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* GlassCannon: The duo inflicts heavy damage, and since they are just two unarmed dwarfs with a big cannon, they die very easily if they come under fire.

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* GlassCannon: The duo inflicts heavy damage, and since they are just two unarmed dwarfs with a big cannon, they die very easily if they come under fire. That being said, they're often a tad hardier than most siege units as they benefit from armor upgrades and can be healed by Priests and Paladins due to not being Mechanical.




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* ZergRush: Despite the Flying Machine supposedly being an upgrade to the Gyrocopter, Flying Machines are ''far'' weaker than Gyrocopters, with less health than even Peasants. However, they also became much cheaper and faster to build, making them much easier to deploy en masse.



* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the * Frostwrym, with speed equal to the less powerful Wind Raider.

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* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the * Frostwrym, with speed equal to the less powerful Wind Raider.



* NotTheIntendedUse: It's not unheard of for Orc players to bring Peons into battle alongside their armies, as they can serve as extra targets for the Spirit Walker's Spirit Link and thus distribute more damage away from their actual combat units.
* RapePillageAndBurn: They benefit from the Pillage upgrade that allows them to gain resources when attacking buildings, although given that they're workers, attacking the enemy's base with Peons is generally not a player's plan A.
* SimpletonVoice: They have low-pitched, dopey-sounding voices to reflect their ([[InformedFlaw supposed]]) lack of intelligence.



* FragileSpeedster: For an Orc unit, at least; while they still have good health compared to other factions' combat units, Raiders have less health than Grunts, and their armor type makes them less effective against other frontline units. However, they're also fairly fast.



* AntiStructure: Researching Liquid Fire gives the Batrider the ability to set buildings on fire, which in addition to dealing damage keeps them from being repaired and reduces their attack rate.

to:

* AntiStructure: Researching Liquid Fire gives the Batrider the ability to set buildings on fire, which in addition to dealing damage keeps them from being repaired and reduces their attack rate. They also deal Siege damage, making them slightly more effective against buildings.



* WolverineClaws: Their long claws are good for both cutting down enemies and chopping trees.



* AnIcePerson: The name should be a clue. They attack using their icy breath, which can slow enemies hit, and with an upgrade can freeze buildings solid.




to:

* WreathedInFlames: They're shrouded in fel fire, and continuously burn enemies around them.



* ActionBomb: While they can't fight back against enemies, they can Detonate themselves to [[StatusBuffDispel dispel magical effects]], harm summoned units, and [[ManaBurn drain mana from enemies]].



* FragileSpeedster: Dryads are fast but fragile. Their attacks don't do high damage, though their Slow Poison means they can do heavy DamageOverTime, especially since their attacks slow their target.

to:

* FragileSpeedster: Dryads are fast but fragile.fragile, and their Unarmored armor type gives them no defensive advantages. Their attacks don't do high damage, though their Slow Poison means they can do heavy DamageOverTime, especially since their attacks slow their target.



* AntiAir: Hippogryphs can only attack other air units. Thanks to their speed and great damage, they are very good at it.

to:

* AntiAir: Hippogryphs can only attack other air units. Thanks to their speed and great damage, damage along with a decent health total, they are very good at it.



* DualModeUnit: In Night Elf form, they possess disruptive spells and serve as an offensive spellcaster. In Storm Crow form, they gain the ability to fly and become a powerful air-to-air specialist.



* BalanceBuff: ''Frozen Throne'' gave Ancients the ability to attack while rooted.



* WhenTreesAttack: Ancients are all giant trees that can uproot to attack enemies. The Ancient Protector can also attack while rooted.

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* WhenTreesAttack: Ancients are all giant trees that can uproot to attack enemies. The Ancient Protector can also throw rocks as a ranged attack while rooted.



* MightyGlacier: Mountain Giants have more HP than a level 10 hero, unless the hero used a number of items to buff their HP. They also have the highest damage of the land units players normally have access to. On top of this, researching their passive abilities Harden Skin and Resistant Skin reduces the damage of enemy attacks and spells, respectively. As to be expected from giants made of stone, they are slow.
* NoSell: Resistant Skin gives the Mountain Giant the same ContractualBossImmunity that heroes and creeps above level 5 enjoy, making them immune to Polymorph and Possession.

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* MightyGlacier: Mountain Giants have more HP than a level 10 hero, unless the hero used a number of items to buff their HP. They also have the highest damage of the land units players normally have access to. On top of this, researching their passive abilities Harden Skin and Resistant Skin reduces the damage of enemy attacks and spells, respectively. As to be expected from giants made of stone, they are slow.
slow and have gargantuan hitboxes, making them very hard to maneuver through fights.
* NoSell: Resistant Skin gives the Mountain Giant the same ContractualBossImmunity that heroes and creeps above level 5 enjoy, making them immune to Polymorph and Possession.Possession and weakening certain debuffs.



* MageKiller: Spell immunity and Mana Flare make Faerie Dragons very dangerous to spellcasters in their vicinity.



* LivingShadow: It appears as a large, shadowy version of the Warden.



* NoOntologicalInertia: If an Avatar of Vengeance dies or expires, its summoned Spirits of Vengeance die as well.




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* TheUnintelligible: The Avatar's responses are all unintelligible growls, achieved by heavily slowing and distorting snippets of the Crypt Fiend's voicelines.


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* SdrawkcabSpeech: Their voice responses are composed of Maiev's voicelines played backwards.

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-> ''"Glory to the Blood Elves!"''



-> ''"

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-> ''"
''"The shadows beckon."''

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->''"Ready to work."''



->''"Ready for action!"''



->''"Locked an' loaded!"''



->''"I await your command."''



-> ''"I come to cleanse this land."''



-> ''"The flows of magic are whimsical today."''



* InvisibilityCloak: Their tier 2 spell, Invisibility, does exactly what it sounds like and turns a friendly unit invisible for a relatively long duration.



->''"[[VideoGame/MortalKombat MORTAAAAAAR COMBAT]]!"''



-> ''"We have liftoff!"''







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-> ''"It's hammer time!"''



-> ''"I smell magic in the air..."''



-> ''"Ready to work."''



-> ''"My life for the Horde!"''



-> ''"Vengeance for Zul'jin!"''



-> ''"Ready to ride!"''




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* TheVoiceless: While the Kodo Beast has an Orc rider, its voice responses are all grunts and noises from the Kodo Beast itself. The rider only speaks in one of its StopPokingMe quotes.



-> ''"Ready to soar, master!"''



-> ''"Storm, earth, and fire, heed my call!"''



-> ''"Someone call for the doctor?"''



* TheMedic: With his Healing Wards, the Witch Doctor acts as the main source of healing for the Orcs with his Healing Wards

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* TheMedic: With his Healing Wards, the Witch Doctor acts as the main source of healing for the Orcs with his Healing WardsWards.



-> ''"May my ancestors watch over me."''



* HerdHittingAttack: Researching Pulverize gives the Taurens a 25 percent chance of dealing area effect damage. Between this and their high health, they are the most powerful land melee unit.

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* HerdHittingAttack: Researching Pulverize gives the Taurens a 25 percent chance of dealing area effect damage. Between this and their high health, they are the most powerful land melee unit. In ''Reforged'', a weaker Pulverize is available to them by default, and the research increases its damage.



-> ''"Blue troll here!"''



-> ''"Spirits of the earth, guide me."''



* SupportPartyMember: They are an unusual example compared to the other magic units, as Spirit Link helps friendly units survive longer by splitting the damage between them. They can also revive dead Taurens, including other Spiritwalkers, which brings them back with full mana.

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* StatusBuffDispel: Disenchant allows them to remove all buffs and debuffs in an area.
* SupportPartyMember: They are an unusual example compared to the other magic units, as Spirit Link helps friendly units survive longer by splitting the damage between them. They can also revive dead Taurens, including other Spiritwalkers, which brings them back with full mana.
mana. They also hit harder and have much more health than most spellcasters, making them serviceable ranged attackers too.



-> ''"The damned stand ready."''



* BoisterousWeakling: Unlike the Peon and Peasant, the Acolytes are oddly confident when sent to attack, despite being a weak unit.

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* BoisterousWeakling: Unlike the Peon and Peasant, the Acolytes are oddly confident when sent to attack, despite being a weak unit. To their credit, they ''do'' have better attack damage than other worker units and like other Undead they get decent regeneration on Blight, but they're still no match for actual army units.



* FragileSpeedster: Of the starting combat units, Ghouls have the lowest HP next to the Archer and the lowest damage. Researching Ghoul Frenzy gives Ghouls a boost to their attack rate and speed, making them as fast as a knight

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* FragileSpeedster: Of the starting combat units, Ghouls have the lowest HP next to the Archer and the lowest damage. Researching Ghoul Frenzy gives Ghouls a boost to their attack rate and speed, making them as fast as a knightKnight.
* GlassCannon: Their fast attack speed gives them fairly good damage output compared to most basic units, but their health means they don't last very long against things that fight back.



-> ''"The sleeper awakes..."''



-> ''"The damned return."''



* NonActionGuy: Shades have even less HP than the Acolytes sacrificed to create them, and they cannot attack. Instead, they are used as scouts since they are permanently invisible and can see invisible units. Voice lines for the Shades attacking exist in the game, implying that originally they were going to be able to attack but the ability was cut for balance purposes.

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* NonActionGuy: Shades have even less HP than the Acolytes sacrificed to create them, and they cannot attack. Instead, they are used as scouts since they are permanently invisible and can see invisible units. Voice lines for the Shades attacking exist in the game, implying that originally they were going to be able to attack but the ability was cut for balance purposes. The lines still play when a Shade is selected along with other units, and the whole group is ordered to attack.



-> ''"



-> ''"Let my cries chill the living..."''



-> ''"Us hear and obey."''



-> ''"I stand ready."''



* InvisibilityWithDrawbacks: Using Shadowmeld lets Archers become invisible, but it only works at night.

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* GlassCannon: The only basic combat unit to be ranged, and they deal much higher damage than their counterparts in other factions. As a drawback, they also have the lowest health (only slightly more than most workers), and their armor type makes them very vulnerable to melee damage.
* InvisibilityWithDrawbacks: Using Shadowmeld lets Archers become invisible, but it only works at night.night and while not doing anything.



-> ''"Goddess, light my path."''



-> ''"Ah, the great outdoors!"''



-> ''"The sleeper has awakened."''



-> ''"From the great winds, I come."''



* DamageIncreasingDebuff: Faerie Fire, their basic spell, inflicts a debuff that reduces the target's armor and [[DefogOfWar grants vision over it]].



* LockedOutOfTheFight: Cyclone lasts a good 20 seconds and prevents affected units from doing anything or taking damage for its duration.



-> ''"I'm on the job."''



-> ''"From the murky depths, I come."''



-> ''"My song echoes from the deeps."''



-> ''"I come to you now, at the turn of the tide."''



* InfinityPlusOneElement: Royal Guards inflict Chaos damage, so their attacks deal full damage to all targets.

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* InfinityPlusOneElement: Royal Guards inflict Chaos damage, so their attacks deal full damage to all targets.targets regardless of armor type.



* PurposelyOverpowered: Even compared to the Nagas' other units, the Royal Guard is massively overpowered, as it has everything one would want in a land unit and can cast spells that help it in combat. It is like the Doomguard, only worse, since it benefits from the Nagas' armor and damage upgrades. Quite tellingly, when the player does control Nagas as a faction, they still cannot build Royal Guards.

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* PurposelyOverpowered: Even compared to the Nagas' other units, the Royal Guard is massively overpowered, as it has everything one would want in a land unit and can cast spells that help it in combat. It is like the Doomguard, only worse, since it benefits from the Nagas' armor and damage upgrades. Quite tellingly, when the player does control Nagas as a faction, they still cannot build Royal Guards.Guards, and are only given a limited number in a few missions.
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!!Revenants
----
* BlackMagic: Death Revenants cast Raise Dead, AnimateDead, and Death Coil, spells that create undead units, that heal the undead and damage the living units, respectively.
* CarryABigStick: Revenants wield huge maces.
* TheFaceless: Revenants have no visible face beneath their helmets, though since they are spirits, they likely don't have faces at all.
* ElementalPowers: Aside from the Death Revenant, Revenants use different spells depending on their element.
** [[PlayingWithFire Fire Revenants]] use Immolation, burning units around them.
** [[ShockAndAwe Lightning Revenants]] cast ChainLightning and Purge, the latter being an AntiMagic spell that electrocutes the target.
** [[AnIcePerson Frost Revanants]] cast Blizzard and Ice Revenants cast Frost Nova. The former calls down a barrage of icicles, and the latter damages a target and slows it.
** [[MakingASplash Sea Revanents]] mostly use spells involving water, like Crushing Wave (which sends a wave of water) and spells that summon Water Elementals.
* HeavilyArmoredMook: All Revenants are covered in armor. Given that they are spirits, this armor is likely part of them.
* HeroAntagonist: In "Scourge of Lordaeron" a Revenant guards [[ArtifactOfDoom Frostmourne]] and warns people to stay away from the sword. As he dies warning Arthas to say from Frostmorune, the Revenant states he wasn't trying to protect the sword, but to protect others from the sword.
* LightningBruiser: Death Revenants are fast, have as much HP as an Infernal, hit hard, and have a high attack speed.
* TheNecromancer: Death Revenants cast Raise Dead, creating Skeleton Warriors, and AnimateDead, reviving fallen units.
* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead bound to elemental spirits.
* SummonMagic: Revenants of the Sea can cast Summon Water Elemental. Revenants of the Depths instead use a spell called Summon Sea Elemental, which summons a Sea Elemental, a unit somewhat stronger than the basic Water Elemental.

