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| The Archmage |

|
| HUMAN |
Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.
ARCHMAGE STATISTICS
500 100 5
|
| Normal |
| Missile |
| Hero |
| 1.4 |
| 60 | | |
| Intelligence |
| 1.8 |
| 1 |
| 3.2 |
| Always |
| 0.5 | | |
|
| 1 |
21-27 [24 avg] |
3 |
14 |
17 |
19 |
450 |
285 |
Fast |
| 2 |
24-30 [27 avg] |
4 |
15 |
18 |
22 |
475 |
330 |
Fast |
| 3 |
27-33 [30 avg] |
4 |
17 |
19 |
25 |
525 |
375 |
Fast |
| 4 |
30-36 [33 avg] |
4 |
19 |
20 |
28 |
575 |
420 |
Fast |
| 5 |
33-39 [36 avg] |
4 |
21 |
21 |
31 |
625 |
465 |
Fast |
| 6 |
37-43 [40 avg] |
4 |
23 |
22 |
35 |
675 |
525 |
Fast |
| 7 |
40-46 [43 avg] |
5 |
24 |
23 |
38 |
700 |
570 |
Fast |
| 8 |
43-49 [46 avg] |
5 |
26 |
24 |
41 |
750 |
615 |
Fast |
| 9 |
46-52 [49 avg] |
5 |
28 |
25 |
44 |
800 |
660 |
Fast |
| 10 |
49-55 [52 avg] |
5 |
30 |
26 |
47 |
850 |
705 |
Fast | |
Hero Names: Tenn Flamecaster, Nilas Arcanister, Andromath, Shal Lightbinder, Aran Spellweaver, Manath Magesinger, Landazar, Doril Magefont, Peril Spellbinder, Conjurus Rex, Fordred Aran, Dalar Dawnweaver, Kelen the Seeker
The Archmage is one of the most popular Human Heroes for his Blizzard ability. Blizzard is useful for both killing lots of units and buildings. The Archmage can also use Water Elementals which makes him a great early Hero and later on can teleport around the map.
 |
Calls down waves of freezing ice shards that damage units in a target area. Each level increases the area of effect. |
| 1 |
N/A |
6 sec. |
75 |
80 |
20 |
N/A |
6 waves at 30 damage each |
1 |
| 2 |
N/A |
6 sec. |
75 |
80 |
30 |
N/A |
8 waves at 40 damage each |
3 |
| 3 |
N/A |
6 sec. |
75 |
80 |
40 |
N/A |
10 waves at 50 damage each |
5 | |
Blizzard Information Blizzard is an area effect spell. This spell will damage all units including friendly units. After it has been cast once, the Archmage will automatically cast the spell again on the same area. This spell must be maintained to get the full effect. If the Archmage moves, the spell will not do its full damage. The ice shards will stack their effects on the area of effect. The Archmage continues casting the spell until cancelled, or the Archmage is out of mana.
Blizzard does 50% damage to buildings.
 |
Summons a water elemental to attack the Archmage's enemies. |
| 1 |
60 sec. |
20 sec. |
140 |
N/A |
N/A |
N/A |
400 hit points, light damage |
1 |
| 2 |
60 sec. |
20 sec. |
150 |
N/A |
N/A |
N/A |
675 hit points, moderate damage |
3 |
| 3 |
60 sec. |
20 sec. |
150 |
N/A |
N/A |
N/A |
900 hit points, heavy damage |
5 | |
Summon Water Elemental Information Water Elementals look different depending on the spell level.
 |
Gives additional mana regeneration to nearby friendly units. |
| 1 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
Adds 1 mana per second |
1 |
| 2 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
Adds 2 mana per second |
3 |
| 3 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
Adds 3 mana per second |
5 | |
Brilliance Aura Information This aura does increase the Mana Regeneration of the Archmage, so it is useful even when the Archmage doesn't have a lot of other spell casters under his command. This aura is especially useful in allied games because the Archmage can help regenerate mana of other heroes and spell casters.
