fiends using Death Coil. Get upgrades If you're mostly doing damage and not taking damage, research the damage upgrades first. If it's a mix rotate between the damage and armor upgrades. Get increased range upgrades whenever possible. In Large Team Games Build Mass Ranged Units Ranged units are more effective in large groups. While in 1 vs. 1 and possibly 2 vs. 2 games it's best to have mixed forces in 3 vs. 3 and 4 vs. 4 games you can get away with just building a lot of one unit type at a time. You can use your allies melee units to keep the enemy away from your ranged units. Queuing Enemy Targets It can be very useful to queue up a list of targets for ranged attackers. This can allow you to move your focus elsewhere letting the ranged units fight on their own. Simply select the group of ranged units, hold down Shift and hit A for attack (or right-click) and select all the enemy units you want to attack. Now release Shift and let them go. Make sure that your ranged units don't chase an enemy if the enemy commander tries to lead your army away. You may also find this useful for Creeping. ======================================================================= ======================================================================= =============6j============= #team TEAM STRATEGIES Pick Your Teammates Your first decision in playing a team game is how you will pick your teammate or teammates. There are two ways to do this: pick up games and playing with a set teammate such as a friend. The biggest advantage of playing with friends or people you know is you can count on a certain standard of ability and support. When you play with whichever person joins the game you really have no idea what you will get. Some people find this exciting, however, other players are frustrated to find their teammate is not up to their level of skill. Battle.net's Play Game, Team feature will set you up with a random teammate around your level. You might find this works out a lot better than playing Custom Games with random teammates since ideally it picks someone around the same skill as you. Generally, people have more fun playing with regular partners against strangers, because they are able to develop and master their teamwork over a span of games. But it's really up to you how you want to find or pick your teammates. The Battle.net friends list can allow you to better keep track of your friends so you can find and team up with them. Teams Together Teammates are automatically placed near each other on the map. Shared Unit Control You can share unit control in the allies menu. Hold Control and drag select to use allies' units once they have allowed sharing. You cannot build using their workers (except in custom games with Full Unit Sharing). One teammate can control the combat while another is working on building their town. Make sure you share units at the start of each game. Sharing units also gives valuable information about who your ally is controlling during a battle. This can allow you to help them out on units they are not watching or controlling. - If you share units with your ally, you can also see his selection circle to help aid you in deciding what units to control. - Group selection over mixed units (yours and ally) will only select your units. - Group selection while holding down the ALT key will group both player and ally units. - You may not spend your ally's money with Shared Unit Control (no building of units or structures) Experienced teams should always share units at the start of the game. There are many times throughout a game where allies may have to use your units while your attention is elsewhere. Examples might be in helping aim towers, trying to prevent an enemy unit or hero from running away, preventing an allied unit from running into Creeps, using workers to scout, using workers to repair an allied building or mechanical unit, and so on. It is up to team members to use shared unit control responsibly. Do not share units with players that abuse shared control or convince them to not abuse it. Advanced Shared Unit Control Allied Hero Portraits will also appear on your screen if you have Advanced Shared Unit Control activated. This happens in custom games with full unit control or when a player drops. Survey Take note of your position in relation to your partners. Depending on how far you are apart you may have difficulty in supporting each other in the case of a double attack. When you are quite far apart defensive Towers and walling in becomes very important. Predict which of the teammates may be attacked first based on their location or race. Be ready to defend the players that may be attacked first. Planning Next you plan your attack. Take note of your positions and the starting positions and plan out who is going to explore which starting positions to check for the enemy. Discuss what your overall plan is going to be: Hero rush, early attack with Heroes and Units, or Creep until attacked and build up the tech tree, then alter your strategy as the game goes on depending on what the enemy is doing. Team Goals As a team, there are various goals you should focus on: Scout Find the enemy towns. Find out what races the players have chosen and where each player is located. Watch for expansions and kill them when they come up. Predict where the enemy will expand and keep watching those areas for enemy Town Halls. Stick together! In team games, it's important to stick together and fight together with your allies. Often this simple strategy can win the game against players that do not work well with each other. For example, in a 3 vs. 3 game, 3 team members stick together and launch an attack. On the opposing side, their team only has 2 of the players present to face the first 3 players. The 3 players easily kill the 2 players' armies then only have one player's army left to face. The rest of the game involves the 3 players mopping up the enemy players since there is only one army to defend. The whole game could be determined by that one battle where one of the teams didn't have all of their members present. If not all of the team is there, run until you can group up together. Do not engage if you are clearly outnumbered. Plan and announce your attacks. Defend your allies' towns and expansions if they are attacked. Ask for help if you need help. Try not to be a "soloer". A soloer is off doing their own thing and is not helping the group. Such a person can often cause a loss for the team because they are not around to help during battles. Level Up Your Heroes Higher Level Heroes are harder to kill, have more health, Mana, and have more spells and abilities to them. Gaining additional Hero Items can help you win battles. Heroes have the ability to determine who wins or loses battles, so it's up to you to stay ahead of the enemy. Seek out and destroy nearby Creeps and continue to attack Creeps throughout the game. Your army should always be attacking either Creeps or enemy units. Be careful to not attack the enemy and Creeps at the same time causing both to be after you at once. If this does happen, run away. Always attack the Creeps with a superior army. They are not going anywhere so you usually have time to build up superior numbers before attacking. Creeps also drop Hero Items and give Gold, which can provide you with a jump. Creeps "Creeping" means to actively go out and kill Creeps for experience and items. Your ability to Creep can often determine who wins a game. If you are lazy about Creeping the enemy can have much higher level Heroes which can help win battles. Creeps generate items which can help win battles. Creeps also generate a small amount money which can help you upgrade and build more troops. Creeps are a resource, eat them up. Clear out the Creeps between you and your allies so that you can travel freely to each other. If units rally pointed to your Heroes are going to travel through Creep areas, clear out those Creeps so your units will not be ambushed. If you do not, you might be forced to fight your way to defend your ally which is both embarrassing and a bad thing to happen. Team up to kill Creeps. If you work together to kill Creeps they will cause a lot less damage and you can work through the Creeps much faster. Denying enemy expansions If the enemy expands to additional Gold Mines, they will have more money available to upgrade and build troops. Always assume the enemy is going to try to expand. Watch Gold Mines near the enemy base especially as well as scouting all of the other mines from time to time. When you see an expansion, attack it. Expansions are typically easier to kill than main towns unless the enemy has defended it with towers. Stopping the enemy from expanding should be just as important as expanding yourself. Use Crystal Balls, Sentinels, Scout, Far Sight, Shades, or Sentry Wards to watch expansions. If those are not available send a worker or Summoned Creature (Wolf, Treant, Owl, Hawk, Skeleton, Carrion Beetle, Mechanical Creep) to scout the mine. Learn more. Expand You should work on getting expansions for each Team member. Work together to clear extra Gold Mines of Creeps. If the Gold Mine is surrounded by wood, use wood clearing options to help clear room for an expansion for your teammate if they need help. Keep in mind that their efficient economy also helps you, so help them out if they need it. Expansions can often determine who wins the game. If you don't have enough money to upgrade and build additional units it's usually the end for you. However, you do not need expansions if you can prevent the enemy from expanding and can beat the enemy with just one Gold Mine. On some maps the Gold Mines are smaller so you will have to expand earlier. Defend your expansion when attacked. You can help delay the enemy by building towers around your expansion. Don't build too many however because they can be killed with Siege Units. Kill enemy Heroes Focus on killing enemy Heroes during battles. Don't overly focus on killing the Hero if the enemy is good at running away or is healing itself. Some top players say you should never target enemy Heroes unless you know you can kill them. Gain control of Neutral Buildings Neutral Buildings can be very helpful. Goblin Merchants can provide many good Items. Mercenary Camps can provide useful neutral units, such as Troll Shadow Priests which can heal your army early on. The Fountain of Life can be very useful for healing troops after battle. Take advantage of Neutral Buildings to their full extent. Sharing Items Don't be greedy when it comes to items. Sharing Items can be very effective in team games. Divide items among who can use them best. While some argue it doesn't matter for normal Tomes, you can take better advantage of Tomes by allowing Heroes that match up with the Tome to get them. A Far Seer or Archmage should receive a Tome of Intelligence. Give melee items to melee heroes, and give caster items to caster Heroes. When passing items out it's best to give them to someone's first Hero rather