!!Salamanders
----
* BreathWeapon: They breathe fire.
* DinosaursAreDragons: Salamanders have the overall appearance of a Stegosaurus, apart from their horns, and they breathe fire.
* ExtremeOmnivore: Salamander Lords can use Devour to consume any organic unit.
* FierySalamander: They are huge firebreathing lizards that resemble the Stegosaurus.
* HerdHittingAttack: Attacks from Salamanders have a small area of effect.
* MightyGlacier: Salamanders do not get any faster with the stronger versions. The Salamander Lord does not need any speed since it has more HP than a Mountain Giant and has a short cooldown for its powerful attacks.
* PlayingWithFire: Aside from breathing fire, an adult Salamander can cast Immolation, dealing damage to enemies who get too close to them, and Firebolt, which damages and stuns a single target. Salamander Lords trade out Firebolt for Rain of Fire, which calls down a barrage of flames on an area.

!!Sasquatch
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* BigfootSasquatchAndYeti: They are large furry humanoid creatures with big horns.
* HornedHumanoid: They have huge horns.
* LightningBruiser: Even the normal Sasquatch is stronger than an unupgraded Orc Grunt. The higher-level ones are stronger than a Knight, while being just as fast as one. In addition to having almost as much HP as a Tauren, an Ancient Sasquatch has Reincarnation, meaning it has to be killed twice.
* SummonMagic: All types of Sasquatch above the basic one can cast Force of Nature to summon Treants.

!!Satyrs
----
* FaunsAndSatyrs: A villainous example. Satyrs were originally Night Elves who sided with the [[LegionsOfHell Burning]] [[OmnicidalManiac Legion]] and changed into their current form.
* LightningBruiser: Satyr Hellcallers, in addition to being the strongest type of Satyr, are also the fastest.
* TheNecromancer: Satyr Soulstealers can cast Raise Dead to create Skeletons from corpses. Hellcallers instead use AnimateDead, temporarily reviving dead units.
* TheQuisling: Satyrs aided the Burning Legion in their first invasion and continue to aid them in the second.

!!Sayaadi
----
* CharmPerson: The Queen of Suffering has the Dark Ranger's Charm spell, allowing her to mind control units.
* DualWielding: They attack with a pair of large daggers.
* LightningBruiser: The Maiden of Pain and the Queen of Suffering, the second strongest and strongest Sayaaid creeps, respectively, have over a thousand HP, hit hard, and are fast.
* MsFanservice: All of them wear a leotard that shows off their ample cleavage.
* SuccubiAndIncubi: They are scantily clad women with [[WingedHumanoid bat wings]] and [[HornedHumanoid horns]] who enjoy making seductive remarks, but mostly appear interested in inflicting pain.
* WingsDoNothing: Like Doomguards and Dreadlords, despite having wings they cannot fly.

!!Sea Giants
----
* AnchorsAway: Fitting their sea theme, they use giant anchors as weapons.
* OurGiantsAreBigger: They are large teal-skinned humanoids. Though compared to other Creeps, they are not that big.

!!Skeletal Orcs
----
* DemBones: Reaminated skeletons of orcs from the Old Horde.
* MagicKnight: Skeletal Orc Champions can cast Death Coil, damaging living units and healing undead ones, in addition to the strongest creep of their kind.
* NonHumanUndead: They are undead orcs, as opposed to undead humans.

!!Skeletons
----
* AnnoyingArrows: The basic Skeleton Archer does not do a lot of damage. The stronger versions of it avert this trope.
* ArrowsOnFire: Burning Archers can enhance the damage of their bows by casting Searing Arrows.
* DemBones: Skeletons animated by necromancy.
* MyRulesAreNotYourRules: Skeleton Warriors encountered as creeps are not summoned units and have no timed life.

!!Sludge Beasts
----
* MoreTeethThanTheOsmondFamily: ''Reforged'' trades in their ExtraEyes and adds extra rows of teeth to their portraits.

!!Spiders
----
* BigCreepyCrawlies: Massive spiders of varying sizes.
* ExtraEyes: Being spiders, they have more eyes than a human.
* GiantSpider: Nothing fancy about their appearance, they are just really big spiders.
* PoisonousPerson: Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.

!!Spider Crabs
----
* GiantEnemyCrab: They are giant crabs. Oddly, they only have six legs.
* NonindicativeName: Despite their name, they do not bear much resemblance to real spider crabs.

!!Stormweavers
----
* EvilSorcerer: They were evil Orcs who used Black Magic in service to Gul'dan, though by ''Warcraft III'' they are mostly trying to stay alive.
* TheNecromancer: Stormweaver Warlocks can cast AnimateDead, reviving as an undead unit any dead unit that leaves a corpse.
* TheRemnant: They are survivors of the Stormweaver Clan after Doomhammer had it crushed.
* SquishyWizard: The Apprentices and Hermits are weak and do not have much HP. Averted with the Necrolyte and Warlock.

!!Thunder Lizard
----
* BreathWeapon: They breathe bolts of lightning.
* MightyGlacier: The Storm Wyrm is as slow as the two weaker types, but has more than double their HP and almost double their damage.
* ShockAndAwe: As their names imply, they attack with electricity. Lightning Lizards can cast [[AntiMagic Purge]], and Storm Wyrms can cast ChainLightning and Lightning Shield.

!!Trolls
----
* PaletteSwap: While different types of Trolls appear in a variety of tilesets, each type is functionally identical to the Troll of a different type if they are the same rank.
* ThrowingYourSwordAlwaysWorks: Like the Trolls in ''Warcraft II'', they throw axes at enemies.

!!Turtles
----
* AttackReflector: All of them have a passive ability called Spiked Shell that reflects a portion damage the enemy inflicts back at them.
* ExtremeOmnivore: Dragon Turtles can use Devour to eat and digest any organic unit.
* LawOfChromaticSuperiority: The red Dragon Turtle is much stronger than the green Sea Turtles.
* MightyGlacier: The Dragon Turtle has two thousand HP, the highest of any creep next to a Dragon, and hits like a siege unit.
* StrongerWithAge: Implied since the weakest of their type is the Sea Turtle Hatchling, and the stronger types keep getting bigger and bigger.

!!Tuskarr
----
* WilyWalrus: They are walrus men who are hostile to units controlled by players.

!!Voidwalker
----
* AnIcePerson: Voidwalkers can cast Cold Arrows to enhance the damage of their attacks and slow targets. Greater Voidwalkers instead cast Frost Armor
* DarkIsEvil: They are creatures of shadow seen fighting for the Burning Legion.
* ShockAndAwe: Greater Voidwalkers cast ChainLightning. Elder Voidwalkers cast Forked Lightning instead.

!!War Golems
----
* AnimatedArmor: Unlike the Golems carved from earth, War Golems are animated suits of armor.
* AntiMagic: Like Golems built from earth, War Golems are immune to spells.
* DamageSpongeBoss: Siege Golems, the strongest Creep of this type, don't have any abilities beyond their Spell Immunity, just a strong attack and a massive amount of HP.

!!Water Elementals
----
* AnIcePerson: Berserk Elementals can cast Frost Nova.
* MakingASplash: They are Water Elementals and attack by throwing masses of water at their enemy.
* NoSell: Enraged and Berserk Elementals are immune to spells.

!!Wendigo
----
* LightningBruiser: All Wendigos are fast, and all past the basic type have almost a thousand HP. Ancient Wendigos have 1500 HP and have Reincarnation, meaning they have to be killed twice.
* {{Wendigo}}: They are fur-covered humanoids with moderate-sized horns.
* WolverineClaws: They attack with huge claws on their hands.

!!Wildkin
----
* LightningBruiser: All Wildkin are fast, and the Berserk Wildkin has HP and hits like a truck.
* MixAndMatchCritters: They have bodies like bears, but the heads of owls. Before ''Frozen Throne'', they were called Owlbears.

!!Wolves
----
* CanisMajor: These wolves are as big as the ones ridden by the Orc Raiders.
* CriticalHitClass: Giant and Dire Wolves have Critical Strike.
* FragileSpeedster: All the wolves are fast, though even the strongest are not particularly powerful.
* PaletteSwap: Of the wolves summoned by the Farseer, their color scheme indicates they are flesh and blood as opposed to spirits.
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* PowerParasite: Their spell Spell Steal allows them to either steal an enemy's buff and give them to the Spellbreaker's ally or transfer an ally's debuff to the enemy.

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misuse (Support Party Member doesn't apply when bear form exists, a Stone Wall must be offensively weak, and a Non Action Guy must specifically be a man and not something like a transport ship)



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* InstantMilitia: In an emergency, they can temporarily be turned into Militia to defend their controller’s base.



* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with the units of its kind for other factions, an extra Peasant can speed up the construction of a building at the cost of more resources. In an emergency, they also are temporarily turned into Militia to defend their controller’s base.

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* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with the units of its kind for other factions, an extra Peasant can speed up the construction of a building at the cost of more resources. In an emergency, they also are temporarily turned into Militia to defend their controller’s base.
resources.



* HerdHittingAttack: Their researching Stormhammer allows their attacks to damage enemies behind their target, though it does not affect air units.

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* HerdHittingAttack: Their researching Stormhammer allows their attacks to damage enemies behind their target, though it does not affect air units.



* AntiMagic: As indicated by their name, the Spellbreaker is an anti-magic specialist. They are immune to enemy spells, and their passive ability Feedback causes their attacks to remove mana from a target while damaging them for the same amount. Aside from killing magic-using units, this ability can be deadly against heroes with low mana.



* MageKiller: As indicated by their name, the Spellbreaker is an anti-magic specialist. They are immune to enemy spells, and their passive ability Feedback causes their attacks to remove mana from a target while damaging them for the same amount. Aside from killing magic-using units, this ability can be deadly against heroes with low mana.






* AntiStructure: Their cloud spell stops buildings with ranged attacks from firing.

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* AntiStructure: Their cloud Cloud spell stops buildings with ranged attacks from firing.









* {{Retcon}}: Originally the Demolishers were called Catapults until ''Frozen Throne'', then the name was changed to Demolishers and the description treated them like they were always called that.



* SuddenNameChange: Originally the Demolishers were called Catapults until ''Frozen Throne'', then the name was changed to Demolishers and the description treated them like they were always called that.



* RapePillageAndBurn: Raider specializes in destroying buildings, as their attack type is Siege. In addition, the research Pillage allows the Raider's attacks to gain resources when dealing damage to buildings.

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* RapePillageAndBurn: Raider specializes Raiders specialize in destroying buildings, as their attack type is Siege. In addition, the research Pillage allows the Raider's attacks to gain resources when dealing damage to buildings.



!!Wind Raider

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!!Wind Raider
Rider



* NonHumanUndead: In life, Crypt Fiends were giant arachnids in life rather than humans.

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* NonHumanUndead: In life, Crypt Fiends were giant arachnids in life rather than humans.



* AchillesHeel: Before ''Frozen Throne'' introducing the Skeleton Mage, the masses of Skeletons had no way of dealing with air units. Even with that they still have a weakness to AntiMagic spells since the low health of the Skeletons means such spells will mow them down faster than the Necromancers can create new ones.

to:

* AchillesHeel: Before ''Frozen Throne'' introducing introduced the Skeleton Mage, the masses of Skeletons had no way of dealing with air units. Even with that they still have a weakness to AntiMagic spells since the low health of the Skeletons means such spells will mow them down faster than the Necromancers can create new ones.












* SupportPartyMember: In their Night Elf form, the Druids of the Claw act as casters who support frontline units. Aside from healing, they can use Roar, which gives friendly units around the druid a damage bonus.










* StoneWall: He has good HP and speed, and hits hard.

to:

* StoneWall: LightningBruiser: He has good HP and speed, and hits hard.



* PurposelyOverpowered: The player only gets to use Fel Orc Warlocks in one level, and it is easy to see why: because of their Firebolt spell. It attacks like the level 1 version of the Mountain King’s Stormbolt. The spell does heavy damage to a target and stuns it. With enough Warlock set up to hit a target with Firebolt, they can lock it into a CycleOfHurting where it cannot attack.