 |
Teleports the Archmage and 24 nearby friendly units to a target friendly non-flying unit on the map. You can teleport flying units but you can't teleport to flying units. |
| N/A |
N/A |
15 sec. |
100 |
N/A |
70 |
Air, Ground, Not Neutral, Not Enemy, Not Self |
Teleports up to 24 units |
6 | |
Mass Teleport Information This spell is useful because, unlike Town Portal Scrolls, you can teleport to any location where there is a friendly ground unit. Town Portal Scrolls can only teleport you to a friendly town hall. This spell is especially useful in allied games for hopping around the map to respond to attacks, and save allied towns and expansions. The cooldown is fairly short, so the Archmage can teleport to a location, engage in battle, then quickly teleport to the next location.
| The Blademaster |

|
| ORC |
Though their numbers are few, the seasoned Blademasters represent an elite fighting force within the Horde. These skilled swordsmen were once part of the ill-fated Burning Blade Clan which consumed itself in the throes of Demonic corruption. With their Clan scattered and broken, the proud Blademasters swore a grim oath to free themselves and their brethren from Demonic control once and for all. Under Thrall's command, the Blademasters have once again joined the Horde and serve as the young Warchief's personal honor guard.
BLADEMASTER STATISTICS
500 100 5
|
| Normal |
| Normal |
| Hero |
| None |
| 1.2 |
| Melee | | |
| Agility |
| 2 |
| 1.75 |
| 2.5 |
| Always |
| 0.5 | | |
|
| 1 |
25-47 [36 avg]/None |
5 |
18 |
23 |
16 |
575 |
240 |
Fast |
| 2 |
26-48 [37 avg]/None |
5 |
20 |
24 |
18 |
625 |
270 |
Fast |
| 3 |
28-50 [39 avg]/None |
5 |
22 |
26 |
20 |
675 |
300 |
Fast |
| 4 |
30-52 [41 avg]/None |
6 |
24 |
28 |
22 |
725 |
330 |
Fast |
| 5 |
32-54 [43 avg]/None |
6 |
26 |
30 |
25 |
775 |
375 |
Fast |
| 6 |
33-55 [44 avg]/None |
6 |
28 |
31 |
27 |
825 |
405 |
Very Fast |
| 7 |
35-57 [46 avg]/None |
7 |
30 |
33 |
29 |
875 |
435 |
Very Fast |
| 8 |
37-59 [48 avg]/None |
7 |
32 |
35 |
31 |
925 |
465 |
Very Fast |
| 9 |
39-61 [50 avg]/None |
7 |
34 |
37 |
34 |
975 |
510 |
Very Fast |
| 10 |
40-62 [51 avg]/None |
8 |
36 |
38 |
36 |
1025 |
540 |
Very Fast | |
The Blademaster is a favorite Hero of many Orc commanders. Blademasters are great melee heroes that can quickly destroy enemy units and buildings when they are powered up with items and levels. The Blademaster's greatest advantage is Mirror Image which confuses the enemy and focuses their attention on fake copies of the Blademaster. He also has some other great and useful abilities. Typically players first place points in Mirror Image and then place points in Critical Strike. If you plan on using the Blademaster for hit and run attacks you should invest in Wind Walk a lot earlier than normal. Most players focus on it at higher levels after maxing Mirror Image and Critical Strike. Players should almost always max out Mirror Image first.
 |
Allows the Blademaster to become invisible for a set amount of time. Movement speed is also increased. |
| 1 |
20 sec. |
N/A |
100 |
N/A |
N/A |
Self |
Invisible, +10% movement speed |
1 |
| 2 |
40 sec. |
N/A |
75 |
N/A |
N/A |
Self |
Invisible, +40% movement speed |
3 |
| 3 |
60 sec. |
N/A |
25 |
N/A |
N/A |
Self |
Invisible, +70% movement speed |
5 | |
Wind Walk Information Use Wind Walk to get away when the Blademaster is about to die.
Use Wind Walk to scout the map without being attacked. You can walk into an enemy town, look around, then leave.
Use Wind Walk to sneak into an enemy town or upon stopped collections of enemy units and do a Bladestorm.
Wind Walk Counters Invisibility Detection.
 |
Confuses the enemy by creating illusions of the Blademaster and dispelling all magic from the Blademaster. |
| 1 |
20 sec. |
N/A |
150 |
N/A |
N/A |
N/A |
Creates 1 illusion |
1 |
| 2 |
40 sec. |
N/A |
150 |
N/A |
N/A |
N/A |
Creates 2 illusion |
3 |
| 3 |
60 sec. |
N/A |
150 |
N/A |
N/A |
N/A |
Creates 3 illusion |
5 | |
Mirror Image Information Mirror Image is a very effective spell because it breaks target lock and creates a duplicate of the Blademaster. Enemy players are often unable to tell which is the real Blademaster.
