Warcraft III: Reign of Chaos/Undead units

Human
The Human Alliance consists of Humans, Elves, and Dwarves. They are considered to be the most versatile army in Warcraft III, with good ground and air units, powerful spellcasters, and good siege capabilities.

Heroes
Built and revived from the Altar of Kings.


 * Archmage: A spellcasting hero. Can attack land and air units.
 * Blizzard: Calls down a small blizzard to damage all units in an area of effect.
 * Summon Water Elemental: Summons a water elemental to fight for you. Can attack land and air units.
 * Brilliance Aura: (Passive) An aura that increases mana regeneration for the Archmage and all nearby friendly units.
 * Mass Teleport: (Ultimate) Teleports the Archmage and nearby troops to the location of a friendly ground unit.


 * Mountain King: A Dwarven melee fighter. Can attack land units.
 * Storm Bolt: Hurls a hammer at a target enemy unit, dealing great damage and stunning it.
 * Thunder Clap: Slams the ground, damaging enemy units around the Mountain King.
 * Bash: (Passive) Gives a small chance to inflict extra damage and stun an enemy unit when making normal melee attacks.
 * Avatar: (Ultimate) Turns the Mountain King into a giant, increasing his attack, armor, and hit points, and making him immune to all spells.


 * Paladin: A defensive hero. Can attack land units.
 * Holy Light: Heals a target friendly unit or damages an enemy undead unit.
 * Divine Shield: Temporarily makes the Paladin invulnerable.
 * Devotion Aura: (Passive) Gives an armor bonus to all nearby friendly units within range.
 * Resurrection: (Ultimate) Revives up to 6 friendly units.  When there are more than 6 corpses, it will resurrect the 6 strongest.

Units

 * Peasant: Constructs buildings and harvests resources. Can repair damaged buildings and mechanical units, and change into Miltia at the Town Hall.


 * Militia: Created from Peasants when the Call to Arms bell is rung at the Town Hall. Cannot gather resources or build, but has a better melee attack.


 * Footman: A melee fighter that can attack other land units.
 * Defend: Raises shield to protect from piercing damage, but decreases the Footman's speed.


 * Rifleman: A Dwarven gunner that can attack land and air units.
 * Long Rifles: Permanently increases the range of the Rifleman.


 * Knight: A fast and powerful and powerful land unit that can attack other land units.
 * Animal War Training: Permanently increases hit points.


 * Priest: An Elven spellcaster that masters in healing and buffing. Can attack land and air units.  Starts with heal and can learn the other spells through upgrades.
 * Heal: (Autocast capable) Restores a small amount of health to one friendly unit.
 * Dispel Magic: Eliminates all spells on units within an area of effect.  Also damages summoned units.
 * Inner Fire: (Autocast capable) Improves the attack and defense of a target friendly unit.


 * Sorceress: A powerful spellcaster. Can attack land and air units with a basic ranged attack.  Starts with slow and can learn the other spells through upgrades.
 * Slow: (Autocast capable) Reduces the attack and movement speed of a target enemy unit/
 * Invisibility: Turns a target friendly unit invisible for a short period of time. Invisibility ends if the unit attacks or casts a spell.
 * Polymorph: Turns an enemy unit into a sheep. The unit retains its hit points, but loses all attacks and spells.  Can only walk around and "Baa" helplessly.


 * Gyrocopter: A mechanical flying machine. Can initially only attack air units, but can gain an upgrade to attack land units as well.
 * Gyrocopter Bombs: Gives the Gyrocopter the ability to attack land units.
 * True Sight: (Passive) An innate ability that allows the 'copter to see invisible units.


 * Mortar Team: A slow land siege unit. Can attack land units, buildings, and trees.  Cannot attack enemies that are too close.  Is also the only organic siege unit, meaning it can be buffed, healed, etc.
 * Flare: Temporarily reveals a portion of the map of your choosing. Can only be used once.


 * Steam Tank: A slow machine with a heavily armored hull and a powerful attack against buildings. Cannot attack other units.


 * Gryphon Rider: An air unit that can attack both land and air units.
 * Animal War Training: Permanently increases hit points.
 * Storm Hammers: Gives the hammers the Gryphon Riders throw the ability to strike through initial ground targets and damage units behind them.


 * Water Elemental: Summoned by the Archmage. Becomes stronger as the "Summon Water Elemental" spell is upgraded.

Buildings

 * Town Hall: The center of the Human settlement.  Peasants are created here, and where they drop off gold and lumber.
 * Call to Arms: Converts all of your Peasants into the more powerful Militia for a temporary amount of time.


 * Keep: Upgraded form of Town Hall. Enables further upgrades and is harder to destroy.


 * Castle: Upgraded from of Keep, and the final base upgrade. Enables highest upgrades and units, as well as being even harder to destroy.


 * Farm: The food creating building of the humans. Doesn't provide as much food as other races' food-buildings do, but is smaller, cheaper, and quicker to make.


 * Barracks: Where you train Footmen, Riflemen, and Knights. Also where you research the Defend, Long Rifles, and Animal War Training upgrades.


 * Blacksmith: Houses attack and defense upgrades for most melee and ranged units. (Not spellcasters, however.)  Required to build Riflemen at the Barracks.


 * Lumber Mill: An alternative drop site for lumber. Houses upgrades for lumber harvesting and building defense.


 * Scout Tower: No attack, but provide extra vision range.


 * Guard Tower: Upgraded from of Scout Tower. Capable of attacking land and air units.


 * Cannon Tower: An alternative to the Guard Tower. Can only attack ground units and has a slower attack, but is more powerful.


 * Workshop: Where Gyrocopters, Mortar Teams, and Steam Tanks are built. Houses upgrades for said units.


 * Arcane Sanctum: Priests and Sorceresses are trained and upgraded here. Also houses an upgrade that allows your towers to see invisible units.


 * Gryphon Aviary: Where Gryphon Riders and their upgrade, Strom Hammers, are trained.


 * Altar of Kings: Creates and revives Heroes.

Orc
The Orcish Horde possesses Warcraft III's most powerful ground units.

Heroes

 * Blademaster: An agile hero. Attacks land units.
 * Wind Walk: Turns the Blademaster invisible for a short period of time. Also boosts running speed.
 * Mirror Image: Creates up to 3 illusory images of the Blademaster, depending on the level. When cast, this will also remove any spell effects currently on the Blademaster, good or bad.
 * Critical Strike: (Passive) Gives a chance to deal extra damage with each melee attack.
 * Bladestorm: (Ultimate) A whirlwind attack that damages all nearby land enemy units, during which time the Blademaster is immune to all spells.