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* PurposelyOverpowered: The player only gets to use Fel Orc Warlocks in one level, and it is easy to see why: because of their Firebolt spell. It attacks like the level 1 version of the Mountain King’s Stormbolt.King's Storm Bolt. The spell does heavy damage to a target and stuns it. With enough Warlock Warlocks set up to hit a target with Firebolt, they can lock it into a CycleOfHurting where it cannot attack.


















** Some maps have Mercenary Camps, which allow the player to hire certain Creeps. While some of the available Creeps have useful abilities, the ones the Mercenary Camps provide are underpowered compared to the units the player normally has access to, so they are not worth hiring.

to:

** Some maps have Mercenary Camps, which allow the any player to hire certain Creeps. While some of the available Creeps have useful abilities, the ones the Mercenary Camps provide are underpowered compared to the units the player normally has access to, so they are not worth hiring.



* InfinityPlusOneElement: Unlike other Creep types where only the high-level ones have Chaos Damage, all Demons have Chaos damage so their attacks inflict full damage to all armor types.

to:

* InfinityPlusOneElement: Unlike other Creep types where only the high-level ones have Chaos Damage, all Demons have All Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types.



!!Doomguards

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!!Doomguards!!!Doom Guards



!!Fel Hound

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!!Fel !!!Fel Hound



!!Infernal

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!!Infernal
!!!Infernal




!!Dragonkin

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\n!!Dragonkin!!Dragon



!!Goblin Sappers

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!!Goblin !!!Goblin Sappers



!!Goblin Zeppelin

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!!Goblin !!!Goblin Zeppelin



* NonActionGuy: Like in ''Warcraft II'', the Zepplin cannot attack.

!!Goblin Shredder

to:

* NonActionGuy: DefenselessTransports: Like in ''Warcraft II'', the Zepplin cannot attack.

!!Goblin !!!Goblin Shredder



* {{Expy}}: Of the Transport Ships in ''Warcraft II'', acting as transports to move land units across water maps.
* NonActionGuy: The ships are designed as transports for land units and cannot attack.

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* {{Expy}}: Of the Transport Ships in ''Warcraft II'', acting as transports to move land units across water maps.
* NonActionGuy:
DefenselessTransports: The ships are designed as transports for land units and cannot attack.



* WalkingShirtlessScene: All the Ogres besides the Ogre Lord are bare-chested in the original game. ''Reforged'' changes their appearance so only an Ogre Warrior is like this, the Ogre Magi having a robe that covers part of his upper body, and the Mauler wearing armor like the Ogre Lord.

to:

* WalkingShirtlessScene: All the Ogres besides the Ogre Lord are bare-chested in the original game. ''Reforged'' changes their appearance so In ''Reforged'', this is only an case for Ogre Warrior is like this, Warriors; the Ogre Magi having has a robe that covers part of his upper body, and the Mauler wearing wears armor like the Ogre Lord.
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!!Golems
----
* AntiMagic: All Golem units are immune to spells, as their creators don't want other wizards using magic to take control of them.
* {{Golem}}: They are giant man-shaped constructs created by wizards and enchanted with spells to keep other wizards from controlling them, hence their Spell Immunity.

!!Harpies
----
* AlwaysChaoticEvil: All harpies encountered in ''Warcraft III'' are evil creatures who kill for fun.
* BlowYouAway: Harpy Queens can cast Cyclone to temporarily remove enemies from combat.
* FragileSpeedster: Weaker harpies are not especially tough or hard-hitting, but they are fast.
* HarpingOnAboutHarpies: Their bodies are shaped like human women's, but their arms end in bird wings and their legs from the calves down are those of birds.
* PointyEars: ''Reforged'' added pointed ears to the Harpies' portraits to match their appearance in ''VideoGame/WorldOfWarcraft''.
* {{Stripperiffic}}: Harpies have nothing beyond a few strips of cloth for clothing.

!!Heretics
----
* AnimateDead: Heretics can cast Raise Dead to create Skeleton Warriors.
* InTheHood: As they are {{PaletteSwap}}s of Acolytes, the Heretics all wear hoods.

!!Hydras
----
* AsteroidsMonster: Since Hydras growing heads after losing them isn't possible in the game's mechanics, whenever a Hydra dies, it spawns two of the weaker variants. These in turn spawn weaker Hydras when they are killed until there is nothing left but Hydra Hatchlings, the weakest Hydras, which don't spawn new enemies.
* ExtremeOmnivore: The Ancient Hydra has Devour, letting it swallow and digest any organic unit.
* HealingFactor: Referencing the Hydra of '''Myth/ClassicalMythology''' growing heads back after losing them, Hydras regenerate HP faster than other Creeps. The higher level of the Hydra, the faster they heal, with the strongest, the Ancient Hydra, regenerating more HP per second than some units can do in an attack.
* MightyGlacier: Ancient Hydras might be slow, but they have the same HP as a Mountain Giant and hit harder than a siege unit.
* MultipleHeadCase: All Hydras have three heads.
* OurHydrasAreDifferent: They are three-headed amphibious reptiles.

!!Infernal Machines
----
* {{BFG}}: All of them mount large cannons.
* EnemySummoner: Infernal Juggernauts can cast Inferno, summoning [[LightningBruiser Infernals]].
* MightyGlacier: The Infernal Juggernaut has among the highest HP and damage of any Creep while being as slow as the game's SiegeEngines. Not that it needs the speed.
* PlayingWithFire: The Infernal Machine can use Breath of Fire to damage enemies and burn them for a DamageOverTime effect.

!!Jungle Stalker
----
* PaletteSwap: In the original ''Warcraft III'', they were a PaletteSwap of the Wendigo creeps. Reforged gave them a more distinct plantlike appearance.

!!Kobolds
----
* OurKoboldsAreDifferent: They are small aggressive [[YouDirtyRat rat]] creatures. As to be expected from their small size, they are the weakest type of Creep in terms of stats.

!!Makrura
----
* AnIcePerson: Makrura Tidecallers can cast Frost Armor to boost the durability of themselves and their allies.
* AquaticMook: Makrura appear on maps with a lot of water and can cross water like land.
* EnemySummoner: Makrura Deepseers can summon the weaker Makrura Prawns to temporarily fight for them.
* GiantEnemyCrab: Or giant lobsters in their case. They have a humanoid upper body, but four lobster legs below the waist.
* HerdHittingAttack: Makrura Tidal Lords have the Pit Lord's Cleaving Attack, causing their attacks to damage enemies in a small radius.
* TopHeavyGuy: From the chest up, the Makrura are bulky lobstermen. From the torso down they are much skinnier, with their stomach and legs being thinner than their bulky claws.

!!Mammoths
----
* FasterThanTheyLook: Like real-life elephants, they are faster than they appear.
* MammothsMeanIceAge: Mammoths are only found in the icy regions of [[GrimUpNorth Northrend]].

!!Magnataur
----
* AnIcePerson: Magnataur Reavers and Destroyers have a spell called Ice Bolt, which functions the same as a Mountain King's Storm Bolt but with a bolt of ice instead of a hammer.
* AntiMagic: All Magnataurs are immune to spells.
* BadassBeard: They all have impressive, very long beards.
* BladeOnAStick: Magnataurs carry large spears.
* LightningBruiser: Even the basic Magnataur Warrior has high HP, and all of them are FasterThanTheyLook.
* OurCentaursAreDifferent: Magnataurs are giants from the waist up and mammoths from the waist down.

!!Mur'gul
----
* AquaticMook: Mur'guls only appear on maps with a lot of water, and can cross water like land.
* BalefulPolymorph: Mur'gul can use the Shadow Hunter's Hex to temporarily turn enemies into harmless critters.
* MoreTeethThanTheOsmondFamily: They have a mouth full of pointed teeth.

!!Murloc
----
* TheGoomba: Murlocs are some of the first enemies encountered in the tutorial campaign and are easily among the weakest Creeps.

!!Mutants
----
* BodyHorror: The Dalaran Mutant in the original ''Warcraft III'' has an oddly shaped head with a jaw bone that stretches down past its neck. In ''Reforged'', it has a more zombie-like appearance with crystals growing out of its back.

!!Nerubians
----
* AnimateDead: Many of the Nerubians can cast Raise Dead to create Skeleton Warriors from corpses.
* GiantSpider: Massive centaur-like spiders, in their case.
* PaletteSwap: Of Crypt Fiends, as Crypt Fiends are undead Nerubians.
* TheRemnant: Nerubians encountered as Creeps are what remains of an empire wiped out by the Scourge.

!!N'raqi

Worshippers of the Old Gods, called Faceless Ones by the Nerubians.
----
* AnimateDead: Faceless One Deathbringers can cast the Death Knight's Animate Dead to bring fallen units under their control: friend or foe.
* CarryABigStick: N'raqui carry large maces.
* CthulHumanoid: They have tentacles for heads and hands. For bonus points, they are servants of the [[EldritchAbomination Old Gods]], [[ShoutOut Shout Outs]] to the ''Franchise/CthulhuMythos''.
* EveryoneCallsHimBarkeep: Their given name isn't revealed until ''VideoGame/WorldOfWarcraft'', so they are only known by the label given by the Nerubians.
* NonindicativeName: They are called Faceless Ones by the Nerubians, even though they have eyes, and therefore faces.

!!Ogre
----
* CarryABigStick: As opposed to using their fists like in Warcraft II, all Ogres carry large clubs.
* ElaborateEqualsEffective: In ''Reforged'', the more powerful the Ogre, the fancier their club gets.
* InformedAbility: The Ogres are supposedly very strong. The basic Ogre Warrior is actually weaker than a Footman or Grunt, both of whom are much smaller than them.
* MultipleHeadCase: All Ogres have two heads, which are prone to arguing with each other.
* ShouldersOfDoom: The Ogre Lord in ''Reforged'' has massive armor plates on his shoulders.
* WalkingShirtlessScene: All the Ogres besides the Ogre Lord are bare-chested in the original game. ''Reforged'' changes their appearance so only an Ogre Warrior is like this, the Ogre Magi having a robe that covers part of his upper body, and the Mauler wearing armor like the Ogre Lord.

!!Quillboar
----
* MixAndMatchCritters: Quillboars are essentially [[PigMan humanoid boars]] with spines, like porcupines.
* PigMan: They are a race of humanoid boars who can fire quills.
* SummonMagic: Razormane Medicine Men can use Feral Spirit, though rather than summoning wolves, they summon boars.

!!Renegade Wizards
----
* AnIcePerson: Rogue Wizards can cast Frost Armor to boost the armor of other units.
* AnimateDead: The Dark Wizard can cast Raise Dead to create Skeleton Warriors.
* BalefulPolymorph: The Dark Wizard can cast Polymorph, temporarily keeping targets from attacking or using abilities.
* GrumpyOldMan: They all share audio with the Archmage, so their quotes paint them as total grouches.
* LightningBruiser: The Dark Wizard is much faster than the weaker creeps of this type, on top of being the strongest.
* PaletteSwap: The Apprentice Wizard is one of the Priest, the rest are a PaletteSwap of the Archmage.
* ShockAndAwe: The Renegade Wizard uses Purge and Lightning Shield, both spells involving electricity.

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* PutOnABus: Unlike other naga units like snapdragons, couatls aren't featured in ''VideoGame/WorldOfWarcraft'', not even in their capital Nazjatar.



* BigRedDevil: The Eradar Warlocks are big red demons. In ''Reforged'' they have the look down to a T by trading in their capes for a pair of wings.
* EvilSorcerer: Eradar are demons who wield BlackMagic, and each type of Eredar uses at least one spell taken from units associated with the [[LegionsOfHell Burning Legion]].

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* BigRedDevil: The Eradar Eredar Warlocks are big red demons. In ''Reforged'' they have the look down to a T by trading in their capes for a pair of wings.
* EvilSorcerer: Eradar Eredar are demons who wield BlackMagic, and each type of Eredar uses at least one spell taken from units associated with the [[LegionsOfHell Burning Legion]].
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* MisplacedWildlife: Despite being native to the cold wastelands of Northrend, they can also be found in Dustwallow Marsh, a hot swamp in central Kalimdor during Rexxar's campaign.
* PutOnABus: They are nowhere to be found in ''VideoGame/WorldOfWarcraft''.
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[[foldercontrol]]
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[[/folder]]

[[folder: Neutral Units]]

!!General

* AntiMagic: Creeps often have spell-using variants with spells that remove buffs, debuffs, and heavily damage summoned units. The most common spell for them to have is the Dryads' Abolish Magic.
* AuthorityEqualsAsskicking: The higher the status a Creep has, the stronger it is.
* ContractualBossImmunity: Creeps above level 5 are immune to the Kodo Beasts' Devour and the Banshees' Possession.
* TheGoomba: Weaker Creeps can easily be killed to help a hero level up.
* HealingFactor: Creeps regenerate health more quickly than standard units, so if they are left alone, they will recover from any damage inflicted on them.
* TheMedic: Many of the Creeps that use spells have some type of healing spell, the Priests' Heal being the most common.
* MercenaryUnits:
** Some maps have Mercenary Camps, which allow the player to hire certain Creeps. While some of the available Creeps have useful abilities, the ones the Mercenary Camps provide are underpowered compared to the units the player normally has access to, so they are not worth hiring.
** Maps that can support six or more players have Dragon Roosts that allow the player to hire Dragonkin. The fully-grown Dragons are easily the strongest units outside of the campaign, and also the most expensive units in the game by a wide margin.
** Goblin Laboratories allow the player to hire Goblin units. ''Frozen Throne'' added Goblin Shipyards on water maps, where the player can hire a Transport Ship.
* MoneySpider: Killing Creeps gives a player gold, regardless of whether or not it made any sense for the unit in question to have any money in the first place.
* MookCommander: High-level Creeps often have auras to buff their allies, which includes an aura the player doesn't get access to called Command Aura that boosts the damage of friendly units.
* PaletteSwap: Most Creeps of a certain type use the same model, and their appearance is set apart with different colors or greater sizes. Others use the models of units from the main factions.
* PoisonousPerson: It is common for certain Creeps to have Envenomed Weapon, which causes their attacks to have a short DamageOverTime effect.