than giving them to your second Hero. For example if an ally has a level 5 melee Hero don't give it to your level 1 second Hero which is also Melee, instead, give it to the Level 5 Hero. Sharing Resources Keep in mind that you can share resources with your allies. If you need money for a Town Hall and don't have it, ask for money from your allies. If you find you have way more Gold or Lumber than you possibly need, ask your allies who needs some extra Gold or Lumber. If one player is advancing quickly up the tech tree to higher units, you may find it useful for everyone on the team to donate money so that player can reach the higher units more quickly. When you send resources to another player, those resources are decremented by the upkeep of the receiving player. This is done to prevent 'farmers', players that exist purely to generate resources for others at a higher rate than they could themselves. Dropped Allies If your Ally drops, you can now control their units and buildings including using their resources and buildings to create new units. The remaining team members should all help control that dropped player's town. Hold down alt to select the dropped players units among your own or double click on them. Select their unit producing buildings and right-click on your Hero. This will instruct their units to travel to your Hero after they are created. Assign unit producing buildings to hot keys and press them every so often to train new troops just in case there is money built up. Using those methods you can come close to making up for that player's loss to the game, especially vs lesser players. Very often opposing forces will try to destroy your dropped ally main town and expansions right after your Ally drops, be prepared for such attack, or even better, anticipate, attack them before they are ready, in any case do not leave them the time to organize for such an easy task. More than ever it's wise to keep a Town Portal Scroll in both your ally's and your own Heroes' inventories. Defeat A team is only defeated when all of the buildings of all team members are destroyed. A team can also be defeated when all of the teammates have left the game except one and that one remaining player no longer has any of their buildings (only has their allies buildings to control). You cannot eliminate a single team member by killing all of their buildings. Since this is the case it's best to destroy an opposing team member's ability to produce units and gather resources, then move on to hit another town. You can then come back and clean up the town after you have won elsewhere. Don't spend too much time focusing on killing all of the buildings of an opposing team member, because they can simply just share unit control and start controlling the units of another person on their team. Stay With Your Teammate Until You Are Eliminated Do not just leave the game when you start to lose. By doing, this you are stabbing your teammate in the back and turning your back on your teammate. Help your teammate until you are eliminated. If you lose your town, you can ask to share your allies' units. Help them better control what they have and continue with the game. If you still have a worker left, ask your teammate for money so you can rebuild your town. Have a Clue The worst teammates are those that do not have a clue what is going on in the game. They just sit in their village building and resource gathering ignorant about what is going on in the game around them. It is your responsibility to either ask what the enemy and your teammates are doing, or go see for yourself with scouting units. Don't be one of those players that are living in the dark. They are the worst teammates you can have. A good teammate knows what is going on and what to do about it. If you are clearly not ready to be a good teammate perhaps you should practice in single player or with computer players as allies in custom games. Town Portal Scrolls Use your Town Portal Scroll to save your ally's town. Use your Town Portal Scroll to teleport to a friendly ally to meet up with them to go attack an enemy. Learn more. Try to buy another Town Portal Scroll after using up your free one. Remember you can now AIM where your Town Portal Scroll sends you so aim at the ideal location to fight the enemy. Melee teleporters should position themselves at the front of the action. Coordinate Attacks Team games are about teaming up, letting your teammates fight the rest of the enemy team. Make plans to gather your forces together and attack certain targets. Often troop coordination and attack is a decisive factor in team games. If you're not going to be using all of your collective units to attack the same enemy, coordinate your separate attacks on the separate enemies so they are unable to provide reinforcements to each other. Do not let your troops get separated. Share Unit control and make sure that the large army is kept together. If you separate your forces, the enemy players may use their combined forces to pick you both off one at a time. Separating your forces can cause you to lose the game. Communication is Key Communication is very important in team games. We are not all mind readers. When you're under attack by the enemy, let your teammate know about it. Let your teammate know when the enemy is doing something, because there is the possibility they did not see it. When you see the enemy has buildings that allow for certain units, has taken a new expansion mine, looks weak, or has built up specific units, let your teammate know about it just in case they didn't notice. Let your teammate know when you need help. It's very unfortunate to see a teammate die when all they had to do was ask for help. Make sure you are clear about which expansion mines and islands you are taking, so you and your partner do not try to build at the same one. Announce Attacks If you are being attacked, inform your teammates immediately. This allows teammates to do two things: come save you or go attack that enemy's village since the enemy's units are in your town. Use the Allied Map Signal button on the minimap to show your allies where to go. Give your team info. Give the team all the info you know within reason. Such as, Blue is building another expansion, top left. Things like that must be told. Minimap Signal The easiest way to communicate with your teammates without typing is using the Minimap Signal. Use the Minimap Signal button on the minimap where you want your allies to look. There are a couple of easy ways to use Minimap Signal. Hit Alt-G and click on the main window if this is where your army is and that is where you want your allies to look. Press Alt and left-click on the minimap if the location is away from where your main screen is focused. Once you become experienced at both methods you can quickly inform your allies where to go. Designate someone to call the movements/attacks using the minimap signal. That player will then tell everyone on the team where to go. Don't use Minimap Signals unless you have a purpose. You want to train your allies to trust the minimap signal. If you joke around with it too much allies won't pay attention to it when you want to use it for real. You can use one ping if it is not an emergency and you want your allies to go to this location. Use multiple pings very quickly if it is an emergency such as where an enemy army is located or if one of your allies' towns is under attack. If the enemy attacks a town, use the minimap signal and ping several times on that town to let your allies know. If you want them to teleport to this location rather than walking you can say something like "PORT!" or "Teleport now!" You can use pings to outline a path of an enemy army as well after you train your allies to recognize this pattern on the map. Don't Rely On Your Teammates For All Information Teammates will not always let you know what they or the enemy is up to. If you see your teammate is lacking in recon, step in and do the recon yourself. Your Teammates are you Help your teammate as if they are yourself. Do not be cheap when sending reinforcements to your ally by holding back because you want to save them for yourself. Typically good teams will send all their units to save a town if the entire enemy team is attacking it. If only a few enemy players are attacking a town you can send less allied players to save the town. Don't be afraid to use Town Portal Scrolls Don't ignore attacks just because you don't want to use your Town Portal Scroll. You can always buy another one. Defend towns Don't ignore attacks on your towns and expansions. Whenever possible try to defend your town. You'll find it's often easier to defend your town than try to take an enemy town while it is away. This is because you can be training new units at your base, and allied bases, which can eventually overcome the enemy attack force which is further away from their base. Use Follow Use the Follow feature to keep up with your teammate when doing a joint attack. Select all your units then right-click on a teammate's unit. It is important to tell your teammate that you are following so they will make sure no one falls off the train. Towers You can build some towers as defense in your town but don't focus too much on building towers. As the number of players in the game increases the less effective towers can be as large armies can easily overcome large numbers of towers. Don't go tower crazy. You can build a large amount of towers and the enemy can easily destroy them with a few Siege Units (Demolishers, Glaive Throwers), or spells such as Earthquake. If you are losing don't attempt to build a lot of towers to save yourself as this rarely results in reversal of power against good players. Instead focus on building more units, concentrate your forces, and attempt to overcome the enemy army. Use hit and run attacks until you can whittle the enemy down. Large Scale Battles Large scale battles can be very confusing and messy. In those situations it is best to control your Hero. Command your normal units to attack and take control of the Hero. Cast the Hero's spells and make sure it stays alive. When Heroes are using Auras, they can be very effective in helping the normal troops fight. So, it is important to keep them alive. Use Focused Fire Command all of your units (especially if they are ranged units) to attack one enemy, finish it off, then move on to the next unit. This can win you many battles against players that don't use focused fire. If the enemy notices you are targeting specific units and attempts to run them away, don't chase, pick a different unit to attack. Town Destroyed? Ask to borrow some resources to rebuild it. If you can't rebuild, ask for your allies to share unit control, so you can help them better control their units. Stay in the game and help! Try to get a worker out of your town before it is destroyed just in case your allies can give you enough money to rebuild later in the game. Auras In large team games Auras can be very effective since they