Friday, March 30, 2012

Miscellaneous Questions Anyone?

[:1]Okay so technically this is a thread for us n00bs to ask questions that the g0su ones can help answer...

My first question: Do passive abilities (ie Bash, Critical Strike) work on magic immunes? Can you Bash a Dryad or Critical Strike a Spell Breaker?|||Ok my question: What do you do with melee? move offensively behind the enemy or focus fire? If focus fire; is it worth the attention?

Oh, and sorry I cant answer the first question. |||Quote:








Okay so technically this is a thread for us n00bs to ask questions that the g0su ones can help answer...

My first question: Do passive abilities (ie Bash, Critical Strike) work on magic immunes? Can you Bash a Dryad or Critical Strike a Spell Breaker?




yep.


Quote:








Ok my question: What do you do with melee? move offensively behind the enemy or focus fire? If focus fire; is it worth the attention?

Oh, and sorry I cant answer the first question.




if i'm acting as a meatshield, i just stand there and whack a bit, pulling out wounded units so they can do some more dmg later. if i'm not the (only) meatshield, i'll do something more like surround heroes. focus firing with melee is kinda.. pointless, only useful in the early game with few units. later on you'll just get blocked the whole time and it's better to let your units hit something instead of running around. leave the focus firing to your ally.|||true its only useful to ff with melee in early game. In late its useless. This has been my mistake sad to say. I've lost some games like this. FF with ranged it kicks ass. THats why you should get melee with aoe passives like pulverize so they in a way FF half the time.



My question: IS there any other micro for the units when they are in battle (units like melee ranged, whatever), other than dancing, FF, running, considering leaving all spells out. I mean it would be to make your units even more effective and stuff like that.

thx |||Quote:








My question: IS there any other micro for the units when they are in battle (units like melee ranged, whatever), other than dancing, FF, running, considering leaving all spells out. I mean it would be to make your units even more effective and stuff like that.

thx




Heh, you already have an impressive list of points there my friend* ^^

I'd say:

- Use abilities like ensnare and devour

- Try to surround heroes, or maybe retreating kodso that just ate your Tauren

- Try to block: I've seen replays of Walach where he used his wolves (with good ol' RoC move speed) to get in the way of a reatreating enemy hero, so they slowed him down while Walach's own hero and other units could get extra hits in. Very hard to do if you ask me, but worth it if you can pull it off.|||well, pb... too bad the pathing got 'improved' and the faster units/heroes will now be gentlemen and let the slow units/heroes walk in front of them.

now your fleeing hero with 10 hp will even be so 'good mannar' to let that sheep move before running for his own life.

blizzard has a strange definition for fixing things. remember the 4 peon gold mines? they 'fixed' it by making all gold mines f'cked up if you ask me, when a gold mine is not loaded with 5 peons they run so damn slow..|||Quote:








yep.



if i'm acting as a meatshield, i just stand there and whack a bit, pulling out wounded units so they can do some more dmg later. if i'm not the (only) meatshield, i'll do something more like surround heroes. focus firing with melee is kinda.. pointless, only useful in the early game with few units. later on you'll just get blocked the whole time and it's better to let your units hit something instead of running around. leave the focus firing to your ally.




Cool* Thanks dude.|||Spell damage=Magic damage?

Let's say your NCL uses level 3 impale on a bunch of footies. Will they only take the regular 110 damage, or due to heavy armour's 150% extra damage from magic, will they take 165 damage? All figures do not include reduction.|||not that I've seen, y03 ... I've watched how much damage Life Drain does on a Heavy armor type unit, it does exactly what the numbers say, spells only do less damage to heroes and high level creeps that as blizzard put it 'hero type resistance to spells'|||I know about the shift and control uses, so what I want to know is just how many commands can you string together?

example: peon comes out and you order up a burrow, then a second burrow, then go cut wood and you are done with that worker. A simple string yes.

So I am praticing on the pc and just for the sake of practice (because I got hard owned by the OB.Master a few days ago) I go with the BM as my hero. During the game (on TR) I am scouting and creeping and get some sentry wards. So I string the commands: 1) for my BM to go to the Und base 2) place a sentry ward 3) envoke Mir.Imag 4) return to the goblin merchant shop 5) hold position. It worked* But I was wondering just how many commands could you string?

Also if you command a group of say 11 units to go to say a creep location using attack, then have say the Shadow Hunter set down a serpent ward and a doc drop a healing ward there and then set then to hold position then return to base---Will that cause them to go to the creeps take them out and then return? Or will they go there, drop the wards while the other units do a little fighting and then return without killing the creeps? For this to maybe work it would have to be during the day so the creeps auto see and attack because the object is of course to not have to micro the entire battle so you can do something at your base with the time. Maybe a bad example because of creep jacking etc. but it is just an example using several units and go to commands.

DB

ps..I would try this myself but I am not exactly fast enough so that many strung commands are already being executed by the time I am done giving them all= wasted effort for the purpose-until I get more use to the keys and sequences.|||Elune's Grace, how has it affected archer usage if at all?|||Quote:








I know about the shift and control uses, so what I want to know is just how many commands can you string together?

example: peon comes out and you order up a burrow, then a second burrow, then go cut wood and you are done with that worker. A simple string yes.

So I am praticing on the pc and just for the sake of practice (because I got hard owned by the OB.Master a few days ago) I go with the BM as my hero. During the game (on TR) I am scouting and creeping and get some sentry wards. So I string the commands: 1) for my BM to go to the Und base 2) place a sentry ward 3) envoke Mir.Imag 4) return to the goblin merchant shop 5) hold position. It worked* But I was wondering just how many commands could you string?

Also if you command a group of say 11 units to go to say a creep location using attack, then have say the Shadow Hunter set down a serpent ward and a doc drop a healing ward there and then set then to hold position then return to base---Will that cause them to go to the creeps take them out and then return? Or will they go there, drop the wards while the other units do a little fighting and then return without killing the creeps? For this to maybe work it would have to be during the day so the creeps auto see and attack because the object is of course to not have to micro the entire battle so you can do something at your base with the time. Maybe a bad example because of creep jacking etc. but it is just an example using several units and go to commands.

DB

ps..I would try this myself but I am not exactly fast enough so that many strung commands are already being executed by the time I am done giving them all= wasted effort for the purpose-until I get more use to the keys and sequences.




basically no maximum to commands you can stack, just try out yourself. when your altar is building, you can rally the flag on the ground, use shift to spam a lot on the ground (preferrably on different spots on the same screen) and you'll see how many flags there are on the ground. once your hero is coming out he'll follow all the flags.

about your 2nd answer, i dunno if i understood it correctly. did you mean using some kind of ward to stay near creeps so if the enemy passes, you can spot him and creepjack him? if so... i'd say using sentry ward instead of healing ward? healing ward costs 200 mana. if you don't have sentry, i'd use serpent, i already did this several times, but i was never lucky enough to spot my enemy with a serpent ward :)


Quote:








Elune's Grace, how has it affected archer usage if at all?




yeh, it did affect the usage of archers. i remember in the tft beta pure wyvs could beat pure archers. thanks to elune's grace archers own wyvs now.

maybe it's just me, but i noticed that almost all night elf units have 3-4 abilities.. kinda unfair.|||been a few days.

Anyway, what I was trying to say is that when using multiple commands in a string with multiple units involved so that you could get things set up before the action takes place would it work? Like the creeping example- some creep spots aren't a real danger, so in order to take care of them for whatever may be dropped and for the xp, and at the same time that the units are doing the creeping I can manage the base building or focus on say some BM harassement at the opponent base.

Do the creeping with the SH and a small group while the BM harasses, the SH can be given the command to go to the spot and put down the serpent ward but if you give the command to hold position and then move back to base will the SH and the group still take out the creeps or will the pc read the commands as go-put ward up-hold position (just long enough to count the command)-and then immediately return? I thought that maybe with movement commands it wouldn't work as I had in mind. I could just not give the return command and then the group would do the creeping and I could move them after. Getting a little ahead of my abilities and skill I'm afraid...LOL..

DB|||yeh, just 'w' + left-click on ground, then shift + right-click back in your base and he'll plant ward + go back to base.|||Quote:








been a few days.

Anyway, what I was trying to say is that when using multiple commands in a string with multiple units involved so that you could get things set up before the action takes place would it work? Like the creeping example- some creep spots aren't a real danger, so in order to take care of them for whatever may be dropped and for the xp, and at the same time that the units are doing the creeping I can manage the base building or focus on say some BM harassement at the opponent base.

Do the creeping with the SH and a small group while the BM harasses, the SH can be given the command to go to the spot and put down the serpent ward but if you give the command to hold position and then move back to base will the SH and the group still take out the creeps or will the pc read the commands as go-put ward up-hold position (just long enough to count the command)-and then immediately return? I thought that maybe with movement commands it wouldn't work as I had in mind. I could just not give the return command and then the group would do the creeping and I could move them after. Getting a little ahead of my abilities and skill I'm afraid...LOL..

DB




The commands arent timed, so if u Hold them as part of the command queue, they will just hold position and not move on to the next command. If u want to shift queue a creep order, try "a" directly on one of the creeps first. That way, even if they are sleeping, ur guys will wake them up and start the fight. Then queue in attack move so they will stick around to kill everything else, then queue them to go home. I wouldnt recommend making the queue too complicated though cuz it takes more time than just commanding on the fly. Things like wards I would prob place manually unless I am just sending WDs around the map to place sentries. And the other thing queueing is most useful for is peon scouting.|||Cool, thanks.

I don't think I exampled well for this discussion though. If I can figure out a better example I'll try again.

DB|||Question.

I have in my ctrl group an AM with some footies. The subgroup highlighted is the AM. Let's say I use the ctrl+move so that only my AM moves around. Instead of just move, I missed the ctrl key, when I right clicked the ground in front of the enemy base.

After that brief click, I hit 'B' and clicked on the peon line. I saw my footies running towards the enemy base after my AM got hit by burrows.

If I hit 'S' [for stop] or 'H' [for hold position], do I cancel blizzard channeling as well?

Oh and one more thing. If a hero is hit with multiple different slowers [e.g quake + hex + cripple + nova + clap + slow + banish] will it still move or will it be stunned? It kinda happened to me once, but my hero was not really moing except that he turns around in every direction before moving. Lucky I had scroll of speed to escape [see a penguin running at mach3, lmfao].|||I think you cancel Blizzard as well, but I'm not sure. I also think that units have a minimum movement speed, but I am once again not sure.|||If u press "stop" while your group is selected (including AM), then everyone will stop. So blizzard (or any other chanelling spell) would stop as well.

As for the other thing, "slow" and "stun" are two different effects. Hex or cripple or quake, etc. will still allow u to move very slowly. Clap or stomp are stunning spells that make u completely not able to move or do anything else for a few seconds.|||With no long example.

If you Lightning Strike or use Heal Wave on a single unit does it just work that one strike or will it "bounce-strike" that single unit as many times as per level of the ability?

DB|||only one.. would be major imbalanced if it would 'bounce' on the same target :y-sneaky:|||Quote:








only one.. would be major imbalanced if it would 'bounce' on the same target :y-sneaky:












DB|||Quote:








If u press "stop" while your group is selected (including AM), then everyone will stop. So blizzard (or any other chanelling spell) would stop as well.

As for the other thing, "slow" and "stun" are two different effects. Hex or cripple or quake, etc. will still allow u to move very slowly. Clap or stomp are stunning spells that make u completely not able to move or do anything else for a few seconds.




I should mention that I think "stop" is the only command that includes AM when you press it and he's blizzarding (and im not even sure about this). "Hold", "Move", "Attack", etc will NOT work if your AM is blizzarding, you need to press either ctrl to get only him or f1 then the command (so stop madly right clicking to get your AM to run).|||Would like to ask everyone, what is the specific hero nuke for the different races? the one that is most effective?|||Quote:








Would like to ask everyone, what is the specific hero nuke for the different races? the one that is most effective?




Human: Storm Bolt. Banish first for more abuse.

Night Elf: Shadow Strike. Entangling roots isn't a nuke, but it and SS pretty much guarantee hero kill...

Orc: Orcs don't really have a good hero nuke. Hex+ff works well though. Chain Lightning and Shockwave are mainly good for AoE. Blademaster doesn't work.

Undead: Death Coil, Frost Nova, and for toppings, add Impale or Carrion. UD is the best hero nuking race, but they are not far ahead of humans.|||Quote:








Human: Storm Bolt. Banish first for more abuse.

Night Elf: Shadow Strike. Entangling roots isn't a nuke, but it and SS pretty much guarantee hero kill...

Orc: Orcs don't really have a good hero nuke. Hex+ff works well though. Chain Lightning and Shockwave are mainly good for AoE. Blademaster doesn't work.

Undead: Death Coil, Frost Nova, and for toppings, add Impale or Carrion. UD is the best hero nuking race, but they are not far ahead of humans.




Against UD, HU can use the much-feared Bolt/Holy Light combo. Again, with the possibility of Banish to make it even worse.

I used to focus on hero kills in RoC when I played NE, and Entangle/Mana Burn works pretty well, but it's not nearly as good as UD nuke.|||My questions.

How do top players (like CadX2-Craft) get experience for their heroes when creeping when their hero is nowhere near the creeps getting killed?

How long is it (game time e.g. when it first turns night-time.) before I can hire a hero from a Tavern?|||Quote:








My questions.

How do top players (like CadX2-Craft) get experience for their heroes when creeping when their hero is nowhere near the creeps getting killed?

How long is it (game time e.g. when it first turns night-time.) before I can hire a hero from a Tavern?




TFT made it so your hero can get exp from kills anywhere in the map. Thus, creeping with no hero around is possible.

I'm not sure when you can get a hero from the tavern...|||somewhere after the 6th dot of the 1st day, no way not before night.|||you can get a tavren hero the same time a hero would normally come out of an alter in start of game... dont know how much that helps...

question: ok this ALWAYS pisses me off. i ctrl + 1 a group of troops, and only afterwards notice i have a peon in the group. is there anyway to ungroup a unit?

other question: this ias an age-old debate.... do AOE spells like 2 blizzards from 2 different heros stack? some people say they dont, but in a game 2 humans gave my team fire, and it seemed to be stacking.. any ideas?

THE massive guide to end all guides!

[:1]Update History:

19/04/2006 - Added "Hovles guide to 'Mastering' UD" - Added postnumbers in the contents.

Taking someone....emm...maybe IP's suggestion, here's the big-mofo-guide to end all guides thread.