!!Arachnathid
----
* BewareMyStingerTail: They are scorpions and have stingers they attack with in addition to their claws.
* BigCreepyCrawlies: They are giant scorpions of varying sizes depending on their level.
* ExtraEyes: Being arachnids, they have lots of extra eyes.
* ScaryScorpions: They are giant scorpions who will attack anything that gets too close to them.

!!Bandits
----
* DarkIsEvil: Bandit Lords, the leaders of gangs of violent thieves, wear black armor.
* LightIsNotGood: The Bandit Lord has the Paladin's Devotion Aura and Divine Shield spells, but having a Paladin's spells doesn't mean that he isn't a murderer and a thief.
* PaletteSwap: The Bandit Lord is a reskin of the Knight with a red and black color scheme.

!!Banshees

Ghosts outside the control of the Undead Scourge. While the type of Creep shares the name with the Scourge's Banshee, they are not the same unit.
----
* DemonicPossession: Like the Banshee, they can take control of units through the Possession spell.
* PaletteSwap: Of the Undead's Banshee. The only thing setting them apart in appearance, aside from size, is their colors.

!!Bears
----
* BearsAreBadNews: Being Creeps, these bears will attack any units the player sends near them.
* PaletteSwap: They use the model of the Druid of the Claws' Bear Form, only they are colored white.

!!Blue Dragonspawn
----
* AnIcePerson: Dragonspawn Sorcerers can cast Frost Nova, freezing and damaging enemies.
* BladeOnAStick: The main weapon of a Dragonspawn is a pole with a massive blade the length of a sword on the end.
* BreathWeapon: Dragonspawn Overseers have an ability called Breath of Frost where they breathe ice of an area that damages and causes a short DamageOverTime effect. It is essentially the Panderan Brewmaster's Breath of Fire, with ice instead of fire.
* OurCentaursAreDifferent: Dragonspawn have humanoid-shaped bodies from the waist up and are four-legged creatures from the waist down.

!!Centaurs
----
* ArchEnemy: To the Taurens, having hunted the Bloodhoof Tribe to near extinction before the arrival of the Orcs.
* ArrowsOnFire: Centaur Impalers can use the Priestess of the Moon's Searing Arrows spell to enhance the damage of their bows.
* FantasyCounterpartCulture: They take influences from Mongols, with many of the Centaurs using bows and their leaders being called Khans.
* FragileSpeedster: As one might expect, given they are part horse, all Centaurs are fast. Most of them aren't especially strong.
* LightningBruiser: [[AuthorityEqualsAsskicking Centaur Khans]] are a bit slower than other Centaurs, but hit harder than most late-game melee units while having a lot of HP, and the Tauren Chieftan's Reincarnation means they have to be killed twice.
* OurCentaursAreDifferent: They are a violent all-male race.

!!Corrupted Treants
----
* DarkIsEvil: The corruption caused by the Burning Legion's magic turned the Treants evil, and their darker colors as Corrupted Treants reflect it.
* PaletteSwap: Of normal Treants, with their appearance altered to show their corruption by the Burning Legion.
* PoisonousPerson: Poison Treants have Envenomed Weapons, causing their attacks to do extra damage to their targets.

!!Demons

The Infernals, Doomguards, and Fel Hounds introduced in ''Reign of Chaos'' are considered their own category of Creep even though they are radically different units.
----
!! Tropes Applying To All Demons
* InfinityPlusOneElement: Unlike other Creep types where only the high-level ones have Chaos Damage, all Demons have Chaos damage so their attacks inflict full damage to all armor types.
* MyRulesAreNotYourRules: Outside of a Dreadlord's ultimate, these Demons can be summoned if a player finds the right item, though they are considered summoned units so they have a timed life. This doesn't apply if they are fought as Creeps or as enemies in the campaign.

!!Doomguards
----
* BigRedDevil: Taking the place of the Daemon, they act as the traditionally huge red demon with bat wings.
* BossInMooksClothing: Doomguards are strong enough to take on low-level heroes one on one and expect to win.
* DoomyDoomsOfDoom: They are called Doomguards, and they live up to the name.
* EliteMook: They are elite warriors of the Burning Legion.
* HerdHittingAttack: Their attacks have a small AOE and they have the Tauren Chieftain's War Stomp spell, which damages enemies around them.
* JackOfAllStats: Their spell list has AntiMagic with Abolish Magic, AreaOfEffect damage with Rain of Fire (which was later added to the Pit Lord), a debuff with the Necromancer's Cripple, and they hit enemies around them with the Tauren Chieftain's War Stomp. It only has the level 1 versions of Rain of Fire and War Stomp, but they are still powerful tools for a non-hero unit.
* MagicKnight: They are strong warriors who can also use an array of spells.
* MightyGlacier: The Doomguards are powerful, especially after they got a buff to their HP, bringing them up to the level of Mountain Giant. Their only weakness is that they are slow.
* NamesToRunAwayFromReallyFast: They are called Doomguards. If that isn’t enough to make one run, seeing them fight will be.
* PurposelyOverpowered: Players don't get access to Doomguards outside of a rare item called a Demonic Figure or a Pit Lord's Doom spell, as they are far too strong to allow a player to build normally.

!!Fel Hound
----
* AntiMagic: All Fel Stalker units can cast Mana Burn to remove some of the target's mana and damage them. Fel Ravagers instead use Devour Magic, which removes buffs and debuffs in an area and converts them into health and mana for the Ravager.
* FragileSpeedster: The Fel Beasts are fast, but have little health and damage.
* LightningBruiser: Fel Stalkers and Ravagers have the Fel Beasts' speed and none of their fragility.

!!Infernal

Near mindless amalgamations of [[BlackMagic fel]] energy created by the Burning Legion. On some maps, they appear as Creeps.

For tropes that apply to this unit, see the Undead folder.


!!Dragonkin
----
* BreathWeapon: They are dragons. Each has a different BreathWeapon, though aside from cosmetics, the only difference between them is that the Blue Dragonkin’s ice breath slows a target.
* ExtremeOmnivore: Dragons have the Kodo Beast’s Devour ability, letting them eat and digest any organic unit, be it living or undead. The exception is the Nether Dragon, which has the Necromancer’s Cripple instead.
* FragileSpeedster: Dragon Whelps are fast, but have little health and damage.
* HerdHittingAttack: Dragons' attacks hit a small area around the target.
* LightningBruiser: Drakes are as fast as Dragon Whelps, having health and damage in the range of late game melee units. Dragons trade off some of that speed, though they are still faster than the average unit. In exchange, they have the highest HP of any non-campaign unit, which ''Frozen Throne'' increased, giving them more HP than all but the sturdiest buildings. Dragons do considerable damage with their attacks, which inflict Chaos damage, so they are not reduced by any armor type.
* TheJuggernaut: Dragon Roosts only appear on maps that can support six or more players, because Dragons are very hard to stop even though they are the most expensive unit in the game by a wide margin. They have Heavy armor as opposed to Light armor like most flying units, so they do not take extra damage from Piercing damage, which is what most ranged units that make cost-effective AntiAir responses use. Being high-level Creeps, most abilities that would otherwise hinder them wear off very quickly.
* NoSell: Dragons are immune to spells.
* ScissorsCutsRock: Most flying units have Light armor and most ranged units do Piercing damage, which Light armor takes extra damage from. Dragonkin have Heavy armor instead, which only takes normal damage from Piercing attacks. This does leave them more vulnerable to Magic damage, but most units that inflict Magic damage have weak attacks and die too easily to be cost-effective as AntiAir units.

!!Draenei
----
* AntiMagic: Draenei Harbringers cast a spell that is unique to them called Ray of Disruption, which bounces between multiple targets dispelling any magic effects.
* PlayingWithFire: Draenei Darkslayers can cast Immolation, creating flames around them that damage enemies while the spell is active.
* SinisterScythe: All Draenei melee units use scythes as their weapons. Draenei who use magic fight unarmed, instead relying on their magic to attack.

!!Eredar Warlocks
----
* BadassCape: They all sport impressive-looking capes, except the Warlocks in ''Reforged'', who trade the cape in for a pair of wings.
* BigRedDevil: The Eradar Warlocks are big red demons. In ''Reforged'' they have the look down to a T by trading in their capes for a pair of wings.
* EvilSorcerer: Eradar are demons who wield BlackMagic, and each type of Eredar uses at least one spell taken from units associated with the [[LegionsOfHell Burning Legion]].
* HerdHittingAttack: All of their attacks damage units in a radius.
* InfinityPlusOneElement: All of them inflict Chaos damage so their attacks are not reduced by armor type, as opposed to just the high-level ones like other Creeps.
* PlayingWithFire: Sorcerers can cast Firebolt, which acts like the level 1 version of the Mountain King’s Stormbolt but with a fireball instead of a hammer. It inflicts heavy damage and stuns a target.
* SquishyWizard: The Eredar Sorcerors have low HP. The Diabolists and the Warlocks, [[AvertedTrope not so much,]] the latter having as much HP as a Frost Wyrm.
* PaletteSwap: Of the Warlock hero from the campaign.
* WingedHumanoid: Warlocks in ''Reforged'' have a pair of wings that serve no purpose.

!!Felguards
----
* BladeOnAStick: All three types of Felgaurd wield polearms with oddly shaped blades.
* HerdHittingAttack: Bloodfiends and Overlords have the Pit Lord’s Cleaving Attack, causing their attacks to damage enemies in a small radius.
* SpikesOfVillainy: Felgaurds have massive spikes growing out of their backs.

!!Fel Hounds

In ''Frozen Throne'', the Fel Hounds became their own Creep type for certain maps.

For tropes applying to them, see Demons.

!!Furbolgs
----
* AnIcePerson: The Polar Furbolg Shaman, which is only found on tilesets with lots of ice, can cast the Lich's Frost Armor to enhance the durability of friendly units. The Polar Elder Shamans instead use Frost Nova.
* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.
* ShockAndAwe: Furbolg Elder Shamans can cast Lightning Shield, which creates a shield of electricity around a target that damages enemies who get too close to it.
* SquishyWizard: Furbolg Shamans are quite tanky for magic units, and Elder Shamans are as durable as a late-game unit.
* WolverineClaws: Being bear-like creatures, they attack with their claws.

!!Gnolls
----
* EpicFlail: Except for the Gnoll Warden, all Gnolls wield large flails.
* HeinousHyena: They are hyena men who they are very violent.
* PoisonedWeapons: Gnoll Assassins have Envemoned Weapons, causing a small DamageOverTime on their attacks.
* SillyReasonForWar: In the manual, they are described as fighting dumb for reasons like who has the bigger shadow.
* StarterVillain: Gnolls have the distinction of being the first enemies fought in ''Reign of Chaos'' by appearing as the first enemies in the tutorial. As one might expect, the Gnolls are easy opponents.

!!Goblins

Goblins left the Horde after the Second War and now offer their services to whoever pays. Unlike other Neutral units, Goblin units are hired at a Goblin Laboratory or a Goblin Shipyard in the case of the Transport ship.

!!Goblin Sappers
----
* ActionBomb: They have no attacks, they blow themselves up with their Kaboom! ability instead.
* AntiStructure: Their Kaboom! ability inflicts heavy damage normally and gets a massive damage bonus against buildings.
* GlassCannon: Their Kaboom! does heavy damage, but the Sappers have less health than a WorkerUnit.

!!Goblin Zeppelin
----
* CoolAirship: While not very durable, the Zepplin is the only way to get land units over otherwise impassible terrain.
* NonActionGuy: Like in ''Warcraft II'', the Zepplin cannot attack.

!!Goblin Shredder
----
* ChainsawGood: Or buzzsaw in the Shredders' case. They are designed to harvest wood and are equipped with saws to cut down trees. They can do decent damage to enemies as well.
* SuperpoweredRobotMeterMaids: Shredders are built to harvest wood, but they are well-armored and pack a heavy punch. Their high cost, however, keeps them from seeing much use in combat.
* WorkerUnit: A specialist worker meant for gathering wood. They gather wood much faster than any of the normal resource gatherers, bringing back enough to cover their wood cost twice over in a single trip.