cover many allied units. Add in extra Auras whenever possible. Units When coming up with strategies for team games you can get away with crazier stuff as the number of the players on the teams increase. In large team games one player can focus entirely on spellcasters or Siege Engines or units with Siege Damage while the other teammates can handle the melee and ranged units. Play around with this until you find a combination that works. Replays If you lose, save and watch the replay. Analyze why you have lost. Look for ways to improve your game. Build Player-built Shops Make sure you build a player-built shop even if you might not use it. Your allies may come to your town to buy something and you need to have a shop available for them. Maybe they might need a Town Portal Scroll or a Healing Potion or whatever. Hero Rushes Always expect a Hero Rush. People typically Hero rush because they are teching (heading up the tech-tree quickly) and want to distract you because they currently have no army. Human players are typically rushed first or players that are closest to the enemy. In team games make sure that you head over to your ally on the battle front (nearest enemy) since they are most likely to be attacked. Sometimes the enemy may, however, pick someone in the middle since they expect the front lines to be defended. Learn more about Hero Rushes. Prepare for Counter Attacks When you invade an enemy town and you know they are not going to Teleport in, be prepared for the enemy to attack from the rear. Don't go too deep into the enemy town. If you do you may have trouble responding to the counter attack (especially with melee units). Be ready to turn immediately and attack the enemy as they come into defend their town. If you don't then the enemy army will kill you from behind. Then they only need to counter attack your base to finish you off. This can often result in a loss of the entire game. Yell at your allies to prepare for the counter attack and ping the map when it's near or has arrived. Time To Heal! After a battle go to a Human Allies' (or Orc for Healing Salves) Arcane Vault and buy a Scroll of Regeneration. Have the team group their army close together and then use the scroll. ======================================================================= ======================================================================= =============6k============= #combat COMBAT Combat While unit match ups and having more units than the enemy can allow you to win battles, casting spells and unit control also has a major impact on battles. It's possible to have more units, more upgrades and still lose battles because the enemy has better unit control and is better at casting spells. Focus on using spells, properly leading units into combat, and picking good targets to attack. Group Control/Healing During Battle During a battle, group select your units that are engaged in combat. Look at the information window and watch the unit's health. When you see a unit is about to die, double-click on that unit's portrait. That will select him out of the group. Now, command him to run away. This can allow him to survive, and hopefully, get healing and return to fight another day. You can also use this method to heal units during battle. When you are using the Paladin, you can select Holy Light and left-click on the portrait of a damaged unit to have the Paladin cast Holy Light healing on that unit. This method is much easier than finding the unit in a battle among troops. You can also use this method with Human Priests or a Troll Shadow Priest to heal a unit in a group. This method can also be used with other spells and abilities such as the Druid of the Claw's Rejuvenation. Don't Be Afraid to Lose Units While it's good to save any units you can for a later battle, do not become so protective of them that you are afraid to use them. Run Away! If you see yourself in a battle that you just can't win, run away. This can give you time to reach reinforcements or at least annoy the enemy commander. If possible run back to towers or an ally's army. Seek out and destroy enemy expansions The enemy may/will be seeking out additional resources. You should be scouting the Gold Mines on the map to make sure the enemy is not building at them. If you find an enemy expansion that is not defended, immediately attack. Sometimes the enemy defends their expansion very well and has no defenses for their main town. If this is the case, attack their main town instead. If You Win a Battle, Attack Their Town If you significantly win a battle, immediately attack the enemy town or expansion. Often they do not have a back up force or defenses to protect themselves now that you have taken out their main force. When you win a battle, push your advantage further rather than sitting back and building up. Combat Takes Precedence Over Everything Battles in Warcraft III require a lot of micro management. You often cannot just tell your units to attack and move on to other things. You must control your units throughout the entire fight. Do not move the screen back to your town and start working on building. Watch the battle! Make sure there won't be any opposition before taking your eyes off of the battle. The only reason you should leave a battle is to quickly train more units or instruct recently completed units to the battle. In these cases, pick a good time to move from the battle and quickly return to the battle once you've finished giving new commands. Misses Splash damage units that get a "Miss!" from Curse, Evasion, Drunken Brawling, or Drunken Haze deal 1/2 damage to targets. Mixed Forces Generally, it is best to have mixed forces capable of attacking both air and ground units. That way if enemy air units attack you can respond. It is also a good idea to bring siege units if you plan on assaulting a town so you can finish it off quicker. High Ground Ranged units (Missile) will miss a lot (25% chance to miss) when trying to shoot up to higher ground. Whenever you see the red "Miss" notification, instruct your units to charge up the hill to the same level as the enemy. On some maps such as The Crucible or Lost Temple, enemy players might build towers at the top of their ramps. You should use Siege Weapons and something to "spot" for the Siege Weapons and clear out the towers before heading up the ramp. Don't be placed in a situation where you're fighting from lower ground. Alt Key You should use the Alt key during battles to show which enemy units are nearly dead. You can then focus your attention on them and finish them off. It's better to be attacking a nearly dead unit rather than one that is at full health. Beating Ranged Units The best solutions are usually Siege Weapons, Area of Effect spells, or at least melee units rushing the ranged units. Standing Around Try not to stand around. You should either be attacking the enemy or killing Creeps. You can get scared and want to stand around and defend your base, but that's what the enemy wants you to do. They want you standing around doing nothing while they are out there gaining experience, expansions, or items. Techers Someone who "techs" attempts to quickly advance up the tech-tree to high-end units such as Knights or Sorceresses or Chimaera. This can be very damaging if you have lower tier units facing more powerful units. You need to scout the enemy and make sure they are not upgrading too fast. You can tell they are upgrading if their Town Hall is upgrading or they are building other buildings necessary for high end buildings. At this point you need to rush them to stop it. Techers are typically weak to early rushes. They often try to "harass" you with their Heroes to distract you from attacking their town until they are upgraded. They are not using their money for tier 1 (Grunts, Footmen, etc) troops. Delaying Tactics When people have a small army, have recently lost their army, are losing, or are quickly trying to upgrade to more powerful units, they may try to delay you from attacking. Typically they do this with hit-and-run tactics, either with a Hero or an entire army. What they will do is attack, then run, attack, then run, again and again. This can become very annoying, of course. Rather than falling for this you either need to attack their town or use Hero and Unit killing abilities to make them pay when they run. Don't fall for their tricks. Players also try this hoping to disorient you so you'll crack under the pressure. ======================================================================= ======================================================================= =============6l============= #other OTHER STUFF RECONING Recon is one of the most important elements in strategy games. You must first locate the enemy, and then keep track of what they are doing. If you can immediately locate and destroy enemy Expansion Towns and consistently meet your opponent's forces with counter-forces, victory will be assured. Your first recon task is to find the enemy. This is important so you will know from what direction attacks will be coming, and where you need to send attacks of your own. It's also good to know what direction your opponent is going. It is also important to find out what races players are so that you can plan your strategies. Some strategies work better on specific races. Some races' towns are more vulnerable to attack. Many Creeps will not attack at night so that is the ideal scouting time. Some Creeps will, however, attack you if they do not sleep. Look for the ZZZs above them to tell if they are sleeping or not. Standard Recon Most advanced players send out a worker to scout the map very early in the game. In Allied games, sometimes a team member might send out a worker early to scout the map, using shared vision to pass that information to the other team members. After finding the enemy you can make team decisions about whom to attack, what person will attack which enemy or, most likely, who you will all concentrate your forces on. Watching the Enemy It is important to make periodic checks on the enemy town to see what units are available to them, and possibly what strategy they might be trying for. It's important to become familiar with the tech tree for all four species, even if you specialize in playing only one of them so that you will know what they are doing and how to counter it. Stopping various strategies is often as simple as catching the enemy while they are attempting them. Starving the Enemy, Deny Expansions Often winning the game is as simple finding an enemy expansion. It is important to grab multiple resource spots in order to build more units, or to afford the more expensive units and upgrades. If you can deny the enemy these additional spots, they will not be able to fund further troops and you will eventually be able to overpower them if you use your troops effectively. Many inexperienced players don't realize this, and when they lose the game, they wonder why they lost. Often the reason is that their enemy mined more resources than they