Code:
Contents:                                                        Post(s)

Ferrous� Guide to Selected Unit Statistics (1.20C) 1-8
Readme: Scrooj's tips!! 9
Noodles's strats for all races :O 10-13
More Noodles stuff on RT >.< 14
Warkskull - Teamplay 15-19
WarCraft III Terminology and Phrases v2.0 20
Ouchies - Orc Base Design for Newbies. 21-25
Rexxar's Base-Building Guide (NELF) 26
Rexxar's Effective KotG Useage Guide 27
Hovles guide to 'Mastering' UD 28-34

These are the exact titles, and can be used to Find each sector of the guide.







Ferrous� Guide to Selected Unit Statistics (1.20C)

i. Preface:

A couple of things before I get started: First of all, please do NOT post until all of the parts of this guide are up. I put a lot of effort into this guide, and I would hate to see it ruined by a post of some ignorant poster. If you do post before I have posted all the sections, then I will send a private message to one of the moderators asking for the removal of your post. However, please feel free to post afterwards.

Second of all, if one of the moderators finds this thread worthy, I would very much appreciate it if this thread was stickied. I put a lot of time into this guide, and I would hate to see it go to waste.

Lastly, at least read the introduction � it gives a decent description of this guide and what it is all about. Happy reading!

ii. Table of Contents:

I. Introduction

II. Explanation of the Statistics

III. (A) Undead Unit Statistics

III. (B) Undead Unit Rankings

IV. (A) Night Elf Unit Statistics

IV. (B) Night Elf Unit Rankings

V. (A) Orc Unit Statistics

V. (B) Orc Unit Rankings

VI. (A) Human Unit Statistics

VI. (B) Human Unit Rankings

VII. Overall Rankings

VIII. General Notes and Discussion

IX. Undead Discussion

X. Night Elf Discussion

XI. Orc Discussion

XII. Human Discussion|||I. Introduction:

This is a guide that goes through what I consider the five most important statistics in the game among the non-hero units. These statistics include:

Attack/damage/food (or relative damage output)

Effective hit points

Effective hit points/food

Hit points

Hit points/food

Of course, there are many other factors that should be considered in game play, but these can provide a very helpful base for developing strategies, or defending existing ones. In this guide, I show the numbers for each race and the over rankings for every single unit among the four races. I do not include the use of summons. I originally was going to include other statistics, but I found that they got in the way of what I wanted to say, so took them out to be more concise. I originally was also going to include a hefty section about mercenaries, but without the actual game, and without updated mercenary statistics, I decided to leave them out. I may consider making a guide later for mercenaries, similar to this one, but with a heavier emphasis on the discussion. Lastly, I must note that all of the base numbers were obtained from Mojo Stormstout�s guide on battle.net. I think that should be everything I want to say here, so without further ado, here is the rest of the guide.

II. Explanation of the Statistics

First note that all numbers are calculated using figures that indicate full upgrades. I did this for simplicity�s sake.

Armor, Food, Attack and Cooldown: These numbers are not really important until you put them in perspective. For the purposes of this thread and the theorycrafting that follows, they are only useful for calculations.

Hit points: This number serves two purposes. The first, is that hit points are an indication that a group of a given unit is susceptible to an AOE attack. As a classic example, footmen have low HP, and are very susceptible to AOE attacks such as ChainWave of flamestrike. The second purpose of the HP number is to be used in other calculations, as will be explained later.

Attack/cooldown/food: I will also call this number �relative damage output� or just �damage output.� It is calculated exactly as described. Note that this number does not account for attack type, the armor type of the target, or splash effects. This number is calculated in order to put all units on a more or less "even playing field." For example, Mountain giants do a lot more damage per hit than archers, but they cost a lot more and hit a lot slower. With the above formula, we find that archers are more cost efficient for dealing damage.

Effective Hit Points: This number accounts for armor, where 1 armor is calculated at 6% added to the total HP. Take a ghoul for example: at full upgrades, a ghoul has 6 armor and 340 HP. Therefore, it's effective hit points is (6)(.06)(340)+340 or 462.4 HP. This number is useful for indicating what units are good meatshields.

Effective hit points/food: More or less the same as "Effective Hit Points." The difference is that this is useful for comparing two different units and cost effectiveness. For instance, in a team game, should you build abominations or knights as meatshields?

Hit Points/food: The use of this number is theorycrafting on my part to represent a unit�s �nukability.� Spells totally bypass armor, so this number is different than "Effective Hit points/food" and serves a different purpose. "Hit points" is already an indicator of how susceptible a unit may be to AOE attacks; this number is an indicator of how susceptible a unit is nuke attacks. Wyverns, for example, have 570 hit points, which we find is very low for their unit (food) size, and are thus very susceptible to nuke attacks. Regard this function with caution though, as nuking should be primarily used to take out special units (heroes, and sometimes raiders and fiends, among others).|||III. Undead Units and Rankings

A. Undead Unit Statistics:

Ghoul:

Armor: 6

Hit points: 340

Food: 2

Attack: 17.5

Cooldown: 1.05

Attack/cooldown/food: 8.33

Effective hit points: 462.4

Effective hit points/food: 231.2

Hit points/food: 170

Crypt Fiend:

Armor: 6

Hit points: 550

Food: 3

Attack: 39

Cooldown: 2

Attack/cooldown/food: 6.5

Effective hit points: 748

Effective hit points/food: 249.33

Hit points/food: 183.33

Gargoyle:

Armor: 9

Hit points: 410

Food: 2

Air Attack: 82

Ground Attack: 27

Air cooldown: 1.4

Ground cooldown: 2.2

Air attack/cooldown/food: 29.29

Ground attack/cooldown/food: 6.14

Effective hit points: 631.4

Effective hit points/food: 315.7

Hit points/food: 205

Abomination:

Armor: 8

Hit points: 1175

Food: 4

Attack: 48

Cooldown: 1.9

Attack/cooldown/food: 6.32

Effective hit points: 1739

Effective hit points/food: 434.75

Hit points/food: 293.75

Meat Wagon:

Armor: 2

Hit points: 380

Food: 4

Attack: 108

Cooldown: 4

Attack/cooldown/food: 6.75

Effective hit points: 425.6

Effective hit points/food: 106.4

Hit points/food: 95

Necromancer:

Armor: 0

Hit points: 385

Food: 2

Attack: 8.5

Cooldown: 1.8

Attack/cooldown/food: 2.36

Effective hit points: 385

Effective hit points/food: 192.5

Hit points/food: 192.5

Banshee:

Armor: 0

Hit points: 365

Food: 2

Attack: 11

Cooldown: 1.5

Attack/cooldown/food: 3.67

Effective hit points: 365

Effective hit points/food: 182.5

Hit points/food: 182.5

Frost Wyrm:

Armor: 7

Hit points: 1350

Food: 7

Air Attack: 107

Ground Attack: 123.5

Air Cooldown: 3

Ground Cooldown: 3

Air attack/cooldown/food: 5.10

Ground attack/cooldown/food: 5.88

Effective hit points: 1917

Effective hit points/food: 273.86

Hit points/food: 192.86

Obsidian Statue:

Armor: 4

Hit points: 550

Food: 3

Attack: 7.5

Cooldown: 2.1

Attack/cooldown/food: 1.19

Effective hit points: 682

Effective hit points/food: 227.33

Hit points/food: 137.5

Destroyer:

Armor: 9

Hit points: 900

Food: 5

Attack: 26

Cooldown: 1.35

Attack/cooldown/food: 3.85

Effective hit points: 1386

Effective hit points/food: 277.2

Hit points/food: 180

B. Undead Unit Rankings:

Undead Unit Damage Output Rankings (Anti Ground):

Ghoul: 8.33

Meat Wagon 6.75

Abomination 6.32

Crypt Fiend 6.5

Gargoyle 6.14

Frost Wyrm 5.88

Destroyer 3.85

Banshee 3.67

Necromancer 2.36

Obsidian Statue 1.19

Undead Unit Damage Output Rankings (Anti Air):

Gargoyle 29.29

Frost Wyrm 5.10

Destroyer 3.85

Banshee 3.67

Necromancer 2.36

Obsidian Statue 1.19

Undead Unit Effective Hit Point Rankings:

Frost Wyrm 1917

Abomination 1739

Destroyer 1386

Crypt Fiend 748

Obsidian Statue 682

Gargoyle 631.4

Ghoul 462.4

Meat Wagon 425.6

Necromancer 385

Banshee 365

Undead Effective Hit points/food:

Abomination 434.75

Gargoyle 315.7

Destroyer 277.2

Frost Wyrm 273.86

Crypt Fiend 249.33

Ghoul 231.2

Obsidian Statue 227.33

Necromancer 192.5

Banshee 182.5

Meat Wagon 106.4

Undead Unit Hit Point Rankings:

Frost Wyrm 1350

Abomination 1175

Crypt Fiend 550

Gargoyle 410

Necromancer 385

Banshee 365

Ghoul 340



Undead Unit Hit Points/food Rankings:

Abomination 293.75

Gargoyle 205

Frost Wyrm 192.86

Necromancer 192.5

Crypt Fiend 183.33

Banshee 182.5

Ghoul 170|||IV. Night Elf Units and Rankings

A. Night Elf Unit Statistics:

Archer:

Armor: 6

Hit points: 245

Food: 2

Attack: 26

Cooldown: 1.5

Attack/cooldown/food: 8.67

Effective hit points: 333.2

Effective hit points/food: 166.6

Hit points/food: 122.5

Huntress:

Armor: 8

Hit points: 600

Food: 3

Attack: 23

Cooldown: 1.8

Attack/cooldown/food: 4.26

Effective hit points: 888

Effective hit points/food: 296

Hit points/food: 200

Glaive Thrower:

Armor: 2

Hit points: 300

Food: 3

Attack: 73

Cooldown: 3.5

Attack/cooldown/food: 6.95

Effective hit points: 336

Effective hit points/food: 112

Hit points/food: 100

Dryad:

Armor: 6

Hit points: 435

Food: 3

Attack: 24

Cooldown: 2

Attack/cooldown/food: 4

Effective hit points: 591.6

Effective hit points/food: 197.2

Hit points/food: 145

DoC Druid Form:

Armor: 1

Hit points: 580

Food: 4

Attack: 25.5

Cooldown: 1.5

Attack/cooldown/food: 4.25

Effective hit points: 614.8

Effective hit points/food: 153.7

Hit points/food: 145

DoC Bear Form:

Armor: 9

Hit points: 900

Food: 4

Attack: 47

Cooldown: 1.5

Attack/cooldown/food: 7.83

Effective hit points: 1386

Effective hit points/food: 346.5

Hit points/food: 225

Mountain Giant:

Armor: 10

Hit points: 1600

Food: 7

Normal Attack: 46

Siege Attack: 54.5

Cooldown: 2.5

Normal Attack/cooldown/food: 2.63

Siege Attack/cooldown/food: 3.11

Effective hit points: 2560

Effective hit points/food: 365.71

Hit points/food: 228.57

Hippogryph:

Armor: 6

Hit points: 525

Food: 2

Attack: 67

Cooldown: 1.05

Attack/cooldown/food: 31.90

Effective hit points: 714

Effective hit points/food: 357

Hit points/food: 262.5

DoT Druid Form:

Armor: 0

Hit points: 380

Food: 2

Attack: 12

Cooldown: 1.6

Attack/cooldown/food: 3.75

Effective hit points: 380

Effective hit points/food: 190

Hit points/food: 190

DoT Crow Form:

Armor: 6

Hit points: 380

Food: 2

Attack: 50

Cooldown: 1.75

Attack/cooldown/food: 14.29

Effective hit points: 516.8

Effective hit points/food: 258.4

Hit points/food: 190

Faerie Dragon:

Armor: 6

Hit points: 450

Food: 2

Attack: 21

Cooldown: 1.75

Attack/cooldown/food: 6

Effective hit points: 612

Effective hit points/food: 306

Hit points/food: 225

Hippogryph Rider:

Armor: 7

Hit points: 765

Food: 4

Attack: 26

Cooldown: 1.1

Attack/cooldown/food: 5.91

Effective hit points: 1086.3

Effective hit points/food: 271.58

Hit points/food: 191.25

Chimaera:

Armor: 8

Hit points: 1000

Food: 5

Magic Attack: 102

Siege Attack: 68

Cooldown: 2.5

Magic Attack/cooldown/food: 8.16

Siege attack/cooldown/food: 5.44

Effective hit points: 1480

Effective hit points/food: 296

Hit points/food: 200

B. Night Elf Unit Rankings:

Night Elf Unit Damage Output rankings (Anti Ground):

Archer 8.67

Chimaera (M) 8.16

DoC Bear Form 7.83

Glaive Thrower 6.95

Faerie Dragon 6

Hippogryph Rider 5.91

Chimaera (S) 5.44

Huntress 4.26

DoC Druid Form 4.25

Dryad 4

DoT Druid Form 3.75

Mountain Giant (S) 3.11

Mountain Giant (N) 2.63

Night Elf Unit Damage Output Rankings (Anti Air):

Hippogryph 31.90

DoT Crow Form 14.29

Archer 8.67

Faerie Dragon 6

Hippogryph Rider 5.91

Dryad 4

DoT Druid Form 3.75

Night Elf Unit Effective Hit Point Rankings:

Mountain Giant 2560

Chimaera 1480

DoC Bear Form 1386

Hippogryph Rider 1086.3

Huntress 888

Hippogryph 714

DoC Druid Form 614.8

Faerie Dragon 612

Dryad 591.6

DoT Crow Form 516.8

DoT Druid Form 380

Glaive Thrower 336

Archer 333.2

Night Elf Effective Hit Points/Food Rankings:

Mountain Giant 365.71

Hippogryph 357

DoC Bear Form 346.5

Faerie Dragon 306

Chimaera, Huntress 296

Hippogryph Rider 271.58

DoT Crow Form 258.4

Dryad 197.2

DoT Druid Form 190

Archer 166.6

DoC Druid Form 153.7

Glaive Thrower 112

Night Elf Hit Point Rankings:

Mountain Giant 1600

Chimaera 1000

DoC Bear Form 900

Hippogryph Rider 765

Huntress 600

DoC Druid Form 580

Hippogryph 525

DoT (both forms) 380

Archer 245

Night Elf Hit Points/Food Rankings:

Hippogryph 262.5

Mountain Giant 228.57

DoC Bear Form 225

Chimaera, Huntress 200

Hippogryph Rider 191.25

DoT (both form) 190

DoC Druid Form 145

Archer 122.5

EDIT: o.� Is it a mod thing that removes the 60second post limit?|||V. Orc Units and Rankings