!!Transport Ship

On the water maps introduced in ''Frozen Throne'', a player can hire a ship from a Goblin Shipyard.
----
* CosmeticallyDifferentSides: Transport Ships look different depending on the side that buys them, but their stats are identical.
* {{Expy}}: Of the Transport Ships in ''Warcraft II'', acting as transports to move land units across water maps.
* NonActionGuy: The ships are designed as transports for land units and cannot attack.
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* SiegeEngines: Chimera outrange defensive structures with Corrosive Breath and thus can act as an alternative to Glaive Throwers that can also devastate heavy armor targets with lighting, but they require support against air-to-air threats.
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* AntiMagic: Couatls can cast Abolish Magic, causing their attacks to remove buffs and debuffs, and deal extra damage to summoned units.

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* AntiMagic: Couatls can cast Abolish Magic, causing their attacks to remove buffs and debuffs, debuffs and deal extra damage to summoned units.

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!Units In Singleplayer And Multiplayer





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\n[[/folder]]

[[folder:Campaign Only Units]]

!Ships

In the campaigns of Frozen Throne, in addition to the Transports that can be hired, warships will also appear.

!! Tropes shared by Frigates and Battleships
* CoolBoat: They are heavily armed warships.
* CosmeticallyDifferentSides: While the ships of the various factions look wildly different, their stats are identical.
* {{Expy}}: Of the warships from ''Warcraft II'', the Frigates are stand-ins for Destroyers, and the Battleships are stand-ins for the heavier ships.
* TheVoiceless: Unlike the ''Warcraft II'' ships, they have no voice lines.

!!Tropes exclusive to the Frigates
----
* AntiAir: Frigates can attack air units.
* GlassCannon: Frigates have powerful attacks and are fast, but not especially high HP and no armor.

!! Tropes exclusive to the Battleships
----
* AntiStructure: Battleships inflict Siege damage, doing extra damage to structures.
* MightyGlacier: Battleships pack far more of a punch than Frigates, with higher HP and heavy armor, but are slow.



!Human Units

!!Swordsman

The Elven armies do not use Human Footmen. Instead, they use a similar unit called the Swordsmen. Despite differences in name and appearance, it and the Footmen are otherwise the same unit.
----
* SuspiciouslySimilarSubstitute: To the Footmen, as the High Elf and Blood Elf armies are comprised largely of units based on Humans.

!!Captain

In a few missions, a more powerful version of the Footman appears, sometimes acting as a messenger, and other times as an obstacle to the player.
----
* AuthorityEqualsAsskicking: They are higher-ranking Footmen who are stronger than the normal versions.
* HeavilyArmoredMook: Just like regular Footmen, they are covered in armor.
* MookLieutenant: They are stronger versions of Footmen who act as officers in Human armies.

!!Villager

Human and High Elf villagers appear in a few missions. As they are not combatants or laborers, they must either be protected or killed, depending on whose side the player is on.
----
* NonActionGuy: They have low HP and cannot attack. Their purpose in a mission is either for the player to help them or to act as targets for the player to kill.

!!Archer

Elven armies lack the Dwarf Riflemen, so Archers take their place in missions where High Elves and Blood Elves appear.
----
* AmazonBrigade: These Archers are all women.
* PaletteSwap: Of the Night Elf Archers. Compared to the Archers of the Night Elves, these have higher HP and higher maximum damage, but also lower minimum damage, so they are less reliable. They also cannot attack air units.
* SuspiciouslySimilarSubstitute: To the Elven Archers from ''Warcraft II'', acting as ranged troops who use a bow.

!!Chaplain

Admiral Proudmoore's forces lack High Elf priests, so Chaplains appear in their place.
----
* PaletteSwap: Of the Priests used by the Human Alliance. Compared to the Priests, the colors on the Chaplains are darker and more muted.
* SuspiciouslySimilarSubstitute: They are Admiral Proudmoore's equivalent of Priests, since he has few High Elves in his army.

!!Hydromancer

Mages who specialize in water magic under the command of Admiral Proudmoore.
----
* MakingASplash: They can cast Crushing Wave, which releases a wave of water that damages enemies in front of them.
* PaletteSwap: Of the Archmage, trading in most of the hero's white and blue colors for red and black.

!!Dragonhawk

The High Elves leaving the Alliance means when faced with the Scourge, the Gryphon Riders are not there to aid them. To fill the hole in the unit roster, the Dragonhawk takes the Gryphon Riders' place.
----
* SuspiciouslySimilarSubstitute: To the Gryphon Rider in "Path of the Damned" when the player is facing the High Elves, as the High Elves do not have any dwarfs coming to their defense.

!!Worker

Workers for the Elves who take the role of the Human Peasants.
----
* SuspiciouslySimilarSubstitute: To the Peasant during "Path of the Damned" and "Curse of the Blood Elves", where High Elves and Blood Elves are factions modeled after humans.
* WorkerUnit: They take the place of the Peasant as WorkerUnit for Elves.

!!Blood Elf Engineer

During "The Crossing", engineers are used to construct the special towers used to protect the portal allowing the Blood Elves to escape.
----
* InsufferableGenius: In contrast to the dullwitted Peasants, the Engineer is a genius who thinks very highly of himself.
* SuspiciouslySimilarSubstitute: To the Worker during the secret mission in "Curse of the Blood Elves", "The Crossing", acting as the builders for the special towers in the mission.

!!Blood Elf Lieutenant

Elite Swordsmen who Kael finds imprisoned in "The Dungeons of Dalaran".
----
* HeavilyArmoredMook: Like the Human Captain, they are covered in armor.
* SuspiciouslySimilarSubstitute: To the Human Captain during Curse of the Blood Elves. Compared with the Human unit, the Lieutenant is superior in every respect aside from speed.


!Orc Units

!!Slave Master

The leader of the Orcs of the Blackrock Clan who launched a raid to collect captives for a ritual sacrifice.
----
* StoneWall: He has good HP and speed, and hits hard.
* StarterVillain: He is the first adversary Arthas encounters in the Human campaign.
* UniqueEnemy: This type of horse-mounted orc wielding a mace appears in "The Defense of Strahnbrad" and never appears again.
* WarmUpBoss: While he has good stats, he has no spells or abilities, so he is less of a threat than the [[HeroUnit Hero Units]] players will encounter after him.

!!Fel Orcs

Orcs who are tempted by the power of the Burning Legion drink the blood of a powerful demon. This act grants power to the Orcs, at the cost of them falling under the control of the demon.
----
* BlessedWithSuck: Drinking demon blood makes the orcs more powerful, at the cost of the demon who provided the blood enslaving them.
* InfinityPlusOneElement: All Fel Orcs use Chaos damage as opposed to whatever damage type their normal counterparts had, which deals full damage to all targets, even ones with Divine that causes all other attacks to do ScratchDamage.
* LawOfChromaticSuperiority: The Fel Orcs grew stronger by drinking the blood of a powerful demon and turning from green to red.
* SpikesOfVillainy: In ''Reforged'', Fel Orcs have spikes of varying sizes growing out of them.

!!Fel Orc Warlock

Rather than using Shamans, Fel Orcs use Warlocks.
----
* GlassCannon: Warlocks inflict much higher damage than the caster units the player normally gets access to, though their main source of damage is that they can cast Firebolt. They still die easily if they come under attack.
* PlayingWithFire: Warlocks can cast Firebolt, which is like the Mountain King's Stormbolt, only it uses a fireball instead of a hammer. This is the only time in the campaign the player gets a unit with this spell.
* PurposelyOverpowered: The player only gets to use Fel Orc Warlocks in one level, and it is easy to see why: because of their Firebolt spell. It attacks like the level 1 version of the Mountain King’s Stormbolt. The spell does heavy damage to a target and stuns it. With enough Warlock set up to hit a target with Firebolt, they can lock it into a CycleOfHurting where it cannot attack.

!Undead Units

!!Zombie

Humans exposed to the plague of the Undead Scourge are turned into Zombie slaves to the Scourge.
----
* CannonFodder: Zombies are weak units, even more so than Ghouls, hence they only appear as enemies in the campaign.
* OurZombiesAreDifferent: They are standard zombies with no notable abilities.


!Night Elf Units

!!Night Elf Runner

A messenger sent by Maiev to get the mainland to send reinforcements.
----
* IronicName: Despite her name and purpose being to deliver a message, the Runner is very slow, especially compared to the generally speedy units of the Night Elves.


!Naga Units

!General
----
* PurposelyOverpowered: As Nagas do not appear as a faction outside of the campaign and map editor, they are not designed with game balance in mind. All of their units can cross water, they can build structures on the water, and their units are too powerful for their cost.

!!Mur'gul Slave

The Nagas' WorkerUnit. Unlike the other Naga units, they have no notable stats or abilities.
----
* WorkerUnit: They are the Nagas' builders and resource gatherers.


!!Mur'gul Reaver

A warrior the Reavers produce from their starting structure.
----
* CannonFodder: Compared with the other Naga units, the Reaver is unimpressive.
* OvershadowedByAwesome: Reavers warriors which can be built out of the gate and are tied with Ghouls as the cheapest warrior unit in the game, while having better stats than the Ghouls. However, Naga warriors produced from their other structures are so much better that Reavers aren't worth using.
* ZergRush: Reavers are as cheap as Ghouls, and are produced from the Nagas' starting building.

!!Naga Myrmidon

Hulking snake men who wield giant spears. They are the rank and file of the Naga armies. They cost more than the basic warriors of other factions, but have stats comparable to late-game units while being cheaper than the units in question.
----
* AntiAir: Myrmidons cannot target air units, but they can force them to the ground using Ensnare.
* BladeOnAStick: Myrmidons wield massive spears.
* DiscOneNuke: Nagas have a very simple tech tree, with the ability to construct the building that produces Myrmidons out of the gate. Despite costing less than Knights or Druids of the Claw, the Myrmidons have higher HP, damage[[note]]their damage is on the level of the more expensive Abominations[[/note]], and HP regeneration.


!!Snap Dragon

Four-legged lizard creatures who act as the Nagas' ranged troops.
----
* AntiAir: Snap Dragons can attack ground and air targets.
* PoisonousPerson: Snap Dragons have the Dryads' Slow Poison, which causes their attacks to slow their targets' movement and attack speed while dealing a slow DamageOverTime effect.

!!Dragon Turtle

Giant turtles the Naga use as their siege units. They are much weaker than the Dragon Turtle Creeps, but are still resilient and powerful units.
----
* AntiStructure: Dragon Turtles do '''insane''' damage against buildings, more than any other unit.
* AttackReflector: Their Spiked Shell passive reflects some of the damage they take back at the attacker.
* DamageReduction: Their Hardened Skin ability reduces the damage of all attacks against them.
* DiscOneNuke: Nagas do not need to tech up like other factions to get access to new units, so they can produce their powerful building destroyers well before other factions get their siege units.
* ExtremeOmnivore: They can use Devour, letting them consume any unit, removing them from combat until Devour's DamageOverTime kills them or the Dragon Turtle is killed.
* SiegeEngines: They are the Nagas' siege units. While they lack the absurd HP of their creep variant and the range of other factions' siege units, they have the highest damage against buildings of any unit while still being decent fighters if they come under attack.

!!Naga Siren

Female Nagas who wield magic.
----
* AnIcePerson: Sirens can cast Frost Armor to enhance the durability of allies.
* SupportPartyMember: Naga Sirens lack the raw damage of the Myrmidons, but they have a spell called Parasite. This can be set to autocast and causes a DamageOverTime effect that lasts a very long time. If it kills any enemy unit, it creates a free unit called a Watery Minion. They can also temporarily remove enemy units from combat with Cyclone and buff the armor of friendly units with Frost Armor.

!!Couatl

Winged snake creatures who act as the Nagas' flying units.
----
* AntiMagic: Couatls can cast Abolish Magic, causing their attacks to remove buffs and debuffs, and deal extra damage to summoned units.
* GlassCannon: Couatls have fairly HP, slightly lower than a Wind Raider (though the Nagas' fast HP regeneration gives it greater survivability), but very high damage, in-between that of a Wind Raider and a Gryphon Rider. All while being as fast as a Hippogryph Rider.
* ZergRush: The biggest advantage the Couatl has over the flying units of other factions is that it is cheap and only takes up two food the four taken up by the Wind Raider and Gryphon Rider. Only the Hippogryph and Gargoyle cost less and also take up two food, both of which are dedicated AntiAir units, so they lack the Couatl's flexibility.