The Blade Master can concentrate and create alternate illusions of himself. The player can discern the illusions graphically, but opposing players see an exact duplicate. The illusions have the same hit points as the Blade Master, but no special abilities. Illusions can attack, but do no damage. When attacked, the Illusion takes double damage.
Each casting dispels your previous images. Mirror Images are created at "current" hit points, to make it more difficult to detect the images. Mirror Images appear to level when the parent Blademaster levels. Mirror Images appear to get Critical hits.
At level 1 you can only summon one Mirror Image. You cannot summon more than 3 Mirror Images.
Use Mirror Images to scout the map since it doesn't matter if you lose them. You can use a Mirror Image to spy on the enemy or scout for expansions. It's better to scout at night since the Mirror Images will not be attacked by Creeps.
It's important to control all of your Mirror Images when attacking. If you only control the REAL Blademaster and leave the Mirror Images alone attacking "wrong" things, the enemy might pick up on which one is the real Blademaster and which are the imposters. If the enemy figures out which is the real Blademaster, cast Mirror Image again to mix them up.
Mirror Image Counters If you are trying to identify which is the real Mirror Image, select the Blademaster being attacked (or image) and watch the hit points go down. Mirror Images take more damage so if you notice the hit points dropping quickly instead of slowly, it's not the real Blademaster.
You can often tell which is the real Blademaster by which Blademaster the enemy controls the most or how the enemy seeks out specific targets with only one of their Blademasters. If the enemy is smart they will try to fool you but average players won't have these skills. If you can't figure out by how they are controlled, use the hit point method instead.
You cannot dispel Mirror Images but since they are summoned certain spells do increased damage to them.
 |
Gives a 20% chance that the Blademaster will do more damage on his attacks. |
| 1 |
Unlimited |
N/A |
N/A |
N/A |
N/A |
Self |
2 times normal damage |
1 |
| 2 |
Unlimited |
N/A |
N/A |
N/A |
N/A |
Self |
3 times normal damage |
3 |
| 3 |
Unlimited |
N/A |
N/A |
N/A |
N/A |
Self |
4 times normal damage |
5 | |
 |
Causes a bladestorm of destructive force around the Blademaster, dealing 110 damage per second to nearby enemy units. |
| N/A |
7 sec. |
240 sec. |
250 |
N/A |
N/A |
Ground, Enemy, Neutral |
110 damage per second |
6 | |
Bladestorm Information The Blademaster is not invulnerable while casting Bladestorm, but has Spell Immunity.
Bladestorm does equal damage to all of the units in its area.
Bladestorm is great against low hit point buildings such as Towers and Farms. Use it on a group of lined up buildings to quickly destroy them. You can use them on any buildings you want to kill quickly.
It's best to use Bladestorm against units that are all lined up. The enemy will typically (if they are good) start running away from the Bladestorm which means you will have to control it very carefully so the Blademaster is always attacking something.
Combine Bladestorm with Wind Walk. Go invisibile and sneak up on stationary units or units that are lined up. Then cast a Bladestorm! Bladestorm is great against workers mining Gold.
Bladestorm Counters The best defense against Bladestorm is to run away until it is over.
| The demon Hunter |

|
| NIGHT ELF |
Demon Hunters are dark, shadowy warriors who are shunned by the greater Night Elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the Night Elves' society, the Demon Hunters are always maligned and misunderstood for making their selfless pact with darkness.