did. Take a look at the stats and the replay to see why you have lost. Goblin Zeppelins Goblin Zeppelins can be purchased at the Goblin Laboratory early in the game. These are perfect scouts and can be used to carry your troops around. Human Scouting Use Flying Machines or Gryphon Riders to scout the enemy. Use Mechanical Critters available at the Arcane Vault. Use Mortar Team Flare or Arcane Tower's reveal. Orc Scouting Orcs can use the Blademaster's Mirror Images to scout the map. The Far Seer's Far Sight is a good way to scout the enemy because there is nothing they can do to prevent it beyond killing the Far Seer. The Witch Doctor can also use Sentry Ward to watch an area after you have left. Place Sentry Wards at expansions. The Far Seer's Feral Spirits are also good for scouting. They can also be used to harass workers. Night Elf Scouting The Night Elves have several flying units that can be used for scouting. Huntress Sentinels work very well for scouting. Place them around the map. The enemy rarely tries to remove them. The Priestess of the Moon's Owl is also very good for scouting since it cannot be destroyed. Undead Scouting The Undead have several flying units that can be used for scouting. The best scout for the Undead is the Shade because he is invisible and can see invisible units. Finding an enemy that is hiding Toggle Minimap allied colors First click on the crossed battle-axes button to the right of the minimap. This will turn the enemy red on the map. This will allow you to easily see enemy buildings and units on the map when they travel through areas you can see. Reveal the Map Use everything at your disposal to reveal every bit of the map. Once the map has been revealed, the enemy won't have anywhere to hide. This is not hard to do using flying units, ground units, and spells. Orcs and Humans can build towers around the map. If the enemy tries to travel near them with their worker, they will be killed. Use a Goblin Zeppelin to scout or use the Goblin Laboratory's Reveal option to reveal the map. Orcs: Use Wind Riders, Witch Doctors to put Sentry Wards all over, and Far Seer's Far Sight. Humans: Use Flying Machines, Gryphon Riders, Arcane Tower's Reveal, or Mortar Team's flare to scout the enemy. Night Elves: Use Priestess of Moon's Scout, Huntress Sentinels, or Hippogryph Riders to scout. Undead: Use Gargoyles or Shades to scout the map. Build flying units Build flying units so that you can easily and quickly scout the map. Use waypoints to set up patterns around the map. Use Invisibility Detection If the enemy keeps doing hit-and-run attacks with their Hero use invisibility detection to find them. Defend the Neutral Buildings Build Towers at the Neutral Buildings and cover them with invisibility detection. This will keep the enemy from using them. Catch that Goblin Zeppelin If an enemy is using a Goblin Zeppelin to scout, chase it down using flying units. It is also helpful to use spells such as Ensnare and Web to cripple the Zeppelin. AIR UNITS Warcraft III features quite a few air units. Air units are easier to get and play a bigger role than in Warcraft II, but in Warcraft III there are many more options for countering large collections of air units. Large collections of air units are not as overpowering as they were in StarCraft. Air units advantages Air units can do hit-and-run attacks. Air units can bypass ground obstacles, get in and attack, and then quickly retreat. If the enemy doesn't counter the air units using spells or units designed to counter air units, air units can sometimes be invincible. Air units can hide in areas of the map where ground units cannot attack them. Air units can reach islands that are not accessible by land travel. Air units can kill Creeps or enemy units to gain experience in hit-and-run attacks away from your Heroes. Hero Items There are many Hero items that are good against air units that you can find or sometimes buy. Air Unit Counter Buildings Humans Guard Towers Orcs Orc Burrows Watch Towers Undead Spirit Towers Nerubian Towers Halls of the Dead Black Citadel Night Elves Ancient Protector Air Unit Counter Units Mercenaries Many can hit air units Humans Dwarven Riflemen Flying Machines - Flying Machines can deal decent damage against groups of air units with the Flak Cannons upgrade. Siege Engine Dragonhawk Riders Gryphons Water Elementals Orcs Troll Headhunters Troll Berserkers Wind Riders Undead Gargoyles Frost Wyrms Destroyer - Destroyers are immune to the magic damage that many air units have Night Elves Archers (especially when upgraded with range and damage) Druids of the Talon in Storm Crow Form Dryads Priestess of Moon Hippogryphs Hippogryph Riders Air Unit Counter Spells Healing is great against air units because it allows the ground units or other air units to stay alive until the enemy is dead. Humans Archmage - Blizzard Blood Mage - Banish Mountain King - Storm Bolt Sorceress - Polymorph (combine with Archmage's Brilliance Aura) Paladin - Holy Light (vs. Undead) Orcs Raiders - Ensnare (most common defense) Far Seer - Chain Lightning Shaman - Purge (slows unit) Troll Batrider - Unstable Concoction Shadow Hunter - Hex Undead Crypt Fiend - Web (most common defense) Necromancer - Cripple Death Knight - Death Coil Lich - Frost Nova Dread Lord - Sleep Dread Lord - Carrion Swarm Night Elves Priestess of Moon - Starfall Warden - Fan of Knives Warden - Shadow Strike HERO CONTROL Hero Control is very important and can often determine who wins battles and ultimately the game. Spend your Hero Skill Points Each newly created Hero comes with a skill point. The first thing you should do after you have created your Hero is spend that skill point, and you should never have more than 1 unspent Hero skill point and you should never have unspent skill points for very long. Good players generally spend their skill points instantly and have their path all figured out before the skill point arrives. Keep your Hero alive! It's very important to keep your Hero alive at all costs. While you can revive your Hero at an Altar, this costs a lot of Gold and precious time. While your Hero is dead, you are not gaining experience and friendly troops aren't provided with beneficial Auras or other special abilities of your Hero. A force without a Hero is also almost always a lot less effective. It's also important to understand that Heroes are very weak at low levels and very powerful at high levels. It's smart to level Heroes up and give them items to make them last longer. Learn to Run Away The most effective way of keeping your Hero alive is running them away when they are being attacked. Heroes are very fast and can almost always get away unless stopped by a Hero killing spell. Run circles around your troops while your other troops work to take care of the units chasing your Hero. If the enemy continues to chase you, you can even start running all the way across the map, maybe back to your town. Generally, the enemy will stop chasing, so you simply go right back to the battle again. A control trick that you might find useful is to hold down Shift followed by right-click to the location you want your Hero to run to. Then hit H and release Shift. This will cause your Hero to run away, then Hold Position so the Hero won't run back into battle. Shift focus from your Hero to other units Since you want to keep your Hero alive, you always want the enemy to be attacking other units instead of your Hero. There are a few exceptions, however, such as your Hero being invincible. If the enemy is attacking your Hero, back the Hero off and try to insert one of your other units in the way so that the enemy will attack it instead. Often the enemy units will stop attacking your Hero and will shift to your other troops. If the enemy does go after your Hero, you can start running away. When using melee Heroes, it's still important to shift damage away from them. Hero Survival Tricks Use your Town Portal Scroll to run away. Player-built shops sell Healing Potions. When your Hero is damaged, run to a Player-built shop and buy some Healing Potions to heal your Hero. You can even fight next to the Merchant buying Healing Potions while your Hero is engaged in combat. There is a limited supply of Healing Potions, however. The Mercenary Camp sells Troll Shadow Priests with healing. Buy one of these and use it to Heal your Hero. Use Unit sharing and use allied healing spells or your own healing spells to heal your Hero. The Fountain of Health can restore health. Take control of a Fountain of Health and return back to it to heal when you are damaged. There are many other Hero Items that can allow you to survive longer: *Purchase an Invisibility Potion and use it right before your Hero is about to die, then run away. *Use Invincibility Potions right before your Hero is about to die to escape and run away. *The Cloak of Shadows can allow you to Hide at night. *The Scroll of Healing can be used to Heal your Hero, which is sold at a Player-built shop *Collect Healing or Restoration Potions and save them until your Hero is about to die. Always control your Hero during Battle You should always control your Hero during all battles. There are some exceptions such as toward the end of the game or facing a few Creeps with a significantly large force, but it is generally a good rule to follow. Learn to use Function Keys F1 jumps the screen to your first Hero, F2 second, and F3 to your third Hero. When you need to quickly reach your Hero (which is often in a game), hit that key to jump to your Hero. You can also use Control Groups, but the Function keys directly select your Hero. Watch the Hero Portrait! The Hero Portrait in the top left of the screen flashes red when your Hero is taking damage. The Hero Portrait also shows when there are points to spend. Whenever the Hero Icon starts flashing, immediately go to your Hero and get the Hero out of combat or better yet, direct your Hero in battle. Your scanning of the Hero Portrait for damage and skill points should be a part of your game playing. Pay attention to Experience If your Hero is about to level up, find a way to level them up. You can attack Creeps or even enemy workers to gain additional experience. Be sure to immediately use any Experience Tomes you find. While Heroes are great at killing buildings, it's best to have them working on killing enemy units to gain experience or to head elsewhere to gain experience from killing Creeps rather than using them to finish off an enemy town. When All Your Heroes Die, Run Away Once all your Heroes have died, run your army away. If you continue to fight you will no longer gain experience for your Hero (since you don't have any). There are rare situations where you might want to continue to fight without a Hero (in team games or close games) but generally the best rule to follow is to run. This can also be a good way to force an enemy to leave you alone. Kill their Hero and it will cause them to retreat. Town Portal Scrolls It is very important to know all about Town Portal