Warcraft III: The Frozen Throne/Units: Difference between revisions

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===Units, Buildings & Heroes===
===Units, Buildings & Heroes===
'''Spell Breaker'''<br>
'''Spell Breaker'''<br>
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.<br><br>
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.
 
Counters:
Human: Use footmen, use knights, or get the fragmentation shards upgrade for your mortar teams.  Dragonhawk riders and towers can work too but will take forever to kill them.
Night Elves: Use huntresses or druids of the claw.  If you go with druids of the claw spam roar to avoid feedback damage and don't use rejuvenation in battle or the breakers will easily turn it against you.
Undead: Ghouls and abominations both work wonders, I'd lean slightly towards the former thought just because of higher speed and cheaper cost.
Orc: Grunts are good and tauren are totally own them.  Wyverns can also be effective.
 
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'''Dragonhawk Rider'''<br>
'''Dragonhawk Rider'''<br>
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.<br>
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.
 
Counters:
Human: Flying machines and riflemen will obliterate them, your own dragonhawks can work too if you have superior numbers.  Arcane towers will mean instant annihilation if they don't have cloud yet or their mana is too low to use it, but don't depend on them because all it takes is one cloud to make them useless.
Night Elf: Use archers or enough hippogryphs to overwhlem them.
Undead: Use crypt fiends with web or enough gargoyles to overwhelm them.
Orcs: Use headhunters or raiders ensnare.
 
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'''Blood Mage'''<br>
'''Blood Mage'''<br>
Very useful in 2on2 because of his flamestrike ability. His siphon mana ability allows him to drain mana from an enemy hero, or to give mana to a friendly hero. The banish ability makes an enemy invulnerable to physical attacks, yet more vulnerable to magical attacks. It is also slowed and can not attack. But it can cast spells. This ability is either useful to take out enemy units (sometimes you can banish all of his melee units, thus making them unable to block, and then easily kill his ranged units) or to make hero killing easier since spells deal extra damage, and you can surround him easier because he is slowed. His ultimate, the phoenix is a very strong summon.<br><br>
Very useful in 2on2 because of his flamestrike ability. His siphon mana ability allows him to drain mana from an enemy hero, or to give mana to a friendly hero. The banish ability makes an enemy invulnerable to physical attacks, yet more vulnerable to magical attacks. It is also slowed and can not attack. But it can cast spells. This ability is either useful to take out enemy units (sometimes you can banish all of his melee units, thus making them unable to block, and then easily kill his ranged units) or to make hero killing easier since spells deal extra damage, and you can surround him easier because he is slowed. His ultimate, the phoenix is a very strong summon.<br><br>
===Items===
===Items===
'''Scroll of Regeneration''': This item is so very useful, that a shop should be built for it alone. With this item you can heal all of your units in a short amount of time. It can not be used in battle.<br>
'''Scroll of Regeneration''': This item is so very useful, that a shop should be built for it alone. With this item you can heal all of your units in a short amount of time. It can not be used in battle.<br>
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