Warcraft III: The Frozen Throne/Units

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Basics
The counter system of Warcraft III has been further refined in TFT. Air units in general counter melee, ranged and siege units, melee units in general counter ranged, caster and siege units, ranged units in general counter air units and caster units, and siege units in general counter caster units. Caster units aren't the counter to anything per se, but their abilities allow them to either support other units greatly, or to be the counter to something. For example priests are the counter to summons, and thus certain heroes.

Human
Spell Breaker They are one of the best counters to casters and heroes in the game. They are Melee-units which aren't exactly THAT strong, but their abilities are where they pwn: They can steal buffs from enemy units. That means if some orc plans to build bloodlust against you, build a few Spell Breakers and the bloodlust is yours. Their second ability is to burn mana with each attack. This ability burns 20 mana from all enemy units, and 4 mana from all enemy heroes. Additionally to that the amount of mana burned is dealt as damage to the enemy unit, which means that all units and heroes with mana die very fast when they are attacked by Spell Breakers. Their third ability is their spell immunity. This alone would qualify them as perfect anti casters, but they have one more ability: Control Magic. This ability has to be researched on Tier 3 in the Arcane Sanctum, thus making it rarely used, but should your enemy use summons, it will give you a huge advantage. This ability allows you to take over your enemies summons to your side. But the mana costs are huge - you will have to pay up to half the HP of the enemy unit as mana. (precisely it's 45%) But against certain summons with low hp (healing ward) this ability pwnz. Dragonhawk Rider This is one of the strongest anti-air units in the game. That is because the dragonhawks ability to "shackle" enemy air units. This makes the enemy unit immovable for 40 seconds, and during that period deals a large amount of damage to the unit. The damage is enough to kill almost any air units in the game within the 40 seconds. However your Dragonhawk can not receive any new orders while he is shackling another unit, and the effect will stop if the dragonhawk is killed before the enemy is dead. (or if he is ensnared, or hexed, or stunned, or sleeped etc... The usual spells that stop a channeling spell) The other ability of the dragonhawk is great against enemy bases: Cloud. You have to research this ability first in your Gryphon Aviary. This ability allows you to disable all enemy towers within a large area. Two Dragonhawks are often enough to disable all burrows of an orc player. While this effect lasts the Dragonhawk can not receive any other orders, so you have to kill the buildings with other units. Blood Mage

Neutral Heroes & Mercenaries
Firelord: At the beginning his spawns are very powerfull and he is also a good choice for an Early Game Tower Rush as Human against Orc for example. &gt;&gt; Back to Warcraft III