!!Naga Royal Guard

Elite Naga warriors who are so powerful the player never gets to build them even in the missions where they control Naga units. They have comparable stats to a Doomgaurd, have versions of spells typically only found on heroes, and are fast and benefit from faction upgrades.
----
* AnIcePerson: They can cast Frostbolt, which is like the Firebolt spell used by the Warlocks only they use ice.
* BladeOnAStick: Like Myrmidons, they wield huge spears.
* BossInMooksClothing: Naga Royal Guards take everything dangerous about Doomguards and put it into a package that is faster, has better armor, and benefits from armor and damage upgrades, on top of arguably having a better selection of spells, since the Royal Guards have more straightforward damage spells which include the ability to stun targets.
* EliteMook: These are the elite of the Naga armies and are their strongest land units.
* InfinityPlusOneElement: Royal Guards inflict Chaos damage, so their attacks deal full damage to all targets.
* LightningBruiser: Royal Guards have as many hit points as a Frost Wyrm, hit harder than the elite land units of other factions, and, unlike such units (aside from the Knight) they are fast.
* MagicKnight: On top of their high stats, Royal Guards have an array of spells.
* MakingASplash: They can cast Crushing Wave, which sends out a wave of water over several units in front of them.
* MasterOfAll: Royal Guards have more HP than a Tauren, higher damage than a Mountain Giant, the armor of a Knight, and are fast.
* MyRulesAreNotYourRules: Players do not get to build Naga Royal Guards in the missions where they control Naga units. The AI in the final Undead mission has no such restrictions.
* PurposelyOverpowered: Even compared to the Nagas' other units, the Royal Guard is massively overpowered, as it has everything one would want in a land unit and can cast spells that help it in combat. It is like the Doomguard, only worse, since it benefits from the Nagas' armor and damage upgrades. Quite tellingly, when the player does control Nagas as a faction, they still cannot build Royal Guards.
* SummonMagic: Royal Guards can cast Summon Sea Elemental, creating a unit that is slightly more powerful than a basic Water Elemental.


!Draenei Units

!!Draenei Laborer

The Draeneis' WorkerUnit.
----
* WorkerUnit: They act as resource gatherers and builders for the Draenei.

!!Draenei Stalker

An invisible Draenei warrior who relies on stealth to get in position to land his powerful attacks.
----
* GlassCannon: Stalkers are not especially durable, but they hit hard and are invisible when not attacking.
* {{Invisibility}}: Stalkers are invisible until they attack an enemy.
* ForceAndFinesse: The Finesse to the Vindicator's Force. The Stalker is less durable, but hits harder and is invisible, so it requires more micromanagement on the player's end to reach a target, but can deal greater damage than the Vindicator is used properly.

!!Draenei Vindicator

The hardier Draenei warrior, who is armed for a frontal assault.
----
* ForceAndFinesse: They are the Force to the Stalker's Finesse. The Stalker is a stealth unit that inflicts greater damage, while the Vindicator has a weaker attack but higher armor and HP.
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!Units In Singleplayer And Multiplayer
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[[/folder]]

[[folder: Night Elf Sentinels Units]]
!!Wisp

Wisps are ancient nature spirits that inhabit Kalimdor's forests, said to be disembodied spirits of Night Elves. Working together with the Night Elves, the Wisps animate various trees and expand them into structures, or strengthen sentient trees known as Ancients.
----
* MechanicallyUnusualFighter: Wisps do not gather wood by cutting down trees and carrying back the wood. Instead, they gather lumber without cutting the tree down. Their gather rate is slower than other units to compensate for the Wisp giving the Night Elf player an endless supply of lumber.
* NonActionGuy: Unlike the [[WorkerUnit Worker Units]] of other factions, the Wisp can't attack aside from their Detonate spell, which kills them. As it has the least health of the [[WorkerUnit Worker Units]], it is the most vulnerable.

!!Archer

The rank and file of the Sentinel army are the Archers. These women are experts with their bows and firing from the concealment of the forests of Kalimdor. At night, they can employ a technique called Shadowmelding where they become invisible.
----
* AmazonBrigade: All Archers are women.
* InvisibilityWithDrawbacks: Using Shadowmeld lets Archers become invisible, but it only works at night.
* MsFanservice: The Archers wear very revealing clothes that expose their cleavage and midriff. This is more apparent in their more detailed models in ''Reforged''.
* ZergRush: Archers are the cheapest of the basic warrior units next to the Ghoul, so it's easy to amass them in large numbers.


!!Huntress

Huntresses are the elite of the Sentinels, riding on the backs of giant cats called Nightsabers and hurling glaives at their enemies. Their mounts give them greater speed than their companions on foot, and they can Shadowmeld at night.
----
* AmazonBrigade: All Huntresses are women.
* HorseOfADifferentColor: The Huntress rides a giant cat like a horse.
* InvisibilityWithDrawbacks: Like the Archers, they can use Shadowmeld to become invisible at night.
* PantheraAwesome: Huntresses ride on giant panthers called Nightsabers.
* LightningBruiser: Huntresses are faster than the land units of other factions, have fairly high HP and their attacks can damage multiple units. However, their attacks have a shorter range than Archers.
* TrueSight: The owl created by their Sentinel ability can see invisible units.

!!Ballista / Glaive Thrower

The long-range siege weapon of the Sentinels, the Ballista is constructed from sturdy ashenwood trees and flings bolts of iron with deadly precision.

''Frozen Throne'' changed the unit to the Glaive Thrower.
----
* DiscardAndDraw: A patch for ''Frozen Throne'' in 2019 changed the Vorpal Blade ability for the Glaive Thrower so that rather than hitting units in a line, it increases the speed of the Glaive Thrower's projectile.
* SiegeEngines: The Night Elves' long-range AntiStructure unit. Compared with such units of other factions, its abilities help with killing units.
* TheVoiceless: Being a war machine with no visible crew, it never speaks.

!!Dryad

Dryads are the daughters of the Night Elf demigod, Cenarius, who resemble Night Elf women from the waist up and fauns from the waist down. While normally playful and abhorrent of violence, they will defend Kalimdor with their lives if the need arises.
----
* AntiMagic: The Dryad is the Night Elves' AntiMagic specialist. They are immune to spells and their Abolish Magic spell can be set to autocast to dispel buffs and debuffs, though it has to be manually targeted to be used on summoned units.
* FragileSpeedster: Dryads are fast but fragile. Their attacks don't do high damage, though their Slow Poison means they can do heavy DamageOverTime, especially since their attacks slow their target.
* NoSell: Dryads are immune to harmful spells.
* OneGenderRace: Dyrads are an all-female race.
* PoisonedWeapons: Their Slow Poison gives their attacks a passive bonus that deals damage over time while slowing the target.
* OurCentaursAreDifferent: They are [[OneGenderRace all women]] and are half deer as opposed to half horse.

!!Druid of the Claw

Druids of the Claw are druids who adopted the totem of the Bear and use its powers to defend their home. Their spells enhance the fighting prowess of their allies, but they can also assume the form of mighty bears.
----
* AnimalMotifs: Bears. Aside from their design, their StopPokingMe quotes result in bear-related [[ShoutOut pop culture references]].
* BearsAreBadNews: Druids of the Claw can turn into bears, trading in their magic for fighting prowess.
* DualModeUnit: In their Night Elf form they have spells that help friendly units in combat. In their bear form, they cannot use spells [[note]]researching Mark of the Claw lets them use Roar in Bear Form[[/note]] and their mana regeneration is slower, with the Druid becoming a powerful melee unit instead.
* TheMedic: In their Night Elf form they can cast Rejuvenation, which slowly restores a large amount of HP over time.
* SupportPartyMember: In their Night Elf form, the Druids of the Claw act as casters who support frontline units. Aside from healing, they can use Roar, which gives friendly units around the druid a damage bonus.
* WolverineClaws: In their bear form, they gain a set of large claws they use to attack enemies, being bears and all.

!!Hippogryph

Ancient magical beasts who resemble a cross between ravens and stags. They patrol Kalimdor's skies and attack any enemy they come across. In honor of the demigod Cenarius, the Hippogryphs give their allegiance to their Night Elves.
----
* AntiAir: Hippogryphs can only attack other air units. Thanks to their speed and great damage, they are very good at it.
* CripplingOverspecialization: Hippogryphs excel at killing air units. Sadly, that is the only thing they can attack. Fortunately, an Archer can mount them if there is nothing in the air to attack.
* GlassCannon: The Hippogryphs are fast, do heavy damage, and have no armor.

!!Hippogryph Rider

During a battle, Night Elf Archers can mount Hippogryphs and fire their bows from their backs, aided by the speed and mobility of their flying allies.
----
* DiscardAndDraw: Having an Archer mount the Hippogryph means the Hippogryph's powerful AntiAir attack is traded in for the Archer's bow, which can attack ground and air units. The mounted Archer also has far more HP than the Hippogryph alone, though since the Hippogryph is carrying an Archer it is slower, albeit still very fast.

!!Druid of the Talon

Druids of the Talon are druids who adopted the Crow totem. Within Night Elf society they act as spies. In battle, they can transform into Storm Crows to act as flying scouts. In their Night Elf forms, they can channel the powers of the wind.
----
* AntiAir: In their Storm Crow form, they can only attack air units. They aren't going to win any fights on their own, but researching Mark of the Talon means their Faerie Fire will still be used and can lower the target's armor.
* BalanceBuff: The patch reworked magic units and buffed the druid's spells, increasing the duration of Cyclone and decreasing the cost of Faerie Fire.
* BlowYouAway: Their Cyclone spell, which temporarily removes a unit from combat.
* GlassCannon: Their Storm Crow form is faster, has more HP, and deals much greater damage than their Night Elf form. Even with the added HP, however, they still have low health.
* SupportPartyMember: The Druid of the Talon is a caster whose spells are aimed at hindering the enemy. Using Cyclone removes an enemy unit from combat, and their Faerie Fire spell lowers a unit's armor.

!!Chimera

The Chimaera of Ashenvale Forest are territorial beasts who have nonetheless formed bonds with Night Elves. The flying two-headed creatures breathe bolts of lightning from one head and corrosive acid from the other.
----
* AchillesHeel: The Chimera is the only air unit incapable of attacking other air units.
* AntiStructure: Researching Corrosive Breath gives the Chimera a second attack that does Siege damage, making it much more effective at destroying buildings.
* BreathWeapon: Two of them. One head breathes [[ShockAndAwe lightning]] and the other spits [[HollywoodAcid acid]].
* MightyGlacier: The Chimera has slightly below-average speed, but also has the highest damage of all the flying units next to the Frost Wyrm and can inflict heavy damage with its two attacks.
* MultipleHeadCase: The Chimera has two heads, each with a unique attack.
* MixAndMatchCritters: The Chimera resembles a cross between a bird and a two-headed dragon.

!!Treant

Walking trees created by the Keeper of the Grove.
----
* CannonFodder: Treants are summoned in groups of two to four, depending on the level of Force of Nature. Regardless of the level, they are weak units.
* WhenTreesAttack: They are living trees created by the Keeper of the Grove's Force of Nature spell.

!!Ancients

Ancients are demigod-like trees who ally with the Night Elves. Night Elf structures that are classified as Ancients can uproot themselves and act as units until they are rooted again.
----
* MightyGlacier: Uprooted Ancients have as many hit points as they did while they were buildings, which, aside from the Ancient of Wonders is a lot, and also inflict heavy damage. The downside is that they are by '''far''' the slowest units in the game, so they are mostly good for defense.
* WhenTreesAttack: Ancients are all giant trees that can uproot to attack enemies. The Ancient Protector can also attack while rooted.

!!Mountain Giant

When the world was young, the Titans crafted giants of living stone. These Mountain Giants are docile and solitary creatures who awaken to defend their world when its tranquility is threatened. The giants' rock skin and sheer bulk make them exceptionally durable, and their sheer size gives them great strength.
----
* DrawAggro: Their Taunt ability forces enemies to attack them.
* ImprovisedWeapon: Their War Club ability lets them uproot a tree and use it as a weapon. The tree does more damage than its fist, but breaks after enough swings.
* MightyGlacier: Mountain Giants have more HP than a level 10 hero, unless the hero used a number of items to buff their HP. They also have the highest damage of the land units players normally have access to. On top of this, researching their passive abilities Harden Skin and Resistant Skin reduces the damage of enemy attacks and spells, respectively. As to be expected from giants made of stone, they are slow.
* NoSell: Resistant Skin gives the Mountain Giant the same ContractualBossImmunity that heroes and creeps above level 5 enjoy, making them immune to Polymorph and Possession.
* OurGiantsAreBigger: They are gentle creatures made of stone, and are the biggest land unit in the game.

!!Faerie Dragon

Despite their name, Faerie Dragons are not actual dragons. They are instead mystical creatures who patrol the Emerald Dream and protect it from harmful magic. To aid this effort, they are immune to spells.
----
* AntiMagic: The Faerie Dragon is immune to spells, and their Mana Flare spell allows them to harm enemies who use spells themselves.
* FairyDragons: They are lizard-like creatures with butterfly wings, and are much larger than they would be depicted in later appearances. Despite their name, they are not actual dragons.
* NoSell: They are immune to spells, and when using Phase Shift they are immune to damage.