A. Orc Unit Statistics:

Grunt:

Armor: 7

Hit points: 800

Food: 3

Attack: 30

Cooldown: 1.6

Attack/cooldown/food: 6.25

Effective hit points: 1136

Effective hit points/food: 378.67

Hit points/food: 266.67

Troll Berserker:

Armor: 6

Hit points: 450

Food: 2

Attack: 34

Cooldown: 2.31

Attack/cooldown/food: 7.36

Effective hit points: 612

Effective hit points/food: 306

Hit points/food: 225

Demolisher:

Armor: 8

Hit points: 425

Food: 4

Attack: 109

Cooldown: 4.5

Attack/cooldown/food: 6.06

Effective hit points: 629

Effective hit points/food: 157.25

Hit points/food: 106.25

Raider:

Armor: 7

Hit points: 610

Food: 3

Attack: 34

Cooldown: 1.85

Attack/cooldown/food: 6.13

Effective hit points: 866.2

Effective hit points/food: 288.73

Hit points/food: 203.33

Tauren:

Armor: 9

Hit points: 1300

Food: 5

Attack: 45

Cooldown: 1.9

Attack/cooldown/food: 4.74

Effective hit points: 2002

Effective hit points/food: 400.4

Hit points/food: 260

Shaman:

Armor: 0

Hit points: 415

Food: 2

Attack: 8.5

Cooldown: 2.1

Attack/cooldown/food: 2.02

Effective hit points: 415

Effective hit points/food: 207.5

Hit points/food: 207.5

Witch Doctor:

Armor: 0

Hit points: 395

Food: 2

Attack: 12

Cooldown: 1.75

Attack/cooldown/food: 3.43

Effective hit points: 395

Effective hit points/food: 197.5

Hit points/food: 197.5

Spirit Walker:

Armor: 0

Hit points: 620

Food: 3

Attack: 19.5

Cooldown: 1.75

Attack/cooldown/food: 3.71

Effective hit points: 620

Effective hit points/food: 206.67

Hit points/food: 206.67

Kodo Beast:

Armor: 1

Hit points: 1000

Food: 4

Attack: 18

Cooldown: 1.44

Attack/cooldown/food: 3.13

Effective hit points: 1060

Effective hit points/food: 265

Hit points/food: 250

Wind Rider:

Armor: 6

Hit points: 570

Food: 4

Attack: 49

Cooldown: 2

Attack/cooldown/food: 6.13

Effective hit points: 775.2

Effective hit points/food: 193.8

Hit points/food: 142.5

Troll Batrider:

Armor: 6

Hit points: 325

Food: 2

Attack: 20

Cooldown: 1.8

Attack/cooldown/food: 5.56

Effective hit points: 442

Effective hit points/food: 221

Hit points/food: 162.5

B. Orc Unit Rankings:

Orc Unit Damage Output Rankings (Anti Ground):

Troll Berserker 7.36

Grunts 6.25

Raider, Wind Rider 6.13

Demolisher 6.06

Troll Batrider 5.56

Tauren 4.74

Spirit Walker 3.71

Witch Doctor 3.43

Kodo Beast 3.13

Shaman 2.02

Orc Unit Damage Output Rankings (Anti Air):

Troll Bersker 7.36

Wind Rider 6.13

Spirit Walker 3.71

Witch Doctor 3.43

Kodo Beast 3.13

Shaman 2.02

Orc Unit Effective Hit Point Rankings:

Tauren 2002

Grunt 1136

Kodo Beast 1060

Raider 866.2

Wind Rider 775.2

Demolisher 629

Spirit Walker 620

Troll Berserker 612

Troll Batrider 442

Shaman 415

Witch Doctor 395

Orc Unit Effective Hit Points/food Rankings:

Tauren 400.4

Grunt 378.67

Troll Berserker 306

Raider 288.73

Kodo Beast 265

Troll Batrider 221

Shaman 207.5

Spirit Walker 206.67

Witch Doctor 197.5

Wind Rider 193.8

Demolisher 157.25

Orc Hit Point Rankings:

Tauren 1300

Kodo Beast 1000

Grunt 800

Spirit Walker 620

Raider 610

Wind Rider 570

Troll Berserker 450

Shaman 415

Witch Doctor 395

Troll Batrider 325

Orc Hit Point/food Rankings:

Grunt 266.67

Tauren 260

Kodo Beast 250

Troll Berserker 225

Shaman 207.5

Spirit Walker 206.67

Raider 203.33

Witch Doctor 197.5

Troll Batrider 162.5

Wind Rider 142.5|||VI. Human Units and Rankings

A. Human Unit Statistics:

Militia:

Armor: 10

Hit points: 220

Food: 1

Attack: 17

Cooldown: 1.2

Attack/cooldown/food: 14.17

Effective hit points: 352

Effective hit points/food: 352

Hit points/food: 220

Footman:

Armor: 8

Hit points: 420

Food: 2

Attack: 17

Cooldown: 1.35

Attack/cooldown/food: 6.29

Effective hit points: 621.6

Effective hit points/food: 310.8

Hit points/food: 210

Rifleman:

Armor: 6

Hit points: 505

Food: 3

Attack: 28.5

Cooldown: 1.5

Attack/cooldown/food: 6.33

Effective hit points: 686.8

Effective hit points/food: 228.93

Hit points/food: 168.33

Knight:

Armor: 11

Hit points: 985

Food: 4

Attack: 40

Cooldown: 1.5

Attack/cooldown/food: 6.67

Effective hit points: 1635.1

Effective hit points/food: 408.78

Hit points/food: 246.25

Priest:

Armor: 0

Hit points: 370

Food: 2

Attack: 8.5

Cooldown: 2

Attack/cooldown/food: 2.13

Effective hit points: 370

Effective hit points/food: 185

Hit points/food: 185

Sorceress:

Armor: 0

Hit points: 405

Food: 2

Attack: 11

Cooldown: 1.75

Attack/cooldown/food: 3.14

Effective hit points: 405

Effective hit points/food: 202.5

Hit points/food: 202.5

Spell Breaker:

Armor: 9

Hit points: 600

Food: 3

Attack: 20

Cooldown: 1.9

Attack/cooldown/food: 3.51

Effective hit points: 924

Effective hit points/food: 308

Hit points/food: 200

Flying Machine:

Armor: 8

Hit points: 200

Food: 1

Air Attack: 19

Ground Attack: 12

Air Cooldown: 2

Ground Attack: 2.5

Air Attack/cooldown/food: 9.5

Ground Attack/cooldown/food: 4.8

Effective hit points: 296

Effective hit points/food: 296

Hit points/food: 200

Mortar Team:

Armor: 6

Hit points: 360

Food: 3

Attack: 79

Cooldown: 3.5

Attack/cooldown/food: 7.52

Effective hit points: 489.6

Effective hit points/food: 163.2

Hit points/food: 120

Siege Engine:

Armor: 8

Hit points: 700

Food: 3

Attack: 68

Cooldown: 2.1

Attack/cooldown/food: 10.79

Effective hit points: 1036

Effective hit points/food: 345.33

Hit points/food: 233.33

Gryphon Rider:

Armor: 6

Hit points: 975

Food: 4

Attack: 68

Air Cooldown: 2.4

Ground Cooldown: 2.2

Air Attack/cooldown/food: 7.08

Ground Attack/cooldown/food: 7.73

Effective hit points: 1326

Effective hit points/food: 331.5

Hit points/food: 243.75

Dragonhawk Rider:

Armor: 7

Hit points: 725

Food: 3

Attack: 25

Cooldown: 1.75

Attack/cooldown/food: 4.76

Effective hit points: 1029.5

Effective hit points/food: 343.17

Hit points/food: 241.67

B. Human Unit Rankings:

Human Unit Damage Output Rankings (Anti Ground):

Militia 14.17

Siege Engine 10.79

Gryphon rider 7.73

Mortar Team 7.52

Knight 6.67

Rifleman 6.33

Footman 6.29

Flying Machine 4.8

Dragonhawk Rider 4.76

Spell Breaker 3.51

Sorceress 3.14

Priest 2.13

Human Unit Damage Output Rankings (Anti Air):

Flying Machine 9.5

Gryphon Rider 7.08

Rifleman 6.33

Dragonhawk Rider: 4.76

Sorceress 3.14

Priest 2.13

Human Unit Effective Hit Point Rankings:

Knight 1635.1

Gryphon Rider 1326

Siege Engine 1036

Dragonhawk Rider 1029.5

Spell Breaker 924

Rifleman 686.8

Footman 621.6

Mortar Team 489.6

Sorceress 405

Priest 370

Militia 352

Flying Machine 296

Human Unit Effective Hit Point/food Rankings:

Knight 408.78

Militia 352

Siege Engine 345.33

Dragonhawk Rider 343.17

Gryphon Rider 331.5

Footman 310.8

Spell Breaker 308

Flying Machine 296

Rifleman 228.93

Sorceress 202.5

Priest 185

Mortar Team 163.2

Human Unit Hit Point Rankings:

Knight 985

Gryphon Rider 975

Dragonhawk Rider 725

Rifleman 505

Footman 420

Sorceress 405

Priest 370

Mortar Team 360

Militia 220

Human Unit Hit Point/food Rankings:

Knight 246.25

Gryphon Rider 243.75

Dragonhawk Rider 241.67

Militia 220

Footman 210

Sorceress 202.5

Priest 185

Rifleman 168.33

Mortar Team 120|||VII. Overall Rankings

Damage Output Rankings (Anti Ground):

1. Militia 14.17

2. Siege Engine 10.79

3. Archer 8.67

4. Ghoul: 8.33

5. Chimaera (M) 8.16

6. DoC Bear Form 7.83

7. Gryphon rider 7.73

8. Mortar Team 7.52

9. Troll Berserker 7.36

10. Glaive Thrower 6.95

11. Meat Wagon 6.75

12. Knight 6.67

13. Crypt Fiend 6.5

14. Rifleman 6.33

15. Abomination 6.32

16. Footman 6.29

17. Grunts 6.25

18. Gargoyle 6.14

19. Raider, Wind Rider 6.13

20. Demolisher 6.06

21. Faerie Dragon 6

22. Hippogryph Rider 5.91

23. Frost Wyrm 5.88

24. Troll Batrider 5.56

25. Chimaera (S) 5.44

26. Flying Machine 4.8

27. Dragonhawk Rider 4.76

28. Tauren 4.74

29. Huntress 4.26

30. DoC Druid Form 4.25

31. Dryad 4

32. Destroyer 3.85

33. DoT Druid Form 3.75

34. Spirit Walker 3.71

35. Banshee 3.67

36. Spell Breaker 3.51

37. Witch Doctor 3.43

38. Sorceress 3.14

39. Kodo Beast 3.13

40. Mountain Giant (S) 3.11

41. Mountain Giant (N) 2.63

42. Necromancer 2.36

43. Priest 2.13

44. Shaman 2.02

45. Obsidian Statue 1.19

Damage Output Rankings (Anti Air):

1. Hippogryph 31.90

2. Gargoyle 29.29

3. DoT Crow Form 14.29

4. Flying Machine 9.5

5. Archer 8.67

6. Troll Berserker 7.36

7. Gryphon Rider 7.08

8. Rifleman 6.33

9. Wind Rider 6.13

10. Faerie Dragon 6

11. Hippogryph Rider 5.91

12. Frost Wyrm 5.10

13. Dragonhawk Rider: 4.76

14. Dryad 4

15. Destroyer 3.85

16. DoT Druid Form 3.75

17. Spirit Walker 3.71

18. Banshee 3.67

19. Witch Doctor 3.43

20. Sorceress 3.14

21. Kodo Beast 3.13

22. Necromancer 2.36

23. Priest 2.13

24. Shaman 2.02

25. Obsidian Statue 1.19

Effective Hit Point Rankings:

1. Mountain Giant 2560

2. Tauren 2002

3. Frost Wyrm 1917

4. Abomination 1739

5. Knight 1635.1

6. Chimaera 1480

7. Destroyer, Bear 1386

8. Gryphon Rider 1326

9. Grunt 1136

10. Hippogryph Rider 1086.3

11. Kodo Beast 1060

12. Siege Engine 1036

13. Dragonhawk Rider 1029.5

14. Spell Breaker 924

15. Huntress 888

16. Raider 866.2

17. Wind Rider 775.2

18. Crypt Fiend 748

19. Hippogryph 714

20. Rifleman 686.8

21. Obsidian Statue 682

22. Gargoyle 631.4

23. Demolisher 629

24. Footman 621.6

25. Spirit Walker 620

26. DoC Druid Form 614.8

27. Berserker, Faerie D 612

28. Dryad 591.6

29. DoT Crow Form 516.8

30. Mortar Team 489.6

31. Ghoul 462.4

32. Troll Batrider 442

33. Meat Wagon 425.6

34. Shaman 415

35. Sorceress 405

36. Witch Doctor 395

37. Necromancer 385

38. DoT Druid Form 380

39. Priest 370

40. Banshee 365

41. Militia 352

42. Glaive Thrower 336

43. Archer 333.2

44. Flying Machine 296

Effective Hit Point/food Rankings:

1. Abomination 434.75

2. Knight 408.78

3. Tauren 400.4

4. Grunt 378.67

5. Mountain Giant 365.71

6. Hippogryph 357

7. Militia 352

8. DoC Bear Form 346.5

9. Siege Engine 345.33

10. Dragonhawk Rider 343.17

11. Gryphon Rider 331.5

12. Gargoyle 315.7

13. Footman 310.8

14. Spell Breaker 308

15. Berserker, Faerie D 306

16. Chim., Hunt., Fly. M 296

17. Raider 288.73

18. Destroyer 277.2

19. Frost Wyrm 273.86

20. Hippogryph Rider 271.58

21. Kodo Beast 265

22. DoT Crow Form 258.4

23. Crypt Fiend 249.33

24. Ghoul 231.2

25. Rifleman 228.93

26. Obsidian Statue 227.33

27. Troll Batrider 221

28. Shaman 207.5

29. Spirit Walker 206.67

30. Sorceress 202.5

31. Witch Doctor 197.5

32. Dryad 197.2

33. Wind Rider 193.8

34. Necromancer 192.5

35. DoT Druid Form 190

36. Priest 185

37. Banshee 182.5

38. Archer 166.6

39. Mortar Team 163.2

40. Demolisher 157.25

41. DoC Druid Form 153.7

42. Glaive Thrower 112

43. Meat Wagon 106.4

Hit Point Rankings:

1. Mountain Giant 1600

2. Frost Wyrm 1350

3. Tauren 1300

4. Abomination 1175

5. Chimaera, Kodo 1000

6. Knight 985

7. Gryphon Rider 975

8. DoC Bear Form 900

9. Grunt 800

10. Hippogryph Rider 765

11. Dragonhawk Rider 725

12. Spirit Walker 620

13. Raider 610

14. Huntress 600

15. DoC Druid Form 580

16. Wind Rider 570

17. Crypt Fiend 550

18. Hippogryph 525

19. Rifleman 505

20. Troll Berserker 450

21. Footman 420

22. Shaman 415

23. Gargoyle 410

24. Sorceress 405

25. Witch Doctor 395

26. Necromancer 385

27. DoT (both forms) 380

28. Priest 370

29. Banshee 365

30. Mortar Team 360

31. Ghoul 340

32. Troll Batrider 325

33. Archer 245

34. Militia 220

Hit Point/food Rankings:

1. Abomination 293.75

2. Grunt 266.67

3. Hippogryph 262.5

4. Tauren 260

5. Kodo Beast 250

6. Knight 246.25

7. Gryphon Rider 243.75

8. Dragonhawk Rider 241.67

9. Mountain Giant 228.57

10. Bear, Berserker 225

11. Militia 220

12. Footman 210

13. Shaman 207.5

14. Spirit Walker 206.67

15. Gargoyle 205

16. Raider 203.33

17. Sorceress 202.5

18. Chimaera, Huntress 200

19. Witch Doctor 197.5

20. Frost Wyrm 192.86

21. Necromancer 192.5

22. Hippogryph Rider 191.25

23. DoT (both form) 190

24. Priest 185

25. Crypt Fiend 183.33

26. Banshee 182.5

27. Ghoul 170

28. Rifleman 168.33

29. Troll Batrider 162.5

30. DoC Druid Form 145

31. Wind Rider 142.5

32. Archer 122.5

33. Mortar Team 120|||VIII. General Notes and Discussion

NOTES: First of all, you may have noticed that I did not include all of the units in the �Hit Points� and �Hit Points/food� sections. The units that are missing are mechanical and spell immune, and thus discussion of hit points alone does not pertain to them. Second of all, you should note that these numbers do not reflect spell buffs, auras, special abilities, ranges of the units, training cooldown times, movement speeds or other resource costs.

Discussion:

The main purpose of this guide is to serve as a basis for theorycrafting. It is by no means a guide that answers every question, and there are thousands of other factors that should be considered when examining Warcraft strategy. For most of you, the vast majority of these statistics are already intuitively felt in your game play (e.g. hunts make for better meatshields than archers), but there are some statistics here which are more subtle that may be of use (note how �nukable� Wind Riders are).

The second purpose of this guide is to be used for unit comparisons, and may be useful when discussing team games. Suppose, in an oversimplified case, that you are playing a game of 2v2. You are playing as human, and your teammate is playing as undead. You are in need of an effective meatshield � should you make knights, or should your teammate make abominations? This guide will point out that abominations, for the purposes of soaking damage, are more effective than knights.

Lastly, as will be discussed in the following four sections, this guide can point out some specific weaknesses and strengths of the individual races.

IX. Undead Discussion

Undead was a very hard race for me to analyze. Their units seemed to be all over the place in terms of the statistics, which would mean to me, that the race requires a more moderate balance of macro and micro. I did find a few interesting statistics though. First of all, the abomination surprised me. Relative to other units its size, it is the best unit for soaking up physical and spell damage, making it one of the best meatshields. Consider adding obsidian statues and the unholy aura (and possibly the vampiric aura) and you have one buff unit. Note, however, that their damage output is not so great compared to some other meatshields (i.e. knights and bears). The second interesting unit is the ghoul. Relative to other units, it has incredibly high damage output, falling right after archers. These statistics help explain why having vampiric aura with ghouls is so effective. It also helps explain Cho_gal�s strategy in which he used a combination of ghouls and banshees to reduce the opponents attack, and to make the ghouls effectively immune to spell damage. Finally, I would like to say a brief note on gargoyles. They have the second best anti-air attack (excepting the possibility of the rocket attack of the tanks and the unstable concoction), a decent ground attack, and a very high effective hit point/food ratio. Use them. Abuse them.

X. Night Elf Discussion

There are a few interesting things to point out about night elves. First and foremost, consider their melee units (include the huntress), and look at them carefully. At tier 2, they have very little in the way of good meatshields, as they are lacking bears, and thus have to rely on huntresses and mountain giants which are not yet fully upgraded. Night elves are often accused of being imbalanced (especially on tavern maps), but this is a huge weakness that should be exploited when facing them. Second of all, consider late game mountain giants. Granted, in most 1v1 games they are not used because they take so long to upgrade and build, but they are one of the best meatshields in the game. They have a disadvantage in that they take extra damage from normal attacks (most melee units), but they still soak up a ton of damage, especially from ranged units.

XI. Orc Discussion

Two points of interest. Orc units seem to have high hit point/food ratios, meaning that they take a lower percentage of damage than other most other races. They also do not tend to have very high damage outputs meaning that micromanagement is all the more important for orc players, since they need to find alternative sources for damage, or ways to other ways to make their damage more effective (i.e. wardrums, endurance aura, bloodlust, etc.).

XII. Human Discussion

NOTE: I did not include calculations of the steam tank�s rocket ability. Needless to say, it is very effective against groups of five or more air units.

The most interesting part about humans is their reliance on armor to keep them alive. Notice how high their ratings are for effective hit points/food, compared to their low ratings for hit points/food. Many of you have already exploited this weakness by casting area of effect spells on footmen, but it is a weakness that is found in many of their units. Until they get their hit point upgrade, knights, gryphon riders and dragonhawk riders are much weaker as well. Consider this when facing humans.

Thank you to Ferrous! Lets all thank him for the obvious amount of time he put into this|||Hopefully things that can help people who ar elooking to get to a higher level of play... These arent gunna be the absolute basics, but finer points that can help you win.

1. First and foremost, learn every other race before you pick one to "master" or focus on. Atleast watch lots of replays to understand the basics of the current mainstream strategies, since 90% of the time you will be up against that. Remember key points in timing, where races will creep and when, when popular time for expanding is (teir 2 hu expo as mk pops, orc teir 2 expo as tc pops, elf prebuilt expo). If you play random for 50 or so games steadilly on solo, you will get a pretty generic grasp of the field.

Along with this, learn the maps. You should be able to creep fast, know where the bases are, shops and all that stuff, know where the good item drops are. You should be able to tell by looking at an enemy hero's items roughly where they have crept, and this is very useful in figuring out if they have expanded or not. For example, early on in lost temple, if you see that the enemy demon hunter has a lightning shield wand, it means he got it from his natural expansion or one close to his base, so scout it out for an expansion. This along with learning how to judge enemy army sizes and stuff is very useful in figuring out what they are doing.

2. Creep effectively. As soon as you hit the mid-higher levels of play, every second you spend creeping counts. Keep in mind which creep holds the items, kill those first to prevent jacking/item stealing. On most maps, you can use your hero to draw the creeps into the open, which will agian prevent you from being jacked and cornered between creeps and the enemy. Understand how creep AI works - the way priority shifts between summons, ensnared units, low hp units against turtles, etc. Another important understanding is defensive creeping against undead and elf in particular, DK and warden harass often try to steal creep kills with 100 coils and 75 shadow strikes. The best way to deal with this is to focus creeps until they are approximately 120~ish health then either hold position or focus on the enemy hero. Most likely they will panic and use their skill trying to get the kill, but you can easilly finish off the creep + they have wasted mana.

3. Dont be stupid. This should be obvious, but it comes with knowing the maps and the matchups. Don't creep what you cannot take without losses and heavy damage. Even if you get a level advantage, if all of your units are stuck in red for a few minutes, chances are a smart opponent will take advantage of that. On the other side of this, is BE SMART. You need to understand when you hold the advantage in a game, and make use of that. For example, as hu in teir 2 you have an advantage over orc players as soon as the first sorceress comes out, so you should either push the orc player or expand. Another example is destro vs hu, Tc/raider vs ud, bears vs hu, teir 2 hu vs ud... Bassically, whenever you have a distinct advantage over your opponent, make use of it.

4. Innovation can work if you have skill. This isn't really an important point, but the only way you are going to beat the mainstream strats with something original is if you play very well, or your opponent plays poorly. So if you are playing to win, you should keep in mind that you either abuse, or be at the top of your game.

5. Work with upkeep. PLan your key timing around the 50/80 food marks. When you have a 50 food army, you should be playing offensively, or expanding. It is also a pretty good idea to stay at the 50 food mark to get extra gold for upgrades and scrolls, boots and invuln pots. Generally you should not go into high upkeep until you have alot of gold, or you are positive of the win. Losing 6 gold/miner is an extremely high price.

Keep in mind how long it actually takes an expansion to pay itself off: consider a typical elf expo which costs (around) 280 gold, 180 wood, + the 60 gold wisp, + 5 times 60 = 300 gold for wisps in the mine. So lets say its 600 gold for the elf expansion. The 5 food for an expansion bassically forces the elf into low upkeep in the middle of the game, meaning the elf is mining rougly 14 gold per unit of time, compared to an undead player with ONE mine getting 10 gold per unit of time, WITHOUT having to invest the same resources in an expansion and who has a slight food advantage at the time. So an expansion really is only worth it if you have it running for several minutes. An extra 4 gold per second isnt really worth it, if you think about staying at low upkeep for longer and make use of selling items and such.

Of course this is really obvious for undead, as undead expos cost the 255/200 + 255 for a necrop, or a couple more hundred on zigs/spirits, and then a couple hundred more on acolytes. Thats why so many undead players stick with low upkeep/garg harass vs night elf instead of trying to expand.



TIMING!



just another thing i was thinking about adding was how timing is probably the most important part of matchups like HU v UD and ud vs elf, and i guess bassically any matchup in the game. I talked about this a bit before, but it really deserves more discussion, because if you become good at timing your attacks/expansions and all that, you cna give yourself a huge advantage over your average opponent.

For example lets think about UD vs HU on turtle rock. Most ud players you face will opt for the altar/zig/crypt build and focus on a coil harass then build up some ghouls and tech around 24-28 food. If you scout early with a militia and see this build order, you immediately know you should militia creep the orange camp next to your base (this way you get the good item, potentially a wand of lightning shield, fast enough that you can kill the creeps before his dk is in range), then kill the green turtles while fending off the death knight.

Now, if everything goes smoothly, which it will unless you scouted wrong or didn't creep properly, you will have lvl 2, 4-5 foots, begin teching with around 7ish lumberers who can militia whenever needed. At this point the undead player will be around mid tech to teir 2, have 6 or 7 ghouls probably creeping the greens around his base while his lvl 1 death knight tries to harass you. You have a level advantage, and you know that a teching ud has a disadvantage: acolytes, so the smart move is to push his base. You should run by his orange camp to see if hes creeping it, potentially grabbing a creepjack and maybe a few ghouls/creep kills, then push his main. With an elemental, your arch mage, and 5 foots, you can easilly kill off a few acolytes before he either TPs in or forces you to tp out.



So now you are sitting pretty with a lvl 2.5 arch mage, you are just about at teir 2, you should pop a heal/mana scroll, buy another, take your militia and creep an aexpansion while you have the advantage you just earned by using your head. THen the game will progress to mid-late levels and you have a signiffigantly higher chance of winning because of the smart choices. SO when his destros pop out, you should have enough of an advantage to counteract that, and so on...

Now that is an ideal look at how the matchup would work out.. A smart undead player recognizes these signs and understands weaknesses in the hu player's game. A smart undead will keep his army around his main when he is mid teching and vulnerable, a smart undead will micro and surround that arch mage, a smart undead player will be all over the expo attempt..

Depending on how well this goes, this can bassically secure you the win, or lose you the game. If you kill 3 or 4 acos and a few weak ghouls he sent back from creeping, it is devastating early game and slows his tech massively. If you get surrounded and die, or are forced to tp, you just played into his hand and are fighting uphill.

So yea, timing can decide games. All for now.

Thank you to Scrooj! |||Human

-vs Elf on two rivers or side-by side on turtle rock I send my altar peasant to scout to see about the side by side thing, as for the strat I'm sure you all can guess it. Tower rush :D, as soon as your hero pops out just run in and start tearing down ancients and building towers... not much more complex than that

-vs Elf normally pretty basic archmage/mountain king, 4-8 footies to start then start pumping rifles, get a priest or two with some mortar(hunts,dryads,mg)/breaker(bears) support get high lvl bolt and 0wn them :D

-vs 0rc A hard matchup to suvive the first 10 minutes of, start with quite a few footmen(at least 6-8) then start pumping rifles, sorcs and breakers(If he gets bloodlust). Bolt tauren if he gets them(they're like lvl 1 heroes but harder to replace, more durable and more $$$) Standard Archmage, mountain king for heroes

-vs Undead, ghoul start Start with archmage and 10-12 footies and tech quite quickly to tier 3, in between tier 2-3 get 2 aviaries and a workshop and start getting gryhons and tanks, mountain king 2nd and paladin 3rd if you feel like it

-vs Undead, Fiend start not too sure about this one, but a dual rax defend footmen rush(attack when AM hits lvl 2) would most likely overrun them(remember to dance weak ones out and abuse scrolls of regen)

-Mirror Match Not much to say about this matchup, AM/MK/Pally, footies/breakers/priests/knights, you should try not to stay in tier 2 too long, and playing offensively and forcing militia helps.|||Undead

-vs Night Elf Right now in this matchup I've been fiddling with two different strats. Strat A) Fiend start, go standard death knight/lich/crypt lord and creep as much as possible until you get third hero and some statues, stay in no upkeep and continuosly hit and run while banking up a good some of gold. Use this to start working up some frosties. then just roll over the elves :D Strat B) Ghoul start with death knight-->dreadlord-->crypt lord, get a few ghouls to creep then early slaughter houses, build a meat wagon to hold off rush and 2 statues to help creep. Then start cranking aboms, pretty simple

-vs Human I prefer a fiend start in this matchup, creeping death knight to level 2 grabbing a 2nd rod of necromancy then hit + run attacking, saving coil for fiends(not footie kills) I would suggest attacking units in this order: Militia>Footmen>Rifleman>Water Elementals>Archmage>Defend Footmen>Peasants, or something like that, late game add lich, burrow and statues, then see elf strat A) for what to do after that ^^

-vs Orc Crypt lord, fiends, add lich+statues at tier 2, once you hit lvl 3, grab a rod of necromancy and move on the attack, kill raiders ASAP(ensnare>burrow), if this attack fails(which it usually does not if you micro well) then add a second crypt and keep up the pressure.