Scrolls. Defense Defense can be very important. Build Tower Buildings (Orc Burrows, Guard/Cannon Towers, Spirit Towers, Ancient Protectors, etc.) near your Gold Mine and at Expansion Towns. Sometimes if you lose a battle, your town can be lost too because you do not have enough units to defend your town and enough time to train more. Towers can give you added time to rebuild your army and sometimes drive off a significant enemy attack. Often Towers are enough to make players retreat from attacking your town or Expansion Towns. Be careful not to focus too much on defense, because it often comes at the cost of offensive units. Generally to make progress, you must be continually attacking the enemy. Surround your Towers with buildings to block melee characters from reaching them. Food To create a new unit, you must have enough food grown. Be sure to build enough Farms, Orc Burrows, Ziggurats, or Moon Wells so that you will be able to create units when you need them. At the top right portion of the screen, to right of the resource counters, is a listing of Food Used/Food Grown. Keep a watch on that indicator and get more food as necessary so that you have enough. There is no penalty for using more food than you have grown, but you will not be able to create any more units until more food is grown or less food is used which usually means some units die. Food Cap The total food cap is 100 regardless of the race you play. You begin the game with a ready supply of food courtesy of your Town Hall building. Each race has a special building that can be built to increase the food cap in regular increments. The Human Alliance builds Farms; the Orcish Horde builds Burrows, the Undead build Ziggurats, and the Night Elves build Moon Wells. However, no matter how many such buildings you create, you cannot exceed 100 food. Freeing Up Food Space Sometimes, you run into a situation where you need to quickly build specific combat units but you do not have food. In desperate situations, kill some workers or the most useless unit you can find to free up food for units that would better address the situation at hand. While this may seem an extreme solution to lack of food, it can help out in dire situations. Corpses When most units are killed they leave a corpse. Various spells and units can interact with corpses. Flying units and Heroes do not leave corpses. Corpses left on the ground last for 88 seconds before they disappear. Know How to Counter Each of Your Opponent's Moves No matter what your enemy does, you should know what to do. That's not easy to do but with research and experience it can be accomplished. Recon Is Key: Know What Your Enemy Is Doing At All Times Watch Game Play Replays: Know Why You Lost Warcraft III is a game of learning. When you lose you should know why. By knowing why you lost, you can find areas to improve upon on in future games. Watch game replays to figure out where you went wrong and look at areas in which you can improve. If you are stumped, give Replays to your friends and they can give you advice. Offense vs. Defense The best defense is a good offense. Don't spend too much time building defenses for your town. A huge defense may protect you from attacks but to advance in the game you need to attack the enemy town and prevent them from expanding and producing. Instead of building too many defenses, you will have much more success building more offensive units, expand to more resource spots, upgrade, and attack. Clearing Trees On certain maps you may need to clear trees away to reach Gold Mines. There are also situations where an enemy has heavily defended the front part of a Gold Mine while the backside only has trees for defense. In situations such as those you need to clear trees away. The obvious way to clear trees are: Humans: Mortar Teams Orcs: Demolishers Night Elves: Glaive Throwers or Ancients' Eat Tree Undead: Meat Wagons You can queue unit commands to make those siege units automatically clear out a path through the trees. To do this select the unit, hold down the shift button, click A for attack and select a line of trees (click on trees one by one in a line) to your destination. When you are done release the shift button. If you properly selected the right trees the siege unit will clear the way. You can also do this with attack ground instead of attack if you find that easier. There are also other options for clearing trees: Humans: Flame Strike Orcs: Earthquake Night Elves: Force of Nature. This is an ability that is available right at the start of the game. Use it as a Night Elf advantage to clear your way to safe expansions or to clear a path to an undefended part of an enemy town. Mountain Giants! - First have a Mountain Giant grab a tree (which clears away a tree) and THEN attack trees with the tree you just grabbed. This will clear out the trees! Once your tree weapon has been used up, grab another one! Undead: Death and Decay, Infernal - Target the Infernal on a group of trees you wish to clear. Ghoul - Select Attack and select the tree, do not right-click on the tree. Neutral: Buy a Goblin Shredder! Special Anti-delay Tactic Rules If you (or your entire team in a team game) lack a Town Hall building or equivalent for 2 minutes, you are revealed to your opponents as if you had share visioned them. Partially completed Town Hall buildings count as Town Halls. Unit Speeds Units can never move at a speed slower than 150 (roughly 60% the speed of a Footman). This means that stacking slow effects such as Slow Poison, Shadow Strike, Slow, etc. will not virtually stop units. Random Race Selection Selecting Random Race allows you to have a slight advantage over other players. When you have selected random they don't know exactly how to plan their Heroes or strategies around your race. Some races are easier to attack early in the game than others too and the enemy won't know this information (unless they scout). Enemy players are forced to come scout you to see what race you are so they can modify their strategies. It can be a challenge to play Random because it requires you to be able to play all four of the races effectively. You shouldn't know only two or three races then lose games with the remaining races. You may also get the same race (the one you're weakest at) several times in a row. While some players think this is a bug this is actually what random means. Each game you have a 25% chance (confirmed through stats) of getting each race. But there is no history of what races you just played so your chance to get the same race again is again 25%. Once you've played Orc you do not receive a smaller chance to play Orc the next game. So sometimes you get the same race again and again. This is how random works! Because Random is the most challenging besides Tournament Random, typically better Icons are given to random players. Of course Blizzard's idea of better might differ from yours. Scout for Enemy Expansion You should always be scouting to make sure that the enemy isn't building elsewhere on the map. Typically, workers are first used to scout. Goblin Zeppelins make very good scouts as well as other air units. You should always check the Gold Mines every so often unless you're totally sure you have won the game or that the enemy isn't good enough to be expanding. It's better to be safe than sorry. Expand Early or Deny Expansions To Expand means to take control and to mine additional Gold Mines. You have two choices: prevent the enemy from expanding or expand early. If you prevent the enemy from expanding to additional Gold Mines the pressure is off you to expand yourself. It is even better if you can both prevent the enemy from expanding while expanding to additional Gold Mines yourself. If you decide to expand early, create an army to clear the way to an additional Gold Mine. This can also allow your Heroes to level up as they kill Creeps, find items and collect Gold. If there are fewer players on the map than the map supports such as 4 players on an 8-player map, then there are empty spots available. Find them. If you do not expand, you will find you don't have enough resources to do what you want, especially as you get to higher Upkeep. You need at least one expansion, and the more you get the better. Where should you expand? Sometimes setting up a new town goes deep into the realms of psychology. There are so many options: Always assume the enemy will check the nearest expansion next to you. You may find that expanding at some out of the way Gold Mine or even a mine next to the enemy is a lot safer and less likely to be found. If the enemy is good at scouting they will find your town no matter where you put it. After you destroy an enemy expansion sometimes your best bet is to take their expansion for yourself. If your units are already there assaulting their base they will be around to defend the Gold Mine as you secure it. The enemy might not even think to check there. Sometimes, the last place the enemy checks is the resource spots right next to them. Often, they assume you would never be so bold as to build in "their" territory. Sometimes, the safest place to build is right next to the enemy but you run the risk of the enemy finding it when they try to expand. Once your town or Expansion Town is destroyed, go back and rebuild it in the same place. Usually, people expect you to go find another mine, because that is what most people do. They won't expect you to go back to the same place because they know you know they know about it. But, since you know that they know that you know that they know...... they possibly won't go back to check in a town they have already attacked and cleared. Build in a dropped/eliminated player's town. Sometimes people forget about the mine and town after a player drops or is eliminated. They often check out all the mines except the mine of a player who has dropped. So, when a player drops or is eliminated, go set up in their town. Often, your buildings blend in with the other buildings that were already there, especially if they are the same race of buildings. So the enemy may fly over and think all the buildings belong to the player that left. This quite often works. There are trade-offs for building close to or away from your main town. If you build at the closest resource spot near your main town, you can more quickly send reinforcements from your main base to protect it. On the other hand, people often expect you to build at the closest expansion so they will most likely be checking and ready to attack it. Building further away sometimes gives you a better chance of hiding until your new expansion is defended and under full production, but you run the risk of the enemy finding it early on by mistake or design. Hide the Workers before building If you've reached the Gold Mine at which you want to build your next Expansion Town but are not quite ready to build yet (normally due to lack of resources), hide the workers behind the Gold Mine. When enemy players check mines, they often don't check all the way around them and