DEMON HUNTER STATISTICS
500 100 5
|
| Normal |
| Normal |
| Hero |
| 1.7 |
| Melee | | |
| Strength |
| 2.4 |
| 1.5 |
| 2.1 |
| Always |
| 0.5 | | |
|
| 1 |
24-46 [35 avg]/None |
5 |
19 |
22 |
16 |
625 |
240 |
Fast |
| 2 |
25-47 [36 avg]/None |
5 |
21 |
23 |
18 |
675 |
270 |
Fast |
| 3 |
27-49 [38 avg]/None |
6 |
23 |
25 |
20 |
725 |
300 |
Fast |
| 4 |
28-50 [39 avg]/None |
6 |
26 |
26 |
22 |
800 |
330 |
Fast |
| 5 |
30-52 [41 avg]/None |
6 |
28 |
28 |
24 |
850 |
360 |
Fast |
| 6 |
31-53 [42 avg]/None |
7 |
31 |
29 |
26 |
925 |
390 |
Fast |
| 7 |
33-55 [44 avg]/None |
7 |
33 |
31 |
28 |
975 |
420 |
Very Fast |
| 8 |
34-56 [45 avg]/None |
8 |
35 |
32 |
30 |
1025 |
450 |
Very Fast |
| 9 |
36-58 [47 avg]/None |
8 |
38 |
34 |
32 |
1100 |
480 |
Very Fast |
| 10 |
37-59 [48 avg]/None |
9 |
40 |
35 |
34 |
1150 |
510 |
Very Fast | |
Hero Names: Shadowsong, Shadowfury, Shadowstalker, Flameseeker, Darkweaver, Darkterror, Darksorrow, Sindweller, Painkiller, Hellbourne, Wrathbringer, Ragerunner, Firebrand, Bloodwrath, Terrorblade
The Demon Hunter is the most powerful melee Hero. Invest heavily in Immolation because the Demon Hunter will be able to use it when facing any unit he attacks.
It is important to use good control with the Demon Hunter because he can otherwise be easily killed. Make sure to use Immolation and to retreat the Demon Hunter if too many units are attacking him. Use Evasion to further reduce his chance of being hit.
 |
Sends a bolt of negative energy that burns a target enemy unit's mana. Burned mana combusts, dealing damage to the target equal to the amount of mana burned. |
| 1 |
N/A |
5 sec. |
50 |
25 |
Unit |
Air, Ground, Enemy, Neutral |
Burns 100 mana |
1 |
| 2 |
N/A |
5 sec. |
50 |
25 |
Unit |
Air, Ground, Enemy, Neutral |
Burns 150 mana |
3 |
| 3 |
N/A |
5 sec. |
50 |
25 |
Unit |
Air, Ground, Enemy, Neutral |
Burns 200 mana |
5 | |
Mana Burn Information Mana Burn is best used against enemy Heroes. You can also use Mana Burn against annoying enemy spellcasters such as Priests, Sorceresses, or Shamans.
Mana Burn Counters This spell has little chance of being countered. To prevent Mana Burn you need to have Spell Immunity, kill the Demon Hunter, or hope he runs out of mana. If you have a Demon Hunter use Mana Burn on their Demon Hunter!
 |
Engulfs the Demon Hunter in flames, causing damage to nearby enemy land units. Drains mana until deactivated. |
| 1 |
N/A |
N/A |
50 + 8/sec |
N/A |
22 |
Ground, Enemy |
10 damage/sec |
1 |
| 2 |
N/A |
N/A |
50 + 8/sec |
N/A |
22 |
Ground, Enemy |
15 damage/sec |
3 |
| 3 |
N/A |
N/A |
50 + 8/sec |
N/A |
22 |
Ground, Enemy |
20 damage/sec |
5 | |
Immolation Information Since Immolation damages nearby units, try to position the Demon Hunter so that Immolation is hitting as many units as possible.
Immolation drains mana while it is being used so make sure you turn it off when you do not need it to conserve mana.
Immolation Counters Avoid the area of effect. Use ranged troops to kill the Demon Hunter or quickly kill him before the Immolation does too much damage.
 |
Gives the Demon Hunter a chance to avoid attacks. |
| 1 |
N/A |
N/A |
None |
N/A |
N/A |
N/A |
10% chance opponent misses |
1 |
| 2 |
N/A |
N/A |
None |
N/A |
N/A |
N/A |
20% chance opponent misses |
3 |
| 3 |
N/A |
N/A |
None |
N/A |
N/A |
N/A |
30% chance opponent misses |
5 | |
Evasion Information Evasion is a very powerful ability because it allows the Demon Hunter to avoid attacks and take no damage. You should always try to max this ability.