-Mirror Match Possibly one of the most luck-oriented mathcups in the game, I like to go for deathknight fiends(see elf strat A) or lich>dk and mass gargoyles, both work quite well, just choose between the two :P|||Night Elf

-vs Human On non-merc camp map Solo warden or warden/naga is key here, Start with a hunt oppening then switch to dryads and bears, keep up a large amount of pressure early(until he starts countering your hunts/dryds) then break off to creep until warden hits level 5, then its just pwnage. If he towers you, build AoWs next to the towers(remember to cancel) and focus on kill peasants with shadow strike.

-vs Human on Merc camp mana Harass with warden while teching hard to bears and dryads, use priest merc to dispel water elementals and keep hiring if he tries to tower you(also building aows, see above). Not much else to say :\

-vs Undead This matchup basically relies on 2 things: fastish expo(tier 1 or tier 2) and warden/panda being at least level 3 each. Units-wise I would suggest going hunts, archers, dryads, dott and MGs later. Creep as much as possible and attack if/when you get both heroes to level 5. Otherwise wait until he plays offensively. Also beware of fast expo if you see dreadlord ghouls with early graveyard on your harass.

- vs Orc This matchup also relies on warden and fast expo(no panda) except you'll be massing primarily tier 1 and dott, and going shadow strike/blink instead of a more aoe based hero choice. Remember to abuse wisps and build aows around the towers if he tries to tower you.

-Mirror Match on non-merc camp map harass with potm, once you have about 3-5 hunts break off fighting and move to creep until second day. Attack with 50/50 ish hunts/listas while staying in tier 1. Pretty basic

-Mirror Match on merc camp map Harass with demon hunter while fast teching, get at least 3 troll mercenaries for anti-rush purposes, add naga and 2 ancient of lores at tier 2. Mass dryads with those superpowered staff things. Also pretty basic(ooh building one unit... so hard*)|||Orc

-vs human Harassing is key here, hit them hard with fs/grunts, teching after 2nd grunt. Keep pumping out grunts(you'll want a shop early too) while using salves for almost continuos harassment. At tier 2 add a tauren chieftain, panda or naga(depending or your preference) and shamans Keep harassing until mountain king comes out(usually you have a 20-30 second hole where you have tc and they don't have mk where you can 0wn them pretty hard.) Creep and get 60/60 grunts/shamans/pults and attack, you'll want to get a second rax when you can afford it. Focus pults on rifles/buildings and spend most of shaman mana on purging water elementals and lsing your melee hero(if you have one)

-vs undead, ghouls Go for a raxless tech, farseer harass, while adding a rax in between tier 1-2, get a few grunts (1-3) then switch to hh, at tier 2 add a shadow hunter(or naga) and bestiary. Once you get 1-2 wyverns, attack and tower rush

-vs Undead, dk/Fiends do the no-rax tech thing(you'll need to do it vs all UDs unless your 100% sure they'll go CL/fiends) Don't harass too much as it won't really get you anywhere. Add shadow hunter or Tauren chieftain second while getting grunts/raiders. Around 50/50 move into either his base or try to creepjack, force a fight in any case killing as many fiends as possible. Then tech to tier 3 and switch to mass wyverns(you may want an expo) while creeping as fast as possible for 2 lvl 5 heroes

-vs Undead, Cl/fiends farseer harass, try to kill as many fiends on creepjacks as possible, then add tauren chieftain and stick with grunt raiders for basically the whole game. Creepjacks are essential, as well as staying away from his base until your VERY sure you have won

-vs Elf, not-kotg first rax-after-tech thing while basically running farseer around(creeping green camps i guess, harassing with beastmaster). Once you hit tier 2 get a shadow hunter(or TC if no demon hunter) and go for grunts and raiders, and maybe 1-2 pults. If he goes for bears or MGs, add kodos, if he goes for any type of air start massing bats with some HH for support.

-vs Elf, kotg first Farseer harass(mostly just attack the little goat to keep him away from your peons). Then you have 2 strats available: Wyverns or Gruntapult. Wyverns: Grab a shadow hunter second using heal wave and hex to make hit + run just that much more deadly for those archers. Once he really gets the AA going, switch to dual rax grunts and maybe some raiders. Usually he wont get that far seeing as how kotg is 100% useless vs air... gruntapult is pretty basic, attack with towers at 50-60ish food and farseer/tc

-Mirror Match Heroes: either blademaster/shadow hunter or farseer/naga is your best bet. If you opt for the blademaster path then you'll want grunt/raider, blademaster takes ALOT of micro... so beware~~~. If you go fs/naga(the cheesier of the two) then you'll want 4-6 grunts to start you out then switch nearly completely to kodopult and tower rushing.|||sorry if this affends any of the rt newbians who post at this forum ^_^

Ok first off, being able to tell what your ally is doing REALLY helps in rt, so either be very forceful about telling them what to do, or just look at their base and try to guess.

The latter is generrally a better choice because half RT players say they are going hunt/dott/fd and mass archers. Which is especially confusing if they actually say "hunt/dott/fd" beacuse that implies they might know what it stands for.

And diplomatizing with an rt player about rushing or not is useless, if they want to rush they will... so even if your teching you might as well go along with it

and to sum this up i'll quote eskimo of iel:

"It helps if you have raised a housepet for playing rt, it is good to have experience in communicating with those of lesser intelligence than you"

As for strats it kind of boils down to 2 things:

A) Alot of AoE

B) Killing heroes

"A)" is because rt players tend not to realize their army is dying if their hero life isnt doing to bad, but their armies could be dead before they TP out

"B)" Also uses this point because you nuke one players heroes and he TPs away even if he has a full army, leaving his ally to die.

Strats:

Orc:

AoE: I would suggest grunts--->taurens/zerkers, if you can trust your ally to get aa(lol?) you can go for pults instead. FS/TC as heroes

Nuke: Mass wyvs/lust with fs/sh, just ****+click their heroes, not much micro involved

HU:

AoE: foots--->breaker/sorc, am/bm, pretty self explanatory, once you get past first 5 mins of game its easy riding

Nuke: mk/am with mass rifles/sorcs/breakers.... once again quite self explanatory once your MK hits lvl 3

UD:

Ud are odd because their aoe strat and hero nuke come as one, so basically just go fiends/dk/lich/statues then either aboms or destros later(aboms if your ally refuses to get melee)

Elf:

AoE: warden+panda, or dh if no tavern(take burn not immo plz -.-)

NuKe: warden/kotg or warden/naga...

with both of these basically just build whatever units, i would suggest having faeries and dryads and maybe even MGs late game though

Some useful tips:

Always have some form off anti air and casters(except if your orc, who lack both) because you cant rely on allies to get those.

Always carry a TP, losing your army cause your ally runs off and your pinned makes you angry

Either order your ally around alot or let him do his own thing without really talking, a mix of those two does not work because he wont listen to you and fear doing something wrong.

Hope this helps ^_____________________^|||One thing I have learned from Warcraft is that a vast majority of the players don't have the slightest inkling on what good teamwork is. I'll see players throw away games without realizing it or allowing their egos to cost them a game all the time. Teamplay is an entirely beast than solo and takes a lot to master.

Basics

The first thing to understand when playing a team game is that you must work as a group. If one member of your team gets caught alone or you abandon him to fight the enemy who is grouped he will take massive casualties and kill maybe 1-2 units. Now you may think this is a good idea to save your own units, but the enemy knowing your teammate's army is gone will follow up and either destoy your allies base removing him from the game entirely or attack your base destroying you. For example in a 3v3 game your ally's base is attacked, but you and your other ally do not teleport and decide to creep a bit before helping. Chances are your ally will lose all their units and most of their workers so when you TP to help it is now a 2v3 situation where you are outnumbered and will likely be defeated (doing much less than all 3 of you would have done together.) So avoid these situations all together. In RT make it clear at the start of every game that you want to rush. If not told explicitly to rush many RT players will refuse to leave their base. Quickly creep nearby green groups and then gather. Once gathered stay together. If you are slow to follow you are potentially creating a situation where the group's leader is going to be killed. When moving ping the map to get the attention of your allies. Stay alert and together at all costs. If you need to place your attention elsewhere tell all your units to follow an allied hero while you do it.

The next thing to consider is army size. Many players tend to suffer from "One more unit" syndrome. They just want to make "a few more units" before they attack. If you tend to be like this what you must remember is that chances are your enemy is making units at the same speed or faster than you. So while you get that one more unit the enemy is very likely getting two. Set your production buildings to rally to your heroes and let the units catch up later. Additionally in team games the team who gets attacked first often must use town portals. These things cost 350 gold each so if you can attack first you force them to use a 350 gold icon and severly limit their mobility (they no longer can TP for their second attack unless they buy another.)

Teching is another massive problem in team games. Everyone has heard horror stories of people getting allies who tech straight to chims and get no items before this. In most cases of this if your enemy rushes you don't have the strength to defend yourselves and will lose. Delaying teching to support your allies is usually a good move. Usually you only want to invest in teching when you have room to breath. If you tech at the cost of units you give your enemy a number advatage that can potentially be used to destroy you. In solo games defenses can allow for a tech, but in team games the numbers become more overwhelming and the more people that play the less your defenses are going to make up for a lacking army.|||Mindset

Team games are centered around cooperation. Keeping this in mind the some of the most important things to do in a team game are keeping your egos in check and communicating. Refusing to listen to your allies because you are better than them will lose you the game quite easily. Also if you are in trouble or see something try and communicate it. Your allies can't help you if they don't realize what is going on.

One thing I rarely see (but should really see more of) is using abilities on allied units. For example I rarely see a paly or DotC attempt to heal an allied hero. Try to use your abilities to help support your ally. If you have bloodlust and your ally has chimeras put bloodlust on those chimeras. Alternatively unholy frenzy on your allies taurens destroys everything on the ground. Use alt to monitor your allies health and units and help them. Saving their hero can really help the game effort.

When something needs counters do not simply say "Get AA." It is better to just get the counter yourself or clearly assign a unit to a player. For example if the orc player has a beastiary while a human player is has not upgraded bats it would be beneficial for the orc to get batriders if the enemy was getting gargoyles. However "Get AA" is often misinterperated and ignored. It is best to directly address one player and assign the goal to him. "Hey teal, they are getting gargoyles. Can you get batriders?" This also helps draw a response from them to confirm that your ally will do what you asked. If they say they cannot or will not you better start building the counter yourself.

If you are a good player in most situations you will end up in the leader positions in RT. In RT games you almost always need a leader. Should you not build a leader each player will likely go off and do their own thing completely oblivous to what the enemy is doing. Do not declare yourself the leader or state that you are better than them (therefore they should listen to you.) This will put a majority of players in a defensive state where they usually respond with something along the lines of "newb" and ignore everything you say. Simply issue clear commands to your allies. "We rush" or "Red is weak, attack now" are good examples. Accompanied by pings (in RT don't be afraid to drop 2-3 when something important happens, they can often be oblivous to pings) this should help most players work as a team. If they have input listen to it.

If you are an alright player or there is a more experience player on your team you may end up in a follower position. This is perfectly alright. You don't have to be the leader and supporting the leader's strategy is just as important as leading. If you end up in a follower position listen to what the leader does and give him any information you may have. For example if your shade just scouted the human base to find steam tanks you ping the location and say "Watch out, steam tanks from pink." This allows the leader to assess the situation. Often times they will not tell you which units to get. Simply focus on counter a specific part of the enemy's army and let the leader know this. "I'll take care of AA" or "I'll get some anti-casters" help the group leader keep tabs on what units are still needed.

When it comes to sharing resources be loose about it. If you are a few gold shy of another hero just exclaim "100 gold for hero?" and if you have time give a quick "thx" if they do donate. If you have an excess of any resource allocate to those who can use it. For example if you built too many wood peasants while your ally who is building lots of air is having trouble keeping his wood production up throw some wood his way. If you weren't using it there is only room for benefit.

The most important thing to keep in mind during team games is flexibility. Getting AM/BM with rifles every game may be your thing, but sometimes something else is needed. When your team really needs a few dragonhawks, knights, or mortars step up and break from your usual habits. Be willing to bend a bit for your allies it allows a much more cooperative game.|||Unit Positioning

A great deal of a teamgame can be decided by where your units stand. For example if the rifles are in front of the grunts they receive extra damage from melee and often block the grunts from attacking. This effective turns and army of two into two seperate armies of one having their vulnerabilities exploited. Thus placing your units in the right spot is vital to success.

Melee units can be divided into two categories, strong melee and overrun melee. Each of these serve a different role and thus need a different position. Strong melee are units such as grunts, taurens, abominations, mountain giants, and bears (huntresses and footmen are a hybrid of overrun/strength and can be used for both.) Their goal is to overpower the other teams melee shield and absorb damage for the rest of the armor. As such these units should be on the front line and be buffed heavily and supported by healing. You want them to last as long as possible as when your meat shield dies your softer units start dropping like flies. Overrun melee are units designed to quickly run into the enemy's soft spots, swarm the weaker units, and destroy them. These units tend to be more manueverable than their tanking counterparts making them great for hero surrounds and forcing support units to retreat. Examples of overrun melee units are huntresses, footmen, knights, ghouls, and raiders (amazing unit trappers.) These units should be positioned near the front line but towards one side of the conflict. This way when an opportunity presents itself they can quickly run around the enemy's strong melee units and attack softer units. When this is done the enemy's melee shield can fall back to help the support units (in which case your melee shield follows and thus gains better access to soft units and does heavy damage to their melee shield.) The idea is for overrun melee units to get past the enemy's melee shield and attack their caster heroes or support disrupting their army. Overrun units are very likely to take massive casualties, but if used well earn their keep many times over. Strong melee units can take an overrun role and overrun melee can take a tanking role, however they tend to be better at their natural role.