!!Avatar of Vengeance

A unit summoned by the Warden's ultimate.
----
* AntiMagic: The Avatar is immune to spells.
* LightningBruiser: While not as strong as Infernal, the Avatar of Vengeance is still powerful, durable, and fast.
* TheNecromancer: The Avatar of Vengeance uses its Spirit of Vengeance spell to create the eponymous unit corpses of other units. Unlike the Undead's Necromancer, the Avatar is limited to summoning six units.
* ScissorsCutsRock: Being immune to spells, the Avatar of Vengeance is not countered by AntiMagic spells.

!!Spirit of Vengeance

When an Avatar of Vengeance comes across a corpse, it can use its Spirit of Vengeance spell to create this unit. While their attacks aren't especially strong, the Spirits of Vengeance are immune to all attacks.
----
* InvincibleMinorMinion: A Spirit of Vengeance is immune to all forms of attack: they only die when their timed life expires or the Avatar that created them dies.
* TheJuggernaut: While their attacks are not especially powerful, a Spirit of Vengeance can only be stopped if its timed life runs out or when the Avatar that created it dies.
* ScissorsCutsRock: Like the Avatar that created them, normal counters to summoned units do not work on a Spirit of Vengeance.
* StoneWall: Their attacks are not especially strong, only hitting slightly harder than an un-upgraded Archer. A necessary drawback, since enemies cannot hurt them in return.

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* InescapeableNet: The Raider's ability, Ensnare, is throwing a net to entrap their target, and bringing down any air units for melee units to attack.

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* InescapeableNet: InescapableNet: The Raider's ability, Ensnare, is throwing a net to entrap their target, and bringing down any air units for melee units to attack.

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* BrutishCharacterBrutishWeapon: The Grunt wields an axe, a symbolic weapon of the Horde, compared to the Footman's sword.



* RapePillageAndBurn: The research Pillage allows the Grunt's attacks to gain resources when dealing damage to buildings.




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* InescapeableNet: The Raider's ability, Ensnare, is throwing a net to entrap their target, and bringing down any air units for melee units to attack.
* RapePillageAndBurn: Raider specializes in destroying buildings, as their attack type is Siege. In addition, the research Pillage allows the Raider's attacks to gain resources when dealing damage to buildings.
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[[/folder]]

[[folder: Undead Scourge Units]]

!!Acolyte

Acolytes are human worshipers of Ner'zhul, intent on spreading the will of the Lich King. Utterly fantastical, they do not fear death, viewing it and becoming undead as the ultimate rewards for their service.
----
* BoisterousWeakling: Unlike the Peon and Peasant, the Acolytes are oddly confident when sent to attack, despite being a weak unit.
* InTheHood: Acolytes all wear hoods, and most of their faces are covered as well.
* SummonMagic: Rather than constructing buildings, Acolytes use magic to summon them.
* WorkerUnit: They are the builder of the Undead. Unlike the other [[WorkerUnit Worker Units]], the Acolyte only needs to start the construction of a building rather than work to maintain it, freeing up an Acolyte to create more buildings. As a downside, they cannot gather wood.

!!Ghoul

Once a zombie makes the final transition into undeath, they become Ghouls. They are bloodthirsty creatures who revel in combat and will consume the flesh of those who fall in battle.

Ghouls are the basic warriors of the Scourge. Of the basic warriors, they are the cheapest.
----
* ExtremeOmnivore: Researching Cannibalize allows a Ghoul to eat a corpse to get back health, regardless of whether the corpse was a living or undead unit.
* FragileSpeedster: Of the starting combat units, Ghouls have the lowest HP next to the Archer and the lowest damage. Researching Ghoul Frenzy gives Ghouls a boost to their attack rate and speed, making them as fast as a knight
* OurGhoulsAreCreepier: They are ugly zombies with long claws who can eat almost anything.
* WorkerUnit: In addition to fighting, Ghouls are also used to gather lumber. Since Ghouls cost more than a WorkerUnit and take up more population space, they carry back twice as much wood as normal, so fewer are needed to do so.
* ZergRush: Ghouls are the cheapest of the basic land units and train slightly faster than others, so it is easy to mass them in large groups.

!!Crypt Fiend

After the Scourge destroyed the spider kingdom of Azjol-Nerub, its inhabitants, the Nerubians, were raised as undead servants called Crypt Fiends. These spider creatures attack by summoning swarms of insects to kill their enemies and can use their webbing to pull flying units to the ground.
----
* AntiAir: While they cannot attack air units (unlike other ranged units), Crypt Fiends can force air units to the ground with their Web ability.
* BigCreepyCrawlies: Undead BigCreepyCrawlies, being mummified spiders.
* NinjaPirateZombieRobot: Undead giant spiders with human torsos, giving them a centaur-like appearance.
* NonHumanUndead: In life, Crypt Fiends were giant arachnids in life rather than humans.

!!Gargoyle

Gargoyles are evil creatures brought from Northrend by the Lich King. Normally they attack from the skies, but can descend to the ground and harden their skin while regenerating their wounds.
----
* AntiAir: While they can attack ground and air units, the attack against the former is very weak compared to the latter. Hence, their main use is to kill other air units.
* GlassCannon: Gargoyles are fast and can inflict a ton of damage when attacking other air units, but have the least health of the air units.
* HealingFactor: Using their Stone Form causes their HP to rapidly regenerate.
* NoSell: When using their Stone Form, they are immune to spells.
* OurGargoylesRock: They are flying undead creatures who can turn themselves to stone to heal their wounds.
* StoneWall: Using their Stone Form causes their armor to skyrocket while also rapidly healing them.

!!Shade

An Acolyte can be sacrificed at a Sacrificial Pit to create a Shade. A Shade acts as an invisible scout who can see other invisible units, though he cannot attack.
----
* FragileSpeedster: Shades are fast to help with spying on the enemy.
* {{Invisibility}}: Shades are permanently invisible.
* NonActionGuy: Shades have even less HP than the Acolytes sacrificed to create them, and they cannot attack. Instead, they are used as scouts since they are permanently invisible and can see invisible units. Voice lines for the Shades attacking exist in the game, implying that originally they were going to be able to attack but the ability was cut for balance purposes.
* TrueSight: Shades can see invisible units.

!!Necromancer

Formerly aspiring mages of Dalaran, the Necromancers were tempted by the promise of power and knowledge by Ner'zhul. In service to the Scourge, they use their magic to create and command various forms of Undead and hinder their enemies.
----
* AnimateDead: Their Raise Dead spell allows them to create two skeletons from a corpse. The mana cost for it has decreased considerably since the last game and it can be set to autocast, meaning it is finally worth using.
* EvilSorcerer: They are human mages who chose to fight for the Lich King in exchange for power.
* TheNecromancer: It is in their name and creating armies of skeletons is their main purpose.
* PowerAtAPrice: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP during its duration.
* SquishyWizard: Necromancers are poor fighters and need friendly units to keep the enemy away from them.
* SupportPartyMember: Necromancers are frail, so they are meant to stay behind the more sturdy units while creating an army of Skeletons, using Unholy Frenzy on a powerful friendly unit and using their Cripple spell to weaken a strong enemy.

!!Skeletons Warriors and Skeleton Mages
* AchillesHeel: Before ''Frozen Throne'' introducing the Skeleton Mage, the masses of Skeletons had no way of dealing with air units. Even with that they still have a weakness to AntiMagic spells since the low health of the Skeletons means such spells will mow them down faster than the Necromancers can create new ones.
* AntiAir: Skeleton Mages do less damage than Skeleton Warriors, their use is that they allow masses of Skeletons to attack air units.
* CannonFodder: Skeletons are fragile and do not do much damage. Their strength is that it only takes a spell from the Necromancer that can be set to autocast to create them.
* DemBones: They are Skeletons animated by Necromancers.
* ShieldsAreUseless: Skeleton Warriors carry shields, which serve no purpose.
* ZergRush: Raise Dead can create two skeletons from any corpse, including a skeleton. This allows the Necromancers to easily amass an army, especially if they have Meat Wagons to supply them.

!!Banshee

Some Night Elf women murdered by the Burning Legion remained in the world for thousands of years as vengeful spirits. When the Lich King became aware of these spirits, he convinced them to serve him in exchange for the chance to exact their vengeance on the living. They are granted terrible voices that they can use as weapons, striking enemies with sonic force and wielding magic to weaken them. If need be, they can drive out the spirit of a living being and take the body for their own.
----
* AntiMagic: Their Anti-Magic Shell stops a set amount of magic damage.
* EnemyExchangeProgram: Using Possession allows the player who is controlling the Banshee to take control of an enemy unit at the cost of losing the Banshee. This doesn't work on flying units, hero units, or Creeps above level 5.
* GrandTheftMe: The Banshee's Possession spell drives out the soul of the target unit, letting her take control of it and by extension, the Banshee's controller.
* MakeMeWannaShout: They attack using screams.
* OurBansheesAreLouder: They are ghosts of elves with lethal screams and the ability to wield magic.

!!Meat Wagon

Unusual contraptions resembling catapults, the Meat Wagons are used to collect and store corpses from the battlefield so they can later be raised as undead warriors. In combat, the Meat Wagons fling diseased corpses at enemies.
----
* AbnormalAmmo: They are catapults that fling corpses at the enemy.
* GlassCannon: Meat Wagons have the highest damage of the siege units next to the Demolisher, but have low health and die easily if they come under fire.
* LongRangeFighter: Like the other long-range siege units, the Meat Wagon cannot attack targets that are too close.
* SiegeEngines: An odd building destroyer that flings dead bodies at the enemy, that can be upgraded to release a cloud of germs wherever its projectiles land.

!!Abomination

By sewing together the various body parts from different corpses, the Scourge creates massive warriors called Abominations. These brutes delight in hacking apart enemies with their huge meat cleavers and giant hooks. Being made of several bodies sewn together, the Abominations are dull-witted creatures who think about little besides murder.
----
* BodyHorror: It is a huge zombie made from multiple corpses sown together very crudely as it has a patch of flesh with no skin covering it.
* DumbMuscle: Abominations are so dim they can barely use words.
* EliteZombie: Of the brute variety, acting as the strongest of the Undead's land units.
* ExtremeOmnivore: Like Ghouls, Abominations benefit from Cannibalize, allowing them to regain HP from eating corpses.
* InformedFlaw: Abominations are described as slow in the manual, but in-game they are not any slower than the average unit.
* MightyGlacier: Like the Taurens, Abominations aren't any slower than the average unit, but their bulk means they have path-finding issues. In exchange for the lack of mobility, they hit hard and have high HP.
* RoyalWe: In their quotes, the Abominations always refer to themselves as "we" or "us", likely stemming from them being made from multiple bodies sewn together.

!!Frost Wyrm

In the past, Dragons in their twilight years would fly to Northrend to die, leaving massive graveyards full of the bones and skulls of long-dead Dragons. When Ner'zhul took full control of Northrend he raised the skeletons as undead servants called Frost Wyrms who only think of serving the Lich King. Infused with cold power they breathe blasts of frost.
----
* AwesomeButImpractical: Frost Wyrms are the Scourge's most powerful unit in terms of raw stats. They also cost an arm and a leg, only reviving a high-level hero or hiring a Dragon costs more than a Frost Wyrm, and only a Dragon takes up more population space, so they are a huge investment that is difficult to create in significant numbers. On top of their cost and long build time, they require their own unique structure to build, so if an enemy scouts the base of an Undead player they can easily see the Frost Wyrms coming. Despite their high HP, they are still very vulnerable to AntiAir attacks due to their poor armor and slow speed. As a result, they do not see much use outside of team games where it is easier to amass the resources needed to produce them.
* BalanceBuff: Patches to the game increased the Frost Wyrms' health and damage.
* BreathWeapon: Being skeletons doesn't stop the Frost Wyrms from having a BreathWeapon.
* DracoLich: Reanimated skeletons of dragons with no legs in the original. ''Reforged'' adds legs to them.
* GiantFlyer: The largest flying units players normally have access to outside of a dragon.
* HerdHittingAttack: When attacking land units, their attack has a small AOE.
* MightyGlacier: They have the highest HP of any non-hero or non-Creep next to the Mountain Giant, and the greatest damage per attack of any unit in the game. Unlike most flying units, however, they are also slow.

!!Infernal

Near mindless amalgamations of [[BlackMagic fel]] energy created by the Burning Legion and summoned by a powerful Dreadlord with his ultimate.
----
* AntiMagic: The Infernal is immune to spells.
* InfinityPlusOneElement: Infernals inflict Chaos damage.
* LightningBruiser: Infernals have the highest HP of any nonhero or Creep unit next to the Mountain Giant, hit almost as hard as a fully upgraded giant, and their Permanent Immolation ability damages any enemy touching it. Unlike most late-game melee units, they have a short cooldown on their attacks and are fast.
* MyRulesAreNotYourRules: Infernals are sometimes encountered as Creeps or built by the enemy during the campaign. In both cases, they are not considered summoned units and have no timed life.
* ScissorsCutsRock: Infernals are immune to spells, so the various AntiMagic spells that inflict heavy damage to summoned units do not work on them.