will often not see units hiding behind mines. Defend your new Town Typically most people build additional Expansions but do not defend them. This makes them easy marks for the enemy. While you can trust in Town Portal Scrolls to provide a way for you to defend your town it is much better to defend with towers. Good strategy is to either build several towers before building your Town Hall or to build the Town Hall while at the same time building towers with other Peasants or workers. Towers can delay the enemy until you have a chance to save your town. Towers can turn the tide of battle when combined with other troops. Make sure you repair the towers while they are being attacked. Orc and Human players should also research building upgrades to make them stronger. If the enemy attacks your Expansion while it is being constructed cancel the building before the enemy can destroy it. Town Hall Fake Most people build just one Expansion Town at a time; instead, try building two or more at a time. If the enemy finds one, put up a big fight for it acting like it is the only thing between surviving or dying. Meanwhile, use your other Expansion Towns to build up and mine Gold and harvest Lumber. If the enemy destroys this bait Town Hall, you will still have one or more expansions where resources are being gathered. The enemy may focus on your main town thinking that it is all that is you have left and should be defended in the early part of the game. Don't Give Your New Town or Towns Away Delay the enemy's discovery of your new town for as long as possible. Do not give your opponent any reason to think you have another town. Try not to lead enemy units from your main town to your Expansion Town if possible. If you see the enemy has Flyers or ground units following, turn to another direction to lead the enemy away from your Expansion Town. Also, when a Town Hall is destroyed the Peons harvesting Gold and Lumber will then head to the next nearest Town Hall or Lumber Mill (for Lumber). The enemy will most likely know where your main Town is and if they see these Peons heading to another direction (your other expansion or new expansion), they will know what direction to head to find your hidden bases. When your Town Hall is about to be destroyed, select the Peons and stop them or head them in some direction other than where your new hidden bases are located. Game Over Feint You can type as your enemy is destroying your old town something like "Ok, you won, I'll just let you destroy my town." This trick often works but not against experienced players unless you catch them on a bad game. Often once someone thinks they have won, they stop building units and begin messing around. If you are building up a force of units in secret while they have pretty much stopped production and are using what they have already to hunt you down, you can build up a large enough force to launch a surprise attack on the enemy. In some games, such a force has turned the tide of the game and allowed the defeated player to win. Typing "has left the game" puts a message such as "Yourname: has left the game." Most people don't notice the ":" or the color of the message which gives it away and actually believe you have left the game. It works on experienced players or whoever has not heard about this ancient trick. The official response to someone who has tried this on you is "nice try." What You Can Learn Always assume that someone has another town when you are destroying their first town. If the town you are destroying is not their only one, and you stop building, upgrading, and expanding your town, you could lose. Don't stop mining, building, and training units. Continue on as if they were still in the game. Never assume a player is dead until they actually drop or surrender. Don't listen to or believe anything that your enemy says about being dead until they actually quit. Good players will do anything to make you think they are dead so they can recover. Build plenty of Flying scouts and check in and around all of the Gold Mines to make sure the enemy is not rebuilding. ======================================================================= ======================================================================= =============6m============= #towers Towers are an important tool in a good player's repertoire. Players should learn what Towers can do for them and how they can use them effectively. Tower Concepts Towers Reign Supreme Only Early On Towers become increasingly easy to kill as the game progresses. Early in the game Demolishers, Glaive Throwers, Mortar Teams, and Meat Wagons are the big enemy. Later on Goblin Sappers, Blizzard, Earthquake, Death and Decay, Flame Strike, Stampede, Tornado, and Starfall can quickly clear towers. Towers are best used early on in the game, for offensive towering, or to help support troops when you have a lot of money and a large army. Towers Are Best Used a Secondary Defense System Not a Primary Defense System While Towers can prevent early rushes, they cannot become the primary defense of the town. One Demolisher can kill a town full of Towers if there are no units such as Footmen, Grunts, Ghouls, Archers or Huntresses to defend the Town. Towers need to be your backup system for when your forces are defeated or when your forces can use some help. What Towers Can Do For You! Towers can provide auxiliary damage Towers can help provide additional damage to enemy units to help you and your allies' troops. This additional damage can often turn the tide of battle in your favor and force the enemy to run away. Towers scare people away Towers often scare away even experienced players. Many players doubt their ability to take on towers without siege weapons and retreat even though they could easily defeat the towers if they just attacked. Towers can also sometimes prevent enemy players from scouting your town because the enemy does not wish to risk being hit by towers. Towers provide additional sight or Invisibility Detection Towers can sometimes extend your sight radius. Human Towers can also be upgraded so that they can detect invisible units, especially when facing Undead who might use Shades. Towers take the focus off of valuable buildings or workers Enemy players typically focus all of their attention first on destroying your towers rather than on attacking your army, Town Hall, or workers. Since your towers are designed for combat, this is exactly what you want. Without towers the enemy would be immediately attacking your workers, Town Hall, or other valuable buildings. Towers provide extra time and defense while you're away You cannot defend your town with your army all of the time. Warcraft III requires a lot of offense so your troops are typically not defending your base. If you are attacked you need something to delay the enemy until you can get back to defend your base. That's where towers come in. The enemy will typically attack your towers first. While they are spending their time attacking your towers you can teleport back to your Town Hall or walk there from your current location. This additional time can often be all you need to return to your town and defend it while not taking any serious damage. When facing both an army and towers the enemy might run away or be destroyed by both your army and towers. Having towers around also might also give you additional time to request help from your allies as well. Without towers your town will be taking serious damage right from the start of the battle. Towers can hit air units and sometimes save armies Towers can often save your town against air units. Sometimes players are attacked by air units when they only have melee units which cannot touch air units. They can run back to towers and use those towers to save themselves from those air units. Without towers you will find your towns and expansion towns are easily taken before you can defend them. You might also find it difficult to defend your bases even if you're able to respond quickly. Build towers to try to prevent that from happening. How to use Towers Control them during Battle When a battle starts, double click on a tower, or group select them and instruct them all to fire on the same target. Pick units that are already almost dead. You might consider attacking a Hero if it is already damaged but you might have more success picking regular units since they have less hit points and the enemy is less likely to be controlling them. You can use command queuing to set up an order of targets the towers should attack. Back each other up Place towers near each other so that they can protect each other. If you build them close enough, all your towers can fire at any melee or short ranged units which are attacking one of the towers. You should probably put some space in-between the towers because otherwise they might be easily killed by Blizzard, Earthquake, Death and Decay, Goblin Sappers, and Starfall. Surround Towers with buildings "Wall-in" your towers by surrounding them with buildings whenever possible. This will make it more difficult for enemy melee units to reach the towers. Don't Go Tower Crazy Newbie players often build way too many towers. Keep in mind that towers are easily killed by Demolishers, Glaive Throwers, Mortar Teams, Siege Engines, and Meat Wagons. You should only consider building a lot of towers when you have a huge army, are at the 80 unit high upkeep number, and have a lot of money. The exception can be in team games where other allies can back your towers up. Don't build so many towers that your army is neglected. Fight By the Towers Whenever Possible Try to do all the fighting by your Towers. If you are about to be attacked, rather than going out to meet the incoming enemy try to bait them back to within range of your Towers so that they can provide extra hits on the enemy. Also, if the enemy tries to bait you into their Towers, make hit and run attacks with several units to bait the enemy away from their Towers. If they are not on hold position they will be forced to follow out of the protection of their Towers. Repair Towers While They Are Being Attacked Towers survive much longer when they are repaired during an attack. If the enemy attacks the workers repairing, run the workers away then return after they are no longer being targeted. Offensive Towers Towers work great for defense, but why not use them offensively? Early on in Warcraft II players discovered that Towers can actually be used as siege weapons, and with much more effectiveness than Demolishers. While Demolishers have long range and deal more damage, Towers can more easily be kept alive for much longer. When training Demolishers, Barracks are unable to train Footmen and other troops. But, when using Towers, the player can continue to build combat units at the Barracks while building and using Towers at the same time. Offensive Towering was very common early on but less so in Warcraft III: The Frozen Throne because of changes to Towers. In order to tower offensively, you must first find