Ranged units (riflemen, fiends, and archers) should take a position slightly behind the melee shield. This protects them from enemy melee, but allows them the best access to shoot at targets of opportunity slightly behind the enemy melee shield. They should aim for accessible casters, air units, or enemy heroes. If one of these ideal targets is not available they should then support the melee line. Shoot at enemy ranged last if possible as you do the least damage to them. The one exception is defended footmen, do your best to not shoot at them unless you absolutely have to. Remember ranged units form semi-circles at focused fired units that no other unit can get through. So if your melee line needs to get to the enemy melee or something needs to move it is the job of the ranged units to move and let them through. Should you simply attack you are very likely to cut of a decent portion of your units from combat.

Siege units are heavy damage units with phenominal range that should be slightly behind where you would place ranged units. These units need to be protected well or they die easily. Thus try to place some ranged units around them if you can. When they fire you should aim at enemy casters as if you fire at melee units the splash damage will hurt your own. However it is worth damaging your own to fire at huntresses or enemy heroes (4 catapults can drop 400 health off an enemy hero with 1 volley of fire quite easily.) Aim for clusters of vulnerable units or clusters of low HP units to maximize their effectiveness.

Casters can be divided into two categories also, support casters and offensive casters. This is based on what units their spells are cast on. Offensive casters cast most of their spells on or near enemy units while suport casters cast most of their spells on your units. Thus offensive casters should be fairly close to the front line so they can cast spells on the maximum amount of enemy units while support casters are better off in the back casting spells primarily on your units. Being in the back support casters are much less likely to be killed. Many casters can fill both roles so place the caster according to how they will be used.

Air units can have a number or roles, but should generally be held back at first. Once the situation is assessed they can then be used. If there is decent AA your air units should hold back and attack the melee line thus minimizing their exposure to AA. However if the enemy has a vulnerablity in their formation it should be exploited to allow air units to kill enemy heroes and important support units. Air units are highly manueverable and this should be used to your advantage. Both air units and air anti-air are used pretty much the same way.|||Battlefield Tactics

Sometimes it isn't about what units you have, but how you approach the enemy. There are a massive number of ways to approach the enemy and choosing the right one can greatly influence a battle.

The most common attack method is the frontal assualt. Both armies meet head on and direct the bulk of their strength directly at the enemy. When using this manuever both armies tend to be on even ground and victory relies heavily on micro and unit choice. This is a straight forward method and easy to perform. It is best used when you have an edge on the enemy, do not have maneueverable units, or have dim-witted allies who are unlikely to be capable of complex manuevers. The basic concept is to have a wall of melee lead the assualt while damage dealing units are behind them (as described in unit positioning.)

Partial flanking is an alternative the the frontal assualt that works well if you have some fast melee troops capable of dealing good damage. You approach for the frontal assualt usual however before the wall of melee units forms your quick units go around and attack from one of the sides of the enemy army attempting to destroy their softer caster units or ranged units. The flanking units are at heavy risk should the enemy focus upon them. However if the enemy does focus on them they weaken their melee line hopefully giving your melee and damage dealing units the opportunity to break through.

The full flanking manuever is similar to the partial flanking manuever. However in this case a majority of units run to the edges and attempt to attack the enemy's sides. The idea is to quickly run around their melee units negating the effectiveness of their formations. The weakness of this is that you will have little or no melee wall to protect your softer units and must destroy their softer units or distract their melee. Should the manuever seem unsuccessfuly run back, rally your troups, and begin a frontal assualt.

The rear attack is used when you catch your enemy off guard. This is most common when all of your team is creeping and the enemy attacks one of your bases. You approach this much like a frontal assualt, however you attack your enemy's rear allowing your melee units to swarm their softer units and forcing them to rapidly reform. When performing this manuever attack together and swiftly. Every second you wait your enemy has a chance to become aware of what is about to happen and react accordingly putting you in a frontal assualt situation and negating the advantage you would have had.

The pincer attack is a tricky manuever that most RT players are incapable of performing. This occurs most often when your enemy is attacking one player and the other players come to assist from the other side (usually the enemy's rear.) This also occurs when an enemy is retreating, but cut off by another allied army. This manuever is best done when all participating players have balanced armies and you outnumber the enemy. Both sides need to pressure the enemy as hard as they can. It is important not to retreat in this situation without all players retreating (usually by TP) together. Once one of your allies breaks and retreats it leaves a side weakened which will easily be finsihed off. Once one side is defeated the enemy can now focus all efforts on defeating the remaining units, which they likely outnumber.

While surrounded it is important to work as a team. All attacks should be focused as best they can on the weakest point in the surrounding teams. The goal is to defeat that side and escape or if numbers permit turn on the remaining player and overwhelm him. The concept here is that your enemy has spread out their strength. While this limits your moments it allows a focused application of your strength to overpower a section of their army giving you the advantage.

Bait and Surround usually only works with highly intelligent allies and units with some form of invisiblity. One ally shadowmelds, burrows, or otherwise conceals their units as the second ally presents himself as a target for the enemy. The second ally then lures the enemy past the first and proceeds to initiate the conflict. The first ally then comes out of hiding behind or in the center of the enemy's army limiting their mobility, surprising them, and defeating their formations. The battle then proceeds much like a pincer attack.

The Overrun tactic is used on a retreating enemy. Slow units immediately run to the side to allow the fastest units (hunts, dryads, ghouls, raiders, any unit a scroll of speed was used on) to get through. These units then proceed to run past as many enemy troops as the can, run in front of them, then attack blocking the retreat of as many units as possible. The slower units catch up as units are blocked and finish the job. Applying slowing effects to the enemy's units helps this situation.

Retreating should be done carefully. A healthy ally with fast units provides a temporary wall allowing for a weakened ally with slower units to escape. They then proceed to flee themselves outrunning the enemy with their faster units. Any slow units should step to the side to allow faster heroes/units to escape without being blocked.|||Synergy

The concept of synergy is a simple one. Two or more forces acting together can have much greater effect than each force acting alone. Thus through cooperation and coordination three average players can become a great team. It can not be said enough that this is without a doubt the most important concept in team games. Create your armies to work together and achieve a level of power that could not be achieved otherwise.

How is synergy acheived then? An awareness of what your ally is getting, what your enemy is getting, and the most easily traversed branches of your tech tree. Certain units work extremely well together while others work against each other. Fiends are a superb example of this, if your ally is using fiends web works against air anti-air greatly reducing or nullifying their effectiveness. Thus a situation is created where your army is fighting itself and your capabilities are greatly diminished. When you select your units attempt to amplify the strengths of your ally while diminishing their weaknesses.

Fast units work extremely well with disabling spells and offensive slow spells. If your opponent has a large force of huntresses well placed use of purge, nets, slow, or other slowing or disabling spells can allow you to deny the enemy a retreat inflicting massive casualties if they attempt to do so. Large bulky units can often negate the effectiveness of fast units if not used carefully. Large slow units such as abominations or tauren need to give faster units room to manuever. They should be the last to retreat and should try to merely form a wall allowing the fast units maximum speed to manuever around the sides.

Your heavy damage units are extremely well supported with buffs. You could unholy frezy your fiends, or you could unholy frenzy the tauren on the frontline. The fiends damage capabilities would improve, but the tauren, chimeraes, and frost wyrms have their damage capabilities go through the roof when buffs are applied.

When placing multiple buffs on units try to get them on the same unit. For example if you place bloodlust on units benefiting from roar the effects of roar are enhanced by increased attack rate. This makes a bloodlusted and roared unit a better choice than bloodlust and roar on seperate units. Attack upgrades are a good choice when you know an ally will be using attack increasing buffs on your units.

Armor and healing work extremely well together. Armor makes each HP a unit has count more while healing replenishes a tank unit negating the enemy's damage rapidly. A good example of this is a paladin with devotion aura, priests casting inner fire, and healing wards. The units will take a tremendous amount of damage to kill and often can be healed faster than the enemy deals damage. If your ally has a lot of healing capabilities researching armor upgrades over attack upgrades will increase the effectiveness of their healing.

Debuffs should be spread out. While buffs gain effectiveness when placed together debuffs lose effectiveness. A unit which is already crippled does not need to be slowed or polymorphed. Cheap debuffs can be stacked (curse and slow), but the more expensive ones should target critical units and be spread out to minimize dispelling.

Damage magic should be focused as much as possible. Call targets if you can. For example if your team has a warden, a deathknight, and a mountain king as their heroes you have the potential to kill an enemy hero almost as soon as the battle starts if you focus your attack. Thus call that you should try to kill the enemy's archmage and if you see hero nuking spells being directed at a target try to aim your hero nukes there as well. Similar idea with AoE spells. Try to aim your AoE spells where your allies placed them. A frost nova followed by a shockwave or flamestrike can leave a large portion of your enemy forces dead before they have a chance to react.

Auras work extremely well together and you should consider your ally's unit choice before passing over an aura. For example trueshot aura and the kodo's wardrums can add a total of +50% damage to all ranged units. Endurance aura combines with unholy aura makes for a fast and viscous army. Brilliance aura turns the entire team into a magic using dynamo greatly enhancing heroes and casters alike. Even if you decide not to get any casters your ally may be getting shamans, necromancers, or druids of the talon in which case this aura will be extremely desireable.

Spreading out your unit choice creates a solid army. Should your orc ally get grunts and your NE ally get huntresses a ranged troop selection would greatly enhance the army and cover a possible weakness to air units. Should your ally get a strong group of air units you may want to consider getting either anti-air (to counter the enemy's air anti-air) or units that counter ranged units (rifles, headhunters, fiends, and archers.) Select the strongest point of your army and predict what your enemy will do to counter this. If you pre-emptively counter your enemy this way you should be able to gain an edge in most conflicts.

Remembering to amplify your ally's strength and cover for their weaknesses can go a long way.|||Since the thread that started it has had a high demand on Archiving and stickying the terminology and phrase explanations, here it is:

bm = Bad Mannar (or Bad Manners, meaning rude)

gm = Contrary to BM, it is Good Mannar (or Good Manners, meaning polite)

gosu = Elite, or very good.

pwnage = Derived from many FPS games back in the day, it means "ownage", which is derived from "own", which means "beaten badly".

ff = Focus Fire, meaning to focus all attacks on a single target.

gg = Good Game, which is usually a term used at the end of the game, signifying defeat, or "the white flag" and stating it was a good game. Can be also used by the winning person(s) to signify is was a good game, and to be polite about it.

nj = Nice job, signifying that either you or your opponent has won the game, a battle of some sort has been one, or simply that he's patting you on the back.

gg no re = A very advanced term, it means "Good game, no rematch," meaning that you aren't even worth the time for a rematch. Mostly used for comical purposes and not meant for MUCH harm.

gl = Good luck, which is usually used at the beginning of a game, signifying that you wish your opponent good luck through the game.

hf = Have fun, which is also usually used at the beginning of a game, signifying you them to have fun. Usually used in conjunction with "gl", becoming "glhf" or "gl and hf"

imba = imbalanced

tier #(1,2,3) = The levels of one's Town Hall.

bs = Bullsh*t

cheesy = Something that is much harder to counter than it is to

pull off, or as msot people refer to it as, overpowered, or unbalanced.


w00t or woot = Term used by "1337" [refer to next line] players,

meaning an expression of accomplishment or happiness, sort of like "whooo"


1337 = Elite.

AoE = Area of Effect, which means large area-effecting spells, such

as Blizzard, Flamestrike, or Rain of Fire.




BM's

PBM = Pandaren Brewmaster.

Bmage = Blood Mage.

BldM = Blademaster.

BstM or BstMstr = Beast Master.



Thanks to PantherDen:

|337 alphabet:

A: @, 4, /-\

B: l3, I3, 13

C: (

D: l), I), |)

E: 3

F: |=

G: ?

H: |-|

I: l, |, 1

J: ?

K: |<

L: |_

M: /\/\

N: |\|

O: 0

P: ?

Q: ?

R:12

S: 5

T: 7

U: |_|

V: \/

W: \/\/

X: >< ?

Y: ?

Z: ?

there are probably more, but these are some of the most common forms.



Thanks to Pitboss_2000

Smilies:

T_T, t.t, TT or tt : Crying. (The 'T's are the eyes with a tear dripping from them. t.t or tt is just a lazy form of T_T )

^_^ or ^^: happy face. Also ^______^ if you're very happy

>_< or ><: unhappy face (A guy in channel called it the 'constipated face'). As with the happy face, it can also be >______<. I use it when I would say 'Doh*'

O_O: Surprised

O_o: puzzled

-_- or -.- Annoyed, a bit like this: This one -_-;; is sweating, I believe.



Thanks to Silencers and Pitboss_2000

Custom Game Terms:

TD - tower defense

ETS, FTS - Enfo's/Fuza's Team Survival

Obs - Observers

im saving - saving up money to get some uber item/tower

rm/rh - remake/rehost

DOTA: Defense Of The Ancients

ToB - Tides of Blood

DD - Dark Deeds

DDS - Dark Deeds Score; a new feature in version 5, where you get benefits if you play the game a lot.

ORC:

Heroes:

BlM = Blade Master

FS = Farseer

SH = Shadow Hunter

TC = Tauren Chieftain

Units:

Grunt = Grunt

HH = Head Hunter

Zerk/Zerkers = Berserkers

Cats/Demols = Catapults/Demolishers (interchangeable)

Shams = Shamans

Docs = Witch Doctors

Walkers = Spirit Walkers

Wyvs = Wyverns/Wind Riders

Kodo = Kodo

Raider = Raider

Bats = Bat Riders

Tauren = Tauren

Buildings:

Hall = Great Hall/Strong Hold/Fortress

Rax = Barracks

Mill = War mill

Burrrow = Burrows

Lodge = Spirit Lodge

Beast = Beastiary

Totem = Tauren Totem

Tower = Watch Tower

Spells:

WW = Wind Walk

MI = Mirror Image

CS = Critical strike

BS = Blade Storm

Wolves = Feral Spirit

Sight = Far Sight

CL = Chain lightning

EQ = Earth Quake

Hex = Hew

Ward = Serpent Ward

Wave = Heal Wave

Voodoo/BBV = Big Bad Voodoo

Stomp = War stomp

Wave = Shock Wave

EA = Endurance Aura

Res = Resurrection

Sentry = Sentry Ward

Stasis/Trap = Stasis Trap

Heal ward/h ward = Healing ward

Purge = Purge

LS = Lightning Shield

BL = Blood Lust

SL = Spirit link

Disenchant = --

Ancestral = Ancestral Spirit

Snare = Ensnare

Dev = Devoure

Det/detonate = Unstable concoction

Upgrades of note

Pulv = Pulverize

Oil = Demolisher thingy

Zerk = Troll Berserker upgrade

Pois = Envenomed weapons

Thanks to the legendary bobthefunny|||Hello people.