Evasion Counters Since this is a passive spell requiring no mana this spell has little chance of being countered. The best counter is to devote more units to attacking the Demon Hunter.
 |
Transforms the Demon Hunter into a powerful demon with a ranged attack (60 range) and 500 bonus hit points. |
| N/A |
45 sec. |
120 sec. |
150 |
N/A |
22 |
Self |
+500 HP, 3 HP regenerated/sec |
6 | |
Metamorphosis Information This ability is very powerful because it increases the Demon Hunter's hit points by 500 and gives him very fast hit point regeneration. He can also attack with a ranged attack. You should use this ability in heavy combat whenever possible.
Metamorphosis Counters Run away until the spell wears off, quickly kill the Demon Hunter with massed units, or use a Hero killing spell or ability.
| Death Knight |

|
| Undead Horde |
Death Knights were once virtuous defenders of Humanity. However, once the Paladin ranks were disbanded by the failing Alliance, many of these holy warriors traveled to the quarantined lands to ease the suffering of those left within the plague-ridden colonies. Though the Paladins were immune to disease of any kind, they were persecuted by the general populace who believed that they had been infected by the foul plague. A small band of Paladins, embittered by society's cruelty, traveled north to find the plague's source. These renegade Paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact, and although they retained their humanity, their twisted souls were bound to his evil will for all time. Bestowed with black, vampiric Runeblades and shadowy steeds, Death Knights serve as the Scourge's mightiest generals.
Statistics
Hero Names: Lord Nightsorrow, Lord Soulrender, Lord Dethstorm, Lord Maldazzar, Lord Darkhallow, Lord Lightstalker, Baron Bloodbane, Baron Felblade, Duke Dreadmoore, Duke Ragereaver, Baron Frostfel, Lord Darkscythe, Duke Wintermaul, Baron Perenolde, Baron Morte
The Death Knight is a decent melee Hero. Some jokingly refer to him as the healing Knight because 3 of his abilities (Death Coil, Death Pact, Unholy Aura) can be used to heal damage. The Death Knight's Death Coil ability makes him useful for healing units and for attacking other Heroes. His Unholy Aura ability makes him helpful in large allied games where his aura can help a lot of units.
 |
A coil of death that can damage an enemy living unit or heal a friendly undead unit. |
| 1 |
N/A |
5 sec. |
75 |
80 |
Unit |
Air, Ground, Organic, Not Self |
Damages 100 or Heals 200 HP |
1 |
| 2 |
N/A |
5 sec. |
75 |
80 |
Unit |
Air, Ground, Organic, Not Self |
Damages 200 or Heals 400 HP |
3 |
| 3 |
N/A |
5 sec. |
75 |
80 |
Unit |
Air, Ground, Organic, Not Self |
Damages 300 or Heals 600 HP |
5 | |
 |
Kills a target friendly unit, giving a percentage of its hit points to the Death Knight. |
| 1 |
N/A |
45 sec. |
75 |
80 |
Unit |
Air, Ground, Player, Non Hero |
100% conversion |
1 |
| 2 |
N/A |
15 sec. |
25 |
80 |
Unit |
Air, Ground, Player, Non Hero |
200% conversion |
3 |
| 3 |
N/A |
15 sec. |
25 |
80 |
Unit |
Air, Ground, Player, Non Hero |
300% conversion |
5 | |
Death Pact Information The more powerful a unit you consume, the more healing you receive. Few players understand or use this ability. Often enemy units focus their attacks on your Hero. This spell can make them pay when they do that. As they are attacking your Hero simply use Death Pact to regain his hit points. This ability is best used on Skeleton Warriors so it is more effective when using Necromancers and Raise Dead.
 |
Increases hit point regeneration and the movement speed of nearby friendly units. |
| 1 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
+50% hp regeneration, +10% faster movement |
1 |
| 2 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
+100% hp regeneration, +20% faster movement |
3 |
| 3 |
Unlimited |
N/A |
None |
N/A |
90 |
Air, Ground, Friend, Self |
+150% hp regeneration, +30% faster movement |
5 | |
 |
Raises 6 dead units in an area to fight for the Death Knight. |
| N/A |
120 sec. |
240 sec. |
300 |
40 |
90 |
Ground, Dead |
Raises Dead Units |
6 | |
Animate Dead Information Up to 6 units can be resurrected. The spell will choose the most powerful corpses to resurrect if there are more than 6.
|