the enemy. Early in the game, players should send workers to locate the enemy. In some games, you might be able to figure out where the enemy is by comparing how many players the map supports to how many are playing the game. After you have spotted the enemy town, be sure to not give away your plan. Sneak outside the town, build several towers, and then tower your way in. Support your towers with workers to repair and combat units. In team games, use your allies to help defend the towers. Human players should use Guard Towers for Offensive Towering Guard Towers are less expensive and do not miss. Orc players can use either Orc Burrows or Watch Tower Usually it's better to use Watch Towers since they have armor but Orc Burrows can be useful because the Peons can retreat into the Burrow when hurt then pop out again when it's safe to repair. Tower Your Way In A strategy that works on many players is the "Tower your way in" strategy. Place a Tower a little distance outside of the enemy town. Upgrade it to a Guard Tower, then build another Tower closer to the enemy. The first Tower will cover and fire on anyone trying to attack the new Tower while it is building and upgrading, unless the enemy is using Demolishers or other long-range siege weapons. Once that Tower is complete keep building Towers closer and closer to the enemy town until you can start hitting buildings and eventually get a Tower firing on the enemy Peons mining Gold. When the enemy attacks the Towers repair them. If the enemy tries to attack the Peons repairing them, run with the Peons in circles around the Tower. The Tower will fire on the units pursuing the Peon. If the enemy goes back to attacking the Tower again, move the Peon back into position and repair the Tower while it is being attacked. Repeat the cycle if the enemy attempts to attack the Peon again. The enemy may be frustrated by this strategy but it does work and work well. Early Unit Support While building Towers send Footmen, Ghouls, Grunts, or Archers/Huntresses to protect the Towers. If you get in trouble, take the combat units and run circles around the Towers letting the Towers fire on the pursuing enemy units. Teammate Support This strategy works even better with support from a teammate. The teammate can send a group of Footmen for support or build Towers of their own to help you pull this strategy off. Early Game Strategy This strategy is really more of an opening game strategy than something you will use later on in the game. While it might work at poorly defended enemy expansion towns you will find most players are able to easily stop this in the later part of the game. The reason this strategy is so effective early on is due to the enemy's lack of options and counters to stop it. Although they can use Demolishers, often the enemy does not build Demolishers which you can use to your advantage. After the enemy has Demolishers it's time to give up this strategy if you cannot kill them. Offensive Tower defense The enemy can do quite a few things to defeat offensive Towers. Stop Offensive Towering Before It Starts Players should be making regular patrols around their town to ensure that no such strategies are being attempted. Often when attempting Offensive Towering against very skilled players they will find the Tower before it is able to upgrade to a Guard Tower stopping the strategy before it starts. Use your Hero, early Barracks units, and your workers to attack the towers. Try to kill the workers so they cannot repair the towers. Build a Tower in your town so the enemy can't build towers any closer to your town. While Orc Towers have more range, this can still help you. Siege Weapons Build up to Demolishers, Glaive Throwers, Mortar Teams, or Meat Wagons to fire at the towers from range. This can be difficult to do since it takes a while to upgrade and train those units. In team games your best option is to have your ally help save you. Attack their Town People who offensive tower usually have nothing defending their town. Send your Hero and combat units over there and take over their town. Races Usually it's Humans and Orcs that offensive tower. Orcs offensive tower more than other races so expect it when playing Orcs. It's very unlikely to happen from Night Elves, and least likely to be done by Undead. ======================================================================= ======================================================================= _ _ _ _ __ __ _ _ _ ___ __ _____ _____ _ _ ___ | || | | | | \/ | /_\ | \| / __| \ \ / / __| |_ _| || | __| | __ | |_| | |\/| |/ _ \| .` \__ \ \ V /\__ \ | | | __ | _| |_||_|\___/|_| |_/_/ \_\_|\_|___/ \_/ |___/ |_| |_||_|___| __ _____ ___ _ ___ \ \ / / _ \| _ \ | | \ \ \/\/ / (_) | / |__| |) | \_/\_/ \___/|_|_\____|___/ =============7a============== #vsud VERSUS UNDEAD So you are enemies with the Undead? You should enjoy this section ^_^ Rush! Undead players are very weak early on if they don't have a Nerubian tower. Many Undead players like to upgrade very early. They assume no one will attack them because of their towers or tough defenses. That is their own undoing. It is especially useful in team games to rush one of the Undead players. Your goal will be to kill their Acolytes. They may try to run them away (if they are decent) but you can still kill them pretty easily with certain Heroes and skills. Kill Their Haunted Gold Mine If you can get in early at the start of the game, or do some hit-and-run attack, you can severely damage the Undead player. They will have to resummon their Haunted Gold Mine which will take a while. The counter to this is repair the Haunted Gold Mine and to have some towers around it. Hide Fun! Night Elf players (or someone with a Cloak) can use Hide to harass Undead Acolytes on the Haunted Gold Mine. Simply attack, then hide. Wait a while, then do it again! This makes Undead players very angry TT! Undead players can counter this by using Dust at their shop (oops shouldn't have told) or by building a Nerubian Tower close to their Haunted Gold Mine. When VS Undead its most fruitful to pick the paladin as a hero because he can heal ur own units and damage the undead. =============7b============== #vsorc VERSUS ORC Kill The Burrows! Burrows are the big weakness of the Orcs. If you can get in and kill their Burrows they will no longer have food to build their army. This will also reduce the town defenses of the town. Ranged units work the best such as Archers with Improved Bows. Any unit can work but it can be more difficult with melee units if the town is built correctly. When VS orc, u should use the more enduring heroes like Mountain King or Paladin. If u let an orc tech out, u could have very serious problems. The Orc is almost sure to go Shamans + Tauren. To counter that, u must have Priests and Sorceresses. CAST POLYMORPH ON THE TAUREN!!! Use the Priests` Dispel Magic to Relieve the Tauren of Bloodlust, or Use Spell Breakers to Put it on ur own units. Knights + Priests + Sorceresses and a mountain King and a paladin will crush allmost any orc player. =============7c============== #vsne VERSUS NIGHT ELF All you Night Elf haters, this is the section for you! Night Elf players might also find it helpful when fighting other Night Elf players. Rush The Night Elves are somewhat weak to rushes, especially in team games. If the Night Elf player is jumping to Huntresses, then they typcially have NOTHING early on. They can use their Moon Wells and their ancients so a good player CAN defend. Not so good players might not be able to defend. If you see a Hero attacking you very early, the Night Elf player likely has no defenses at their base and can be severely damaged. Kill Their Entangled Gold Mine If you kill the Entangled Gold Mine it will take them a while to entangle it again. You can also maybe kill the Wisps as they come out. If you don't have enough time for the Tree of Life, kill the Entangled Gold Mine. Some players hop in Goblin Zeppelins, kill the Entangled Gold Mine, then run! Night Elf Towns are weak to ranged and Siege Attacks Use Ranged units and Siege Units to attack Ancients, as they won't be hurt by their powerful melee attacks. The Ancients can't defend against those so unless their army can fight the attack off, there is nothing they can do. They may repair their buildings but that will only last for a period of time. Kill the Wisps Lumber is very important to Night Elves. Kill their Wisps harvesting Lumber. They also require Wisps to create Ancients. If the Night Elf player is upgrading to Tree of Ages, they can't build any new Wisps until that upgrade is completed. So they will be short on Lumber and it will take them a while to rebuild their Wisps. Depending on your Hero and the enemy's control, you can sometimes go in at the start of the game and kill some Lumber Wisps. Night Elf Players Need Their Moon Wells Night Elf players rely heavily on their Moon Wells for healing, mana, and food. If you can go in and kill a few of them then run, this really hurts them. Avoid Air Night Elf players have several options for attacking air units including Archers and Hippogryphs. You shouldn't try to use air unless you do hit and run attacks on their town or unless the enemy has nothing but Huntresses. Use Area of Effect Spells (AOE) Night Elf Archers and Huntresses die to AOE spells. Head up the Tech Tree Many Night Elf players do not properly upgrade and stick with Archers or Huntresses. If you continue up the Tech Tree to better units while they do not, you can often defeat the Archers and Huntresses. Other -Always target a Demon Hunter last if possible, they are amazing meat shields, and have a lot of armor and a good amount of hit points. Most Night Elf players expect you to target their Demon Hunter, which will work to their advantage with Moon Wells and items. -You can kill a Tree of Life with Goblin Sappers Note: Not all Night Elf Units are listed Wisp (Medium Armor) Wisps are deadly with Detonate. It's best to kill them quickly before the Night Elf player can Detonate. So Area of Effect abilities work the best (Blizzard, Chain Lightning, Forked Lightning). If they start to come toward your Heroes, run. They will usually Detonate and miss on an empty area unless the person controlling them is good. It's 60 Gold whenever a Night Elf player uses Detontate plus the loss of Wood so forcing them to Detonate is doing something in your favor. AOE spells work very well against clumps of Wisps. Night Elves -Keeper of the Grove - Entangling Roots -Warden - Shadow Strike Humans -Archmage - Blizzard -Bloodmage - Flame Strike -Water Elementals Orcs -Far Seer with wolves and Chain Lightning -The Blademaster is good at rushing Night Elves with Wind Walk and Critical Strike. But once the Night Elves get a shop and Dust they can counter this (unless you're very annoying with hit-and-run attacks) Netural -Naga Sea Witch - Frost Arrow/Forked Lightning Archer (Medium Armor) Archers are weakest against Melee units and Area of Effect spells. They take the most damage from units that do