This post is entirely for new folks who may visit the forums seeking help. This is an advice topic soley for base design, function and discussion. So, to start i'll post a web page with a screenshot of a simple, but effective base design, which is easy to manage.

http://www.geocities.com/j_spencerst/OrcBaseDesign.html



In the screenshot you'll notice that my peons are very protected by buildings. They all have burrows readily available for hiding in. The base is spread out just enough so i can move my units around easily enough within it, but restrictive enough so that my opponents units will have to spread out and move one at a time inside, making them easy pickings for static defense, and/or making it so that just a few of my units can plug up the holes.

In the game where the screenshot takes place, my opponent opted to try to harrass me with a windwalking Blademaster. He was unable to kill any of my peons due to this base design.

New folks will generally ask a question to the effect of "You dont have any towers in your base, why not?"

My answer to that question is simple. Towers cost money, generally more than they are worth. If i need more than one or two towers in my base at key points, i'm doing something seriously wrong.

Another point of interest as my screenshot is slightly misleading. I generally dont keep my Voodoo Lounge out in the open like that, however the game in which i took the screenshot didnt last until i got to tier 2, i usually put a beastiary in front of it so that my Barracks and Beastiary sort of form a shape loosely resembling an arrow pointing away from my Mine.

Quick Summary of Buildings: (T1= Tier 1, T2= Tier 2, T3= Tier 3)

Burrows(T1): These are low armor, low hitpoint buildings and must be protected, keep them behind larger, sturdier buildings like your Barracks.

Towers(T1): These are also low armor, low hitpoint buildings. IF i make these, they are placed so that they protect my wood harvesting peons, and so that they can shoot out over my other buildings.

Barracks(T1): Main unit producing buildings. Grunts, Headhunters and Destroyers are made here, as well as upgrades for each.

Beastiary(T2): The staple of Tier 2 and 3 Orcs. This one building provides BOTH flying units of the Orcs, as well as the Kodo and Raiders. Upgrades for these units are done here as well.

Voodoo Lounge(T1): Our personalized store. Healing Salves, Healing Potions and mana potions are found here. And if you make it to tier 3, the Lightning Orb which allows our Melee hero's to attack air units.

Spirit Lodge(T2): Here we find our casters. Witch Doctors, Shaman and Spirit Walkers. Upgrades for the casters are done here

Tauren Totem(T3): Here we make our tier 3 melee. Tauren are heavy melee that hit hard and can take abuse. They can gain the pulverize ability from this building as well.

War Mill(T1): Here you find the armor and weapon upgrades for our army. Armor upgrades apply universally to all units that can get them. We also get spiked barricades here as well as fortified armor for burrows and towers at tier 3.

Altar of Storms(T1): Here we can pick one of our four hero's and resurrect them should they die. Heroes are: Shadow Hunter, Far Seer, Tauren Chieftan, Blademaster.

Town Hall(general term)(T1): This is our starting building and is required to mine gold. Here you find the Backpack and Pillage Upgrades.

Stronghold(T2): This is what you get when you upgrade your starting town hall. It allows for teir 2 buildings and upgrades.

Fortress(T3): This is our tier 3 town hall upgrade and allows for the making of tier 3 buildings and upgrades.

Again, this is a thread for the new players, if you wish to contribute POSITIVE comments and information, feel free to do so. If you're just here to troll or flame, please go somewhere else.|||Static Defense. Static Defense is a term used for buildings used primarily for defense.

Orcs have Three main methods of Static Defense. Burrows, Watch Towers and Spiked Barricades.

Burrows: These are also the primary food source for the orcs, so you'll have these aplenty. As you progress in building your base, you'll have burrows in several points that can and will be key Static Defense points. Place these burrows in a control group that you normally wouldnt use just in case you do need to use them. This way you'll have control over where your burrows are attacking. (Note: You have to target by right clicking instead of A+Left Click, the same with the Shadow Hunters Serpent Wards).

Towers: 2-3 of these will be all you'll need if you keep them protected by buildings. They have a good range, a fast speed and alright damage. Placing these in the control group with your carefully selected burrows will also greatly improve the effectiveness of your Static Defense.

Spiked Barricades: This is an upgrade from the War Mill that causes all of your buildings to "grow" spikes. These spikes deal damage to melee attackers making them very useful against opponents using melee strategies (like UD and Orcs). The first upgrade deals 3 damage for every hit, the second upgrade deals 6 damage and the third deals 6 damage for every hit. This may not seem like much, but i've watched MANY melee units beat themselves to death on fully upgraded spiked buildings. The returns are good, but it's hard to see just from the stats.|||In order to build your base speedily, it's actually quite beneficial to learn all the hotkeys for your buildings. This will take time to learn, but as you do the speed with which your base becomes functional will be much faster than before.

To find the hotkeys for the buildings, select a peon and click the "b" button. That's the hotkey for build. This brings up the icons of all the buildings that can currently be built. As you hover your cursor over the individual buildings, you will notice that one letter out of the buildings name will be Yellow. This is the hotkey for that particular building.

When you learn how to micro a peon to build, you'll learn that it's far more efficient to keep your mouse pointer in the game window as you'll generally have your pointer about where you want to have your building built, or very close to it.

With practice you will find your base being built much faster than before.

Buildings that produce units you'll find you'll be wanting to put them into a control group. This is perfectly fine. Just remember to rally point them to your hero if you want those units out with your army right away. To do this, simply right click on your hero when you have the building selected, OR if your hero isnt in your base, press "y" and then left click on your hero's portrait in the upper left hand corner. 'Y' is the hotkey for the rally point. Doing this will send units freshly created running directly to your hero, so no need to go back to your base and pick them up.

Choosing control groups for buildings and units may seem abit confusing. So i'll tell you what i do. For units i use the control groups on the left side of the keyboard (1-5), and for buildings i use the control groups on the right side of the keyboard (6-0).

Generally my control groups look something like this: ctrl group 1: hero+grunts, ctrl group 2: Head Hunters+Kodo, ctrl group 3: batriders, ctrl group 4: demolishers, ctrl group 5 generally goes unused. ctrl group 0: Barracks+Beastiary, ctrl group 9: town hall+altar, ctrl group 8: warmill, ctrl group 7: burrows in key locations, maybe a couple of towers if i'm feeling pressed, control group 6 tends to go unused.

Every unit producing building, with the exception of my Great Hall/Stronghold, is rally pointed to my hero. This way all my units come right on out to me where i need them.

You might be wondering. What's the point of having a warmill, a non-unit producing building on hotkey? Well, this way when i know i have enough resources for a weapon or armor upgrade, i just bring up the Warmill on hotkey, hit the upgrades hotkey, then go back to creeping. Keeps me from having to take my eyes off of my army.

What about the altar? That's rallyed to my current hero as well. I usually try to pick up a 2nd hero after my stronghold is completed. The Great Hall/Stronghold? That's there for the same reason the Warmill is. When it's time to upgrade to tier 2 or 3, i bring up the hotkey for it and hit the upgrade hotkey. All the while keeping my eyes on my army.

Doing all of this takes plenty of practice. Most people wont get it all on the first try, but as you go along you'll find yourself getting better and better at doing this. It will eventually become second nature.|||In any game that lasts 20 minutes or more you're more than likely going to need an expansion or two. Setting these up and defending them can be quite difficult and tricky.

You have no "wall" of buildings to protect your peons, burrows arent adviseable unless you're in Tier 3 and have the fortified building upgrade. So, we make due with a few towers.

Placing two towers very close to the peon line will help protect your peons from harrassment, however it will not protect your expansion from being raised should your opponent attack it.

It might however buy you some time. Whether you're running to it (if you're close) or TPing (town portaling) to it, towers can buy your expansion a precious few seconds to get there and defend it.

What to do if your expo gets attacked? Set your army to getting to it, whether with a town portal or by running. Then immediately double tap Backspace (if you only have 1 expo, this cycles through your town halls) and set your mining peons to repairing damage being delt to the buildings.|||On some maps, it's quite possible for your peons to chop their way through all the tree's in a single area and make a second opening into your base. While this may not seem like a bad thing, my screenshot proves otherwise. I'm orange, my opponent is purple.

http://www.geocities.com/j_spencerst/oops.html



Now my opponent was fairly new to the game and fortunately i attacked his base right before what you see in the screenshot happened, so he was forced to TP out to save himself. I got extremely lucky.

If you notice your peons are chopping wood in a place that will break out a new opening into your base, select all the peons chopping in that place and move them to a new spot to chop wood. Not everybody will get as lucky as i did in that game. And having an extra opening into your base is never good.|||I've played a lot of games and i always come up against NE's that dont have effective bases. I mean i've played amazing NE players who look like they just put buildings where ever they feel like at the time, with no real reason behind it. anyways i use a base build that i believe is second to none, at least i havent ran into a NE base that is as easy to defend as mine is.

with almost all of these builds i can hold off a harass from 1 person without ltaking serious damage to a unit 99.9% of the time, and typically i can hold off a harass from 2 or more people without losing a unit. with proper experiance with these designs i'm sure you can do the same.



first build: The basic build (the 1 entrance build)

when its good: this base is ideal when your town area has only 1 entrance or when you know where your opponent is. this is because you pretty much focus all your defense facing one direction. most lasrge team games have bases with only one entrance, so this is ideal for that. this is the base build i use pretty much every game, just to let you know. this build loses effectiveness later on, but is the best of the early building bases.

when its not good: when you have multiple entrances to a base, or a base with 2 completely open sides. in either of these situations you leave one side of your base open, and often people can just run in and get a free shot at your ToL if they want, but typically nothing else.

how to build it: first things first you want to build your alter and your moonwell. build your alter on the side of the gold mine in which your opponent is facing, or in which your only entrance is. place your first well 1 square away from your tree of life, in the direction of your opponent.

http://img.photobucket.com/albums/v4..._120043_01.jpg

your ancients of war will go in the same direction of as the moonwells, 1 square away from them. put the ancient of war touching the trees if you can, this isnt always possible but when it is it should be done. continue building wells in a line

http://img.photobucket.com/albums/v4..._120154_02.jpg

continue building AoWs in a line, as well as the wells. build the huntress hall on the other side of the gold mine, 1 square away from your ToL

http://img.photobucket.com/albums/v4..._120421_04.jpg

reason for placement of AoW and wells: the idea here is to make sure every building is within range of a AoW. that means nothing you have can be hit by a melee unit without also taking damage from the AoWs. During a harass your hero should be placed behind the AoWs and in front of the wells. If an opponent wants to get your hero he will have to take damage from both the AoWs while getting to you. If your hero is taking too much damage, run him around the wells, to where the ToL is. you are still within range of the wells and getting healing, and your opponent is now taking fire from 3 different trees. the reason you want your first AoW touching the trees is so that theres not 2 entrances to your base there. if you didnt have it touching a tree and you were hiding behind the AoWs and in front of the wells, it would take 3 units to trap you inside your own base design.

reason for hunt hall and alter placement: people love to run into a NE base and suicide to take out a ToL or a mine. using these 2 other wise defenseless buildings to block off part of both of those structures is often very helpful.

wisp placement: if you notice in my screenshots i clump all my wisps together in one spot right by the wells and AoWs. A lot of people dont do this and prefer to scatter wisps around the base. however with wisps in this spot, its almost impossible to lose any. in order to be hit by melee, people have to run past 2 or 3 ancients to get them, making them take way more damage they they will be giving. they are close to the wells, meaning if one gets entangled (usually gg wisp) just hit it with a well and you again dont lose a wisp. in the event of a AoE harasser, simply grab all the wisps (easy because they are clumped together) and move them away towards the ToL. when the AoE hero attempts to follow he will take massive damage from your ancients. the best, and most fun reason, for the wisps being there is that they are really close to where the action will be if our harassed. i know what your thinking though, dont you want wisps away from the action? well not always. this base build is very tight, and easy to trap large amounts of units with only 2-3 units of your own. in the event a lot of units chase you into this base, simply move the wisps to the only exits and trap them in to die a slow death to the damaging AoWs. The wisps wont die as long as you have wells on autocast.

late game: you have a option in what you want to do late game. if your base has only one entrance and your using this you can continue to put your ancients in a line until the touch the trees on the other end, or you can adapt and use the corner build. i typically do the line build because its easier to pull off and typically just as effective.



the 2 corner build (2 entrance build)

when to build it: this build is best when your base has 2 entrances, or when you dont know where your opponent is located.

when not to build it: when you only have one entrance. this build leaves you slightly more open to harass than the basic build, so if your not good at stopping a harass or your expecting a rough one, dont use this build.

how to build it: instead of building a line of AoWs and wells like the basic build, you build a L shape. this build is a little more difficult then the last one and usually takes a couple trys. the first 2 wells should be placed one square in front of and to the side of your tree of life. the two wells should touch diagonally. you should have enough room in the mood to build a third well that will then touch the other two, forming a L shape. AoWs should be built so that their outside line is the same as where the third wells outside line should be. they should have the same 1 spot gap from the wells as with the basic build. this is hard to explain, so i have a screenshot of what your base should look like after 5 wells and 3 AoWs. with the 4th and 5th wells, just follow building the L shape.

http://img.photobucket.com/albums/v4..._120817_05.jpg

hunt hall and alter should be placed the same as in the basic build.

reason for placement: you leave all the same gaps as you did with the basic build, for the same reasons. you have a lot more entrances this time and you wont be able to touch trees on either side to take any of them away until much later (typically late tier 2). the L shape provides you with defense on both sides, since you dont know which way a opponent will be coming. you defend a harass just like discribed in the basic part, only the wisp surround and such is much harder (often not really possible)

late game: continue building in lines. a late game L base should look something like this, its obvious to see how effective this is late game, although early game it is lacking compared to the basic build.

http://img.photobucket.com/albums/v4..._121933_06.jpg



the bottleneck build

when its good: this is a very situational base and can only be used on a couple maps. its good when you expect to be in a base to defend it.

when its bad: this build is really bad if you let people get inside the base before you can defend it. if this happens your pretty much SOL. This base is a gamble, dont let it fool you, but its a fun one to take.

how to build it: this is probably the easiest of all the builds described here. when your base has only 1 entrance and its a bottle neck (smaller than the area in front and behind it) this build can be used. What you do is place 2 AoWs at the bottle neck, leaving a 1 space gap between them for units to come through. you then build a line of moonwells behind them, 1 space.

http://img.photobucket.com/albums/v4..._123710_07.jpg

hunt hall and alter can either be built like in the last 2 builds, or can be used to block one of the sides of the ancients. personally like to build them where i usually do.

reason for placement: essentially this build allows only 1 unit to enter (or exit a base) at a time. if your guarding your base when attacked you can pretty much own whatever is coming through, or AoE the massive amount of trapped units on the other side of the AoW's for maximum damage. when your attacked you should stand behind the wells on this build, and be at both entrances (top and bottom of the wells in the screenshot) to catch incoming units.

late game: late game just simply build your ancients inside your base, you cant really place anymore at the bottle neck so building them in your base gives them more protection, gives your ToL more protection, and keeps your more important buildings alive. moonwells should continue to built in the general area of the bottle neck, you shouldnt continue building in a line however because it causes your units to have to spread out farther and allows them to get more units into your base.



other base related information

on moonwells: dont build more moonwells than you need. in other words, dont have 5 moonwells when you have 30 food of units. i know people think wells provide "free healing", but thats not really the case. the only time you need mass moonwells for healing is when you've spent all your money on moonwells instead of a decent army.

on shops: the NE shop is the less necessary of all the racial shops. there is a time and place you should get one, but its not every game. first off, if your going MGs or FDs of course you need a shop. If you are in a map where the map doesnt have a shop and your teammates dont have one you will need one in case you need a TP. if you get to tier 3 and you have chims and you like to cheese, get a shop just for the rod. NEVER build a shop in tier 1. i dont care what you think the reason for it is, dont do it. its a waste of money, a wisp, and it takes time off your tech.

on detonation: ah detonation, the skill everyone thinks is so amazing... but me. the thing you have to remember is detonating the wisp is the same thing as getting it killed, except the opponents dont get experiance. every wisp you detonate early costs you gold and potentially time on your tech. with these base builds there should be almost no reason to have to detonate a wisp. there are times you should detonate though. like when you know the wisp is dead and you cant heal it. examples of this are a wisp entanged away from possible healing, or when a scout wisp gets discovered by a army. also when your being harassed by mass summons (i'm talking like either 3-4 FS or AM) then detonation is a option. also when your losing a fight in your base and dont have much else to lose, feel free to detonate the **** out of your opponent. some people say taking wisps with you to counter necros is good, but personally i dont think its viable. any decent opponent will see them coming and they will be coiled/novaed/swarmed before you even get a chance to try to detonate.

on chim roosts: chims are possibly the best unit in the game... when your opponent doesnt know you have them. so with that said, its best to build chim roosts where your opponent wont see them. this means either way in the back of your base, or if your feeling frisky, not in your base at all. often if i'm getting attacked in a game and i need to build chim roosts, i'll send a couple wisps out a back entrance and build the roosts there, away from the base. if you can get a few out before your opponent knows you have them, you've pretty much won the game.|||first and foremost let me say i probably have more KotG uses than anyone else on all of battle.net, so i've seen most of the situations you can get into with him. i'm going to try to break down his skills and when to and how to use them to their max potential

1) Harassing

a) Killing workers: Ah, the most fun part of a harass... killing workers. the most important thing here, is to maximize the amount of damage each entangle can do. this means memorizing how many times you have to hit a worker after its entangled to kill it. the KotG's minimum damage is 20 and entangle does 12 damage a second for 15 seconds, for a total of 180 damage. wisps have 120 hp, 1 entangle is enough to kill a wisp without having to hit it with the hero. peons have 250, meaning you have to hit it 4 times to guarantee a kill... more often than not it will die in 3 though. peasants have 220, so only 2 hits are needed. acos have 220 and also need 2 hits, ghouls have 340, which means 8 hits are needed... which you can get off during the duration of an entangle.

b) Dealing with towers: More often than not now while harassing someone they will have a tower up. however most players dont know how to use towers correctly. when entering an opponents base look for towers either being built are already completed, then figure out where all of his workers are. find a place where you can stand outside the range of the tower, and still hit his workers. theres almost always a spot you can do it, no matter how good the guys base design is. also dont be afraid to take a little damage, you have some full wells at home that are just begging to be used.

c) dealing with malitia/running ghouls: An effective harass isnt just one that kills lots of workers. if you can get the opponent to either malitia or send his ghouls after you your actually in good shape. if they send these units at you start to run away and act like your retreating, the second you see him begin to turn his units around and head back to base, entangle one. now you have free access to this unit while hes way outside of his static d. more often than not the opponent will then send the malitia/ghouls back after you, wasting even more resources. if he does this, do the pretend to run strat again and entangle another unit... or the same one again if possible.

d) dealing with burrows: burrows are similiar to towers with one difference, using them causes orc to constantly lose potential resources. you want to use this to your advantage. to do so, run into the path of a burrow right at the start of the harass to get the opponent to burrow his peons. once he does this move just slightly out of the range of the burrow. the orc will more than likely keep his peons inside the burrow hopeing you move back into the range and wasting a lot of potential resources.



2) being harassed

a) proper timing for entangle: when your being harassed entangle should be timed so that you can do the most possible damage with it. by this i mean, try to get the opponents units/heros to chase yours. once they do so run into the range of a ancient and then entangle any unit. this unit will not only take the damage from the entangle, but also from the ancient, this is almost a guaranteed kill. if you manage to get a hero to chase you in this position, try to surround him with wisps while hes in the range of your ancients. this is really easy to do with my base design.

b) careful detonation: i personally dont like detonating at all, but some people do so i'll add this. if your going to use detonation, make absolutely sure you do not detonate anything you have entangled.



3) when to use treants

a) against orc: an orc player will almost always go catas against a NE. this leaves the NE in a bad spot, making him either choose to chase after the catas and take damage, or to fight his other units and let the catas own him. however treants solve this problem. simply make treants towards the back of his army and send them, and only them, at his catas. this will force the orc to either i) lose his catas, ii) move his catas so they cant attack you, or iii) turn his entire army to focus the catas. either way its a win situation for you

b) against spell immune: mainly because you cant entangle them, you need something to use your mana on right?

c) against people with dispel: i know what your thinking, "but rexxxar, force of nature is dispellable!", and your right, it is. however it is much more difficult to dispel then entangle. also if they use up all their dispel capable mana on treants, it restores entangle back to its level of early game domination.

d) against mass mechanical: again, you cant entangle them... and having a useless manapool is no thx.

e) lots of gold: lets face it, everyone bankcrafts once in a while. if you see yourself doing this, go treants, pick up a couple of mana pots, and all your banking problems will be over. this is often enough to turn the tide of a battle even if your double digit food down.

f) mass summons harassing: if your in a team game and all your partners have summons like WE or wolves, feel free to go treants. you can easily take down mutliple burrows with this combination and give you an advantage off the start of the game that can not be negated.



4) other uses for treants

a) accessing gold mines: some maps have gold mines that can only be accessed by zep, or at least it appears that way. take golems in the mist for instance. this map has expansions right outside your base that are surrounded in trees. instead of clearing the goblin lab, buying a zep, filling it up with enough units to creep the mine, creep the mine, get a wisp, and expo it... just use force of nature to take down the trees around the mine. with 2 casts of level 1 force of nature you can easily access almost all these mines, plus the treants are helpful when creeping and quick teching.

b) no wood for opponents: now i'm not saying this is something you should go out of your way to do, just if you happen to be in this situation you should do it. the situation is, your fighting inside your opponents base and you want to cast force of nature. find out where his lumber gathering workers are and cast in on that area. this will take down the trees and make a slight dent in the opponents wood gathering capabilities. while not enough to win you a game outright, every bit helps.



5) Entangle In battles

a) what units to target: the basic idea is to target with entangle the unit that does the most damage to you, or that would hurt the enemy the most to lose. if theres tier 3 melee, always target that first. i move up the scale then according to food. for instance if a undead has ghouls and fiends, hit the fiends first because they are a more expensive unit, and the piercing damage is generally more effective against NE then normal. you should never entangle casters, seeing as how it doesnt stop them from casting their spells... they will still be just as effective.

b) a retreating enemy: this is where entangle really shines. most people will entangle a unit and then focus fire it and consider themselves ahead, however this is not the best decision. what you should do instead is entangle a unit, then send all your units after that unit to kill it, then send the kotg following the opponents army. more often then not the cooldown for entangle will be up before his army reaches safty and you'll be able to entangle another unit. when your units kill the first send them after the second. after you entangle the second keep running... go for a third :-). its not uncommon for me to kill 3-5 units from just entangle while a enemy is running

c) when to target heros: the 3/4/5 second duration of entangle on enemy heros isnt really enough to kill them outright. instead pay attention to a heros hitpoints without every focus firing it. if you see them drop low, or below half, entangle him immediately and focus fire. since you havent been entangling heros before this (at least you shouldnt have) it will really catch him off guard and almost always results in a hero kill. another time to target a hero is when your capable of doing a lot of focus fire damage in a small time. for instance if you have chims and dott, faerie fire the hero first, entangle, focus fire, gg.

d) when to target units (determined by the units health): theres a couple ways of doing this, and what you should do is determined by your opponents skill. if your opponent has good micro and he always seems to be getting near death units away alive, entangle anything you see in the red or yellow health and focus it. if your opponent doesnt seem to care about keeping his units alive, entangle units with full health. this will make entangle do the most possible damage and last the longest possible time.



6) when to go thorns

a) against gargs: hippos vs gargs is always a close fight, you need to use every advantage you can, and thorns is one of them.

b) against mass tier 3 melee: this is actually for a reason different then what you might think. the reason is: you want the mana for entangle. entangle flat out owns tier 3 melee, and you cant afford to be wasting your mana on some summons that will die in 3 seconds anyways.

c) mass aoe: treants die way to quick to aoe, save yourself the mana and cost them the free experiance by not going treants.



7) Tranquility

a) when to use: tranquillity is quite possibly the most spamable ultimate in the game... however because its channeling its also easy to stop. because of its spamability, do not feel obligated to only use this spell in battles. if you just survived a long fight and have a lot of injured units, use it then. by the time you get into the next fight the cooldown will probably be up again anyways. also in a fight, dont use tranq right off the start... people will stop it before any of your units have damage, effectively wasting your ultimate

b) where in a battle to use: often people feel obligated to use tranq in the middle of their army to maximize the amount of healing it does. however this will often result in your ultimate ending quite quickly. if you see that your opponent is capable of doing a lot of damage in a small time, or that he has a lot of stun spells, put your kotg at the rear of your army (behind your range) and use tranq. bring your damaged units up front to the back to heal, and your ranged units will be getting the heal constantly anyways.|||The horrifying Undead army, called the Scourge, consists of thousands of walking corpses, disembodied spirits, damned mortal men and insidious extra-dimensional entities. The Scourge was created by the Burning Legion for the sole purpose of sowing terror across the world in anticipation of the Legion's inevitable invasion. The Undead are ruled by Ner'zhul, the Lich King, who lords over the icy realm of Northrend from his frozen throne. Ner'zhul commands the terrible plague of undeath, which he sends ever southward into the human lands. As the plague encroaches on the southlands, more and more humans fall prey to Ner'zhul's mental control and life-draining sickness every day. In this way, Ner'zhul has swelled the ranks of the already considerable Scourge. The Undead employ necromantic magics and the elemental powers of the cold north against their enemies.|||Hero's:

DK:

Gold Wood Food

Cost: (every hero) 425 100 5

Primary Attribute: Strength

Speed: Fast (320)

Build Time: 55

Production Hot Key: D

The DK is by most UD players picked as first hero. Probably because his Death Coil (heals your units) and his aura. Once lvl 3, the DK seems impossible to kill. Once lvl 5, he's impossible to kill. The DK is used most in combination with the Lich. Coil + frost nova = deadly.

Lich:

Primary Attribute: Intelligence

Speed: Average (270)

Build Time: 55

Production Hot Key: L

Lich is mostly picked as 1st hero vs UD. For the rest of your matchups, you want him as a 2nd hero. His Frost Nova skill is really strong vs lower hp units such as archers and footmen. It can also be used to kill/slow enemy hero's. Deadly in combination with a Death Knight. Most players pick Dark Ritual as 2nd skill. It kills one of your units for mana. However, a underestimated skill is Frost Armor. Why? when your enemy masses melee units, cast Frost Armor on some of your meatshield units, and the enemy units are slowed.

Dreadlord:

Primary Attribute: Strength

Speed: Average (270)

Build Time: 55

Production Hot Key: E

The Dreadlord is a somewhat strange hero. His Sleep skill can sleep an enemy hero, surround it with ghouls, and kill him. But later in game, his Sleep skill becomes a bit useless. Ever tried to surround a enemy hero when 100 dryads (or so it seems) are finishing of your ghouls and gargs? No point in doing that. His Aura, Vampiric Aura, is a skill you want when you go ghouls/aboms/gargs. The regained health from attacking comes in handy when you use necromancers with Unholy Frenzy (increase attack speed at cost of hp/sec).

Crypt Lord:

Primary Attribute: Strength

Speed: Average (270)

Build Time: 55

Production Hot Key: C

The Crypt Lord is mostly used as 1st or 3rd hero. As 1st hero, you want him to take Carrion Beetles and Spiked Carapace. But as 3rd hero, most people take him for impale (good vs mass casters/archers). Take Spiked Carapace as 2nd skill. Always. The CL has too low mana for both skills.|||Strategies for UD including BO's:

Ghoul 'rush': (used vs most races, except vs Orc, some ppl want to go fiends vs Orc)

BO:

aco(lyte)s to gold. Ghoul to wood.

Queue 1 aco.

Summon Crypt + zigg(urat) with 1 aco.

queue another aco.

Summon altar with 5th aco (pops out exactly when you have the required gold).

Summon another zigg before crypt is ready. (with 6th aco for scout!?)

Queue ghoul.

Summon Tomb of Relic before Altar is done.

Keep making ghouls, and sending them to wood ofc.

5-20 seconds after your hero pops out, tech to Halls of the Dead.

Creep your hero to lvl 2, and take all ghouls, and go to the enemy his base.

Crypt Fiends: (Used in 2v2 and sometimes vs Orc)

Aco's to gold. Ghoul to wood.

queue 1 aco.

Summon Crypt + Graveyard. (graveyard close to mine and wood)

queue aco.

Summon zigg

Summon altar.

1 ghoul to wood.

Make fiend.

summon zigg + tomb of relics.

Make a total of 3/4 fiends. Then tech to Halls of the Dead.

Dont forget to make a 3rd ghoul, since you'll need much wood.