normal damage. Night Elves -Use Archers of your own + Beastmaster or Demon Hunter to rush the Archers. There are other Heroes you could use instead including Neutral Heroes. -Huntresses take increased damage vs. Archers however Huntresses can easily beat Archers early on in the game. After the Archers have the Improved Bows upgrade and damage upgrade it becomes harder. Untill then Huntresses can work. -Use Demon Hunter with Immolation -Use Fan of Knives -Use a Neutral Hero that is good at killing Archers such as the Naga Sea Witch with Forked Lightning or Pit Lord with Rain of Fire. Humans -Use Footmen with Defend -Use Blizzard or Flame Strike -Use the Mountain King's Thunder Clap -Use Mortar Teams -Use Knights and rush the Archers Orcs -Use Grunts. If you can reach the Archers you can slaughter them -Use Tauren Chieftain War Stomp. Walk into a bunch of Archers then use War Stomp -Use Tauren Chieftain Shockwave -Use the Far Seer's Wolves and Chain Lightning -Use Tauren with Pulverize -Use Demolishers with Burning Oil Upgrade Undead -Use Crypt Lord Impale -Use Lich Frost Nova -Use Dread Lord with Vampiric Aura + Ghouls with Ghoul Frenzy. -Use Necromancers with Raise Dead. Huntress (Unarmored) Huntresses are unarmored which means they take the most damage from Pierce (ranged) and Siege Weapons. Huntresses are pretty big so smaller units can often surround and trap them. Also remember that the Huntresses can't hit air units so use them without fear of being hit. Of course the Night Elf player can start building archers. Night Elves -Most Night Elf players match Huntresses with Huntresses. But there are other options. -Use Archers of your own + Beastmaster or Demon Hunter. There are other Heroes you could use instead including Neutral Heroes -Huntresses take increased damage vs. Archers however Huntresses can easily beat Archers early on in the game. After the Archers have the Improved Bows upgrade and damage upgrade it becomes harder. Archers can work if you have something to put in the way of the Huntresses like a Mountain Giant, Druid of the Claw in Bear Form, your Hero or something else. -One of the most common defenses is to upgrade to Improved Bows and combine Archers with Druids of the Talon. The Faerie Fire makes Huntresses easy to kill with the Archers and range. -Use Fan of Knives -Use Entangling Roots from the Keeper of the Grove. That works pretty well. -Use a Neutral Hero that is good at killing Huntresses -Use Mountain Giants + Archers Humans -Most Human players switch to Riflemen and use their Heroes, especially with AOE attacks. -Use Footmen + Area of Effect Damage Spells and some Riflemen -Use Sorceress Slow -Use Mortar Teams -Use Knights + Spellcasters -Use Gryphons if all they have is Huntresses =============7d============== #vshum VERSUS HUMAN Rush! Humans are weak to early rushes, especially if they don't have an Arcane Tower. Focus all your attention on killing their Peasants or Militia. Ignore the Footmen and Heroes because your goal is to kill their Peasants to get them behind. Good human players can defeat this attack but even if they lose some (maybe 4-5) Peasants your attack can be successful if you don't lose a lot or any units. You can then come back later with a larger army to finish them off. Go Anti-Magic The Humans often focus on using Priests and Sorceresses. Go Anti-spellcasters to defeat them. Kill the Archmage Humans often rely on the Archmage for either Blizzard or Water Elementals. The Water Elementals are summonables so deal with them or kill the Archmage using Hero killers. Scout for and stop early expansions The sneaky Humans sometimes try to get an expansion at the start of the game. Patrol for this and hit it as soon as possible. ======================================================================= ======================================================================= _ _ _ | || |_ _ _ __ __ _ _ _ ___ __ _ _ _ __| | | __ | || | ' \/ _` | ' \(_-< / _` | ' \/ _` | |_||_|\_,_|_|_|_\__,_|_||_/__/ \__,_|_||_\__,_| _ _ _ _ _ _ | \| |___ _ _| |_ _ _ __ _| | | || |___ _ _ ___ ___ ___ | .` / -_) || | _| '_/ _` | | | __ / -_) '_/ _ \/ -_|_-< |_|\_\___|\_,_|\__|_| \__,_|_| |_||_\___|_| \___/\___/__/ =============8a============== #humneu HUMANS AND NEUTRAL HEROES. First of all, thanks to Ace for reminding me about this. Its actually important to know about these heroes, and how they work with human heroes. **NOTE: Haven't written about Firelord and Goblin Alchemist because I haven't yet played with em. =============8b=============== #humpan HUMANS AND PANDAREN BREWMASTER Pandaren Brewmaster is a warrior hero, has lotsa damage and lotsa health and armor, thus making him an excellent meat shield. Pandaren Brewmaster and a Paladin would make a great combination. The Panda can charge into battle, while using the Paladin's Devotion Aura and Being healed by the Holy Light. This combination is perfect for doing Hit-And-Run attacks. If an Archmage can be included into this, with Brilliance Aura, it's almost unstoppable. With an extra 2.25 mana regeneration per second...Crap I'm Good!!! (^_^) =============8c=============== #humbea HUMANS AND BEASTMASTER The Beastmaster is somewhere between warrior and caster hero. Being the ultimate summoner, it would be nice to have some extra mana regeneration. The Archmage and the Beastmaster would make a nice combo, because they both have summoning spells and they both suck up tons of mana with their spells. A Bear at lvl 3 and a Fire Fighter (Water Elemental =) at lvl 3 could damage one city a lot + teleporting bears is funny :) =============8d=============== #humsea HUMANS AND NAGA SEA WITCH The Naga Sea Witch is a caster hero which means that you should use an archmage if gonna get the sea witch. Forked Lightning is good in combo with blizzard against packs of enemy units. Its good to cast it in a hurry, before the enemy redirects. It does tons of damage in combo. ============8e================ #humran HUMANS AND DARK RANGER The Dark Ranger has Very Little Damage. If you get harassed with a DR, laugh out loud (lol) but at higher lvl its a hero not to be underestimated. The Life Sucking Thing (cant remember the name right now) works great with the Blood Mage's Siphon Mana. A hero's HP and MP will deplete in a matter of seconds. If you have a MK to stun the hero, he's dead. 101 % unless he uses a TP. Silence is also very good against shamans or priests. To relieve them of their casting abilities can turn the tide on an entire battle. ============8e================ #humpit HUMANS AND PIT LORD Well the Pit Lord is kinda good, but not very preferable for human. Rain of Fire and Blizzard does good damage, but thats the only thing u can use. Doom can kill any unit, thats also good. A Pit Lord is a very good choice for UD cause the DK can heal him, although the other UD Heroes are better than hit, depending on your strategy. Pit Lord has Lotsa HP and is good at Meat-Shielding. Good Human-UD is Pit Lord + Lich + Death Knight + Paladin + Archmage. The Pit Lord must be at least lvl 5. Now the DK can keep healing him constantly. He will recieve Armor bonus from the paladin, mana regeneration from the archmage and frost armor from the lich. If u can get an Ankh Of Reincarnation, a potion of divity and a few "Khadgar's Gem of Health (+300 HP)", "Ring of Protection + 5", that hero cannot be killed. *NOTE: Crypt Lord is better for that. The Bonus Armor from "Spiked Carapace (+7) is a lot better, including frost armor, dev aura and ROP +5 ROP = Ring Of Protection ============8e================ #humtin HUMANS AND GOBLIN TINKER Tinker and Archmage are great. The Tinker keeps deploying factories while the archmage restores his mana. Paladin is always good in the army. Can Heal anything and damage undead. The Clockwerk goblins are good at damaging buildings. ======================================================================= *********************************************************************** ======================================================================= *********************************************************************** ======================================================================= Well, the guide is finished, now we need to wait for contributor strategies and submittions. ___ _ _ _ _ / __|_ _ ___ __| (_) |_ ___ __ _ _ _ __| | | (__| '_/ -_) _` | | _(_-< / _` | ' \/ _` | \___|_| \___\__,_|_|\__/__/ \__,_|_||_\__,_| _____ _ _ |_ _| |_ __ _ _ _ | |__ ___ | | | ' \/ _` | ' \| / /(_-< |_| |_||_\__,_|_||_|_\_\/__/ =============9a============== #thx CREDITS AND THANKS >>>>> First of all, i'd like to thank Blizzard for creating this extremely awesome game! >>>>> Thanks to Mojo Storm-Stout's WC3 Official Strategy Guide, which really helped me to write this. >>>>> Thanks to IGN.Com for asking me to publish my FAQ and making me feel so special =) >>>>> Thanks to GameFaqs.Com for Publishing my FAQ >>>>> Thanks to anyone actually reading this. >>>>> Thanks to anyone who will contribute to this FAQ >>>>> Special Thanks to ME for actually writing this ^_^ >>>>> Thanks to www.rootsecure.net's ASCII Generator for providing me with ASCII pictures. >>>>> Thanks to Ace for reminding me for the Humans and the Neutral Heroes. >>>>> Thanks to Dandude776 for creating and letting me use his WARCRAFT III: THE FROZEN THRONE ASCII Logo. >>>>> Thanks to Dale Robertson for the first contribution AND thanks for the fact that his strategy worked out! Credits: Writer: MasterOfPuppets Editor: MasterOfPuppets Publisher: www.gamefaqs.com www.ign.com www.neoseeker.com www.gamespot.com www.dlh.net www.warcraft-guide.de ASCII: Dandude776 www.rootsecure.net Contributors: MasterOfPuppets Mojo Storm-Stout Ace Dale Robertson *********************************************************************** *********************************************************************** No Sheep were harmed during the making of this FAQ. For the Most part. The One That Was Had It Coming. (Ratchet And ClankT 2: Locked and LoadedT) ______ ______ ______ \ / \ / \ / | | | | | | __ __ _ __|__| |__| _|__|_ _ ___/\_________ |_ \ / _|/_\ /_ _ \ / _ \ /_ _ \ /_\ \ __/\__ __/ \ \ / / //_\\_ | |_)| |/ \/ | |_)| //_\\_ ||_ | | \ \/\/ / / ___ _\| _ / || | | _ / / ___ _\| _| | | \_/\_/ /_/ \\ |_| |\ |\_/\ |_|||\/_/ \\ |_\ /___\ __________|__|__\___/___|__|____________ \___T_H_E___F_R_O_Z_E_N___T_H_R_O_N_E__/ /____\ /____\ /____\ _ _ _ _ __ __ _ _ | | | | | | | \/ | /\ | \ | | | |__| | | | | \ / | / \ | \| | | __ | | | | |\/| | / /\ \ | . ` | | | | | |__| | | | |/ ____ \| |\ | |_| |_|\____/|_| |_/_/ \_\_| \_| F A Q Constantine Genchev 2004 All Rights Reserved. *********************************************************************** *********************************************************************** *********************************************************************** *********************************************************************** *********************************************************************** ***********************************************************************