!!Obsidian Statue

Obsidian Statues are magic statues used at the forefront of Undead armies thanks to their ability to restore health and mana to friendly units.

Introduced in ''Frozen Throne''.
----
* TheMedic: Their Essence of Blight Spell restores HP to nearby units.
* SupportPartyMember: Filling a role the Undead were missing, the Obsidian Statue can heal units without them returning to blighted ground and restore mana to magic units and heroes.

!!Destroyer

Terrible creatures are held within Obsidian Statues. Once these Destroyers are released, they cannot be bound again. The beasts have an insatiable hunger for magic that they aim to sate by consuming any magic they come across on the battlefield, while using the magic they consume to rain destruction on the enemies of the Scourge.

Introduced in ''Frozen Throne''.
----
* AntiMagic: While a Destroyer can do fairly high damage with its Orb of Annihilation spell, since it doesn't regenerate mana it has to gain it from enemies with its Absorb Mana and Devour Magic abilities, the latter of which also removes buffs and debuffs, and damages summoned units. This allows it to fill a hole in the Undead’s roster as the Necromancer and the Banshee had no spells that could do this, unlike the magic units of other factions.
* MechanicallyUnusualFighter: Unlike most units that start with their mana partially full and slowly regenerate it, the Destroyer starts with all of its mana and slowly loses it. Aside from Orb of Annihilation, its spells give its mana back instead of costing it.
* NoSell: The Destroyer is immune to hostile spells.
* OneWingedAngel: The creature sealed inside an Obsidian Statue breaks free to give a player a Destroyer. Once this happens, the Destroyer cannot change back.
* StoneWall: A Destroyer has high HP and high armor for a flying unit. However, its damage is relatively low for its cost unless it uses Orb of Annihilation, which turns it into a LightningBruiser thanks to its speed.

!!Carrion Beetle

Beetles created by a Crypt Lord.
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* BigCreepyCrawlies: They are not as big as the Crypt Lord that creates them, but these beetles are still big.
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* SuspiciouslySimilarSubstitutue: As the Ogres are no longer in the Horde's main army, Tauren replace them in their role as the strongest melee warrior in their army.

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* SuspiciouslySimilarSubstitutue: SuspiciouslySimilarSubstitute: As the Ogres are no longer in the Horde's main army, Tauren replace them in their role as the strongest melee warrior in their army.
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* SuspiciouslySimilarSubstitutue: As the Ogres are no longer in the Horde's main army, Tauren replace them in their role as the strongest melee warrior in their army.
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* SuicideAttack: The Batrider's special ability Unstable Concoction allows it to deal massive damage against a single air unit and splash damage to any air units around the target at a cost of his own life.
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'''Individual media''': '''''Warcraft III'' Units''' ''[[Characters/Warcraft3Heroes Warcraft III]]'' [[Characters/Warcraft3Heroes Heroes]] | [[Characters/WarCraft2016 Film characters]] | ''[[Characters/HearthstoneHeroesOfWarcraft Hearthstone]]'' [[Characters/HearthstoneHeroesOfWarcraft characters]] | ''[[Characters/HeroesOfTheStormWarcraftUniverse Warcraft]]'' [[Characters/HeroesOfTheStormWarcraftUniverse characters in]] ''[[Characters/HeroesOfTheStormWarcraftUniverse Heroes of the Storm]]'' ([[Characters/HeroesOfTheStormWarcraftAssassins Assassins]] - [[Characters/HeroesOfTheStormWarcraftWarriors Warriors]] - [[Characters/HeroesOfTheStormWarcraftSupport Support]])-]]]]]


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'''Individual media''': '''''Warcraft III'' Units''' | ''[[Characters/Warcraft3Heroes Warcraft III]]'' [[Characters/Warcraft3Heroes Heroes]] | [[Characters/WarCraft2016 Film characters]] | ''[[Characters/HearthstoneHeroesOfWarcraft Hearthstone]]'' [[Characters/HearthstoneHeroesOfWarcraft characters]] | ''[[Characters/HeroesOfTheStormWarcraftUniverse Warcraft]]'' [[Characters/HeroesOfTheStormWarcraftUniverse characters in]] ''[[Characters/HeroesOfTheStormWarcraftUniverse Heroes of the Storm]]'' ([[Characters/HeroesOfTheStormWarcraftAssassins Assassins]] - [[Characters/HeroesOfTheStormWarcraftWarriors Warriors]] - [[Characters/HeroesOfTheStormWarcraftSupport Support]])-]]]]]

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[[WMG:[[center:[-''VideoGame/{{Warcraft}}'' '''[[Characters/{{Warcraft}} Main Character Index]]'''\\
[[Characters/WarcraftPlayerCharacters Adventurers]]\\
'''[[Characters/WarcraftTheAlliance The Alliance]]:''' [[Characters/WarcraftTheAllianceStormwind Stormwind (Humans)]] - [[Characters/WarcraftTheAllianceLordaeron Lordaeron (Humans)]] - [[Characters/WarcraftTheAllianceGilneas Gilneas (Humans/Worgen)]] - [[Characters/WarcraftTheAllianceKulTiras Kul Tiras (Humans)]] - [[Characters/WarcraftTheAllianceHumanKingdoms Other Human Kingdoms]] - [[Characters/WarcraftTheAllianceIronforge Ironforge (Dwarven Clans)]] - [[Characters/WarcraftTheAllianceGnomeregan Gnomeregan (Gnomes)]] - [[Characters/WarcraftTheAllianceQuelThalas Quel'Thalas/Telogrus Rift (High Elves and Void Elves)]] - [[Characters/WarcraftTheAllianceDarnassus Darnassus (Night Elves)]] - [[Characters/WarcraftTheAllianceExodar The Exodar (Draenei)]] - [[Characters/WarcraftTheAllianceTushui Tushui (Pandaren)]] - [[Characters/WarcraftTheAllianceVindicaar Vindicaar (Lightforged Draenei)]] - [[Characters/WarcraftTheAllianceMechagon Mechagon (Mechagnomes)]]\\
'''[[Characters/WarcraftTheHorde The Horde]]:''' [[Characters/WarcraftTheHordeOrgrimmar Orgrimmar (Orcs)]] - [[Characters/WarcraftTheHordeDarkspearTribe The Darkspear Tribe (Trolls)]] - [[Characters/WarcraftTheHordeThunderBluff Thunder Bluff (Tauren)]] - [[Characters/WarcraftTheHordeTheForsaken The Forsaken (Undead)]] - [[Characters/WarcraftTheHordeQuelThalas Quel'Thalas (Blood Elves)]] - [[Characters/WarcraftTheHordeBilgewaterCartel Bilgewater Cartel (Goblins)]] - [[Characters/WarcraftTheHordePandaren Huojin (Pandaren)]] - [[Characters/WarcraftTheHordeHighmountain Thunder Totem (Highmountain Tauren)]] - [[Characters/WarcraftTheHordeSuramar Suramar (Nightborne)]] - [[Characters/WarcraftTheHordeZandalariEmpire Zandalari Empire (Zandalar Trolls)]] - [[Characters/WarcraftTheHordeVoldunai Voldunai (Vulpera)]] - [[Characters/WarcraftTheHordeOther Other (non-playable races)]]\\
'''Other factions:''' [[Characters/WarcraftTheHordeOldHorde The Old Horde/Iron Horde]] | [[Characters/WarcraftTheScourge The Scourge]] | [[Characters/WarcraftSylvanasAndFollowers Sylvanas and her followers]] [[Characters/WarcraftSylvanasWindrunner (Sylvanas Windrunner)]] | [[Characters/WarcraftKnightsOfTheEbonBlade Knights of the Ebon Blade]] | [[Characters/WarcraftIllidanAndFollowers Illidan and his followers]] | [[Characters/WarcraftTheHordeGarroshsHorde Garrosh's Horde]] | [[Characters/WarcraftPandaria Pandaria]] | [[Characters/WarcraftOthers Other mortals]] | [[Characters/WarcraftTheOldGods The Void (The Old Gods)]] | [[Characters/WarcraftTheLight The Light]] | [[Characters/WarcraftEternals Eternals]] | [[Characters/WarcraftShadowlands Shadowlands (Death)]] | [[Characters/WarcraftTitans The Titans (Arcane)]] | [[Characters/WarcraftTheBurningLegion The Burning Legion (Fel)]] | [[Characters/WarcraftTheDragonflights The Dragonflights]] | [[Characters/WarcraftWildGods Wild Gods]]\\
'''Individual media''': '''''Warcraft III'' Heroes''' | [[Characters/WarCraft2016 Film characters]] | ''[[Characters/HearthstoneHeroesOfWarcraft Hearthstone]]'' [[Characters/HearthstoneHeroesOfWarcraft characters]] | ''[[Characters/HeroesOfTheStormWarcraftUniverse Warcraft]]'' [[Characters/HeroesOfTheStormWarcraftUniverse characters in]] ''[[Characters/HeroesOfTheStormWarcraftUniverse Heroes of the Storm]]'' ([[Characters/HeroesOfTheStormWarcraftAssassins Assassins]] - [[Characters/HeroesOfTheStormWarcraftWarriors Warriors]] - [[Characters/HeroesOfTheStormWarcraftSupport Support]])-]]]]]

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[[/folder]]

[[folder: Orcish Horde Units]]

!!Peon

Peons are the [[InformedFlaw allegedly]] stupid lowly workers of the Horde tasked with menial labor like gathering resources and construction. Nonetheless, their work is essential for the Horde to function.
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* InformedFlaw: As usual, the descriptions of the Peons implies they aren't very smart even though they perform complicated construction work.
* ThisIsGonnaSuck: When ordered to attack an enemy, their quotes mostly show them as less than confident since they know they are not warriors.
* WorkerUnit: They are the builder and resource gatherer for the Orcs.

!!Grunt

The rank and file of the Horde's armies. Formerly characterized by their cruelty and thirst for blood, under the leadership of Thrall, they have returned to the savage, yet noble ways of their ancestors.

Grunts are the strongest of the basic units by a wide margin, but also the most expensive.
----
* CannonFodder: Expensive cannon fodder who far outstrip the killing power of their counterparts in other factions.
* TookALevelInBadass: Warcraft III upped the strength of Grunts so they are now the strongest of the basic units as opposed to being the equal of the Footman. They have the most HP by a wide margin and the highest damage, and that is even before Berserker Strength is researched, which gives them almost as much HP as a Knight and increases their damage.
* WalkingShirtlessScene: Unlike in the previous two games, Grunts have nothing covering their upper body besides a shoulder pad and the straps holding it on. Yet, they are more resilient.

!!Troll Headhunter / Berserker


While the Horde's attempts at conquering Lordaeron failed, the oppressed Trolls of the continent have still found common cause with the Horde under Thrall's leadership. Troll Headhunters are raised from birth to hunt and track wild beasts. In war, they will fight as the ranged troops of the Horde with their throwing spears.
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* BladeOnAStick: They wield spears, though they throw them instead of using them in close quarters.
* {{Expy}}: Of the Spearman from the original game, being a ranged unit of the Horde that throws spears.
* HealingFactor: Most units in the game slowly regenerate HP, but Troll units stand out thanks to an upgrade to their natural healing called Troll Regeneration. Researching it enhances the Spearmens' inherent regeneration.
* PowerAtAPrice: The Berserk ability they gain when upgraded to Berserkers increases their attack rate at the cost of increasing the damage they take.

!!Catapult / Demolisher


A staple of the Horde's armies, the Catapult hurls burning projectiles over great distances. It is the most powerful siege weapon of the Horde.

In ''Frozen Throne'' the unit was changed to the Demolisher.
----
* GlassCannon: It has the highest damage and HP of the long-range SiegeEngines. However, its HP is still low.
* LongRangeFighter: While it has a long-range, its minimum range keeps it from attacking units that get too close.
* KillItWithFire: ''Frozen Throne'' changing the unit to the Demolisher also brought an upgrade that gives it the Burning Oil ability. This causes all of its attacks to light the ground on fire and slowly damage whatever was in the area they hit.
* {{Nerf}}: Frozen Throne lowered the unit's damage so they only slightly beat the Meat Wagon for having the highest damage per hit, but they compensate for being able to inflict a DamageOverTime effect.
* {{Retcon}}: Originally the Demolishers were called Catapults until ''Frozen Throne'', then the name was changed to Demolishers and the description treated them like they were always called that.
* SiegeEngines: It is a long-range building destroying that can set targets on fire for extra damage.
* TheVoiceless: The unit has no visible crew so it has no quotes.

!!Raider

Raiders were honored warriors of the Horde until Warlock Gul'dan arranged for them to be disbanded before the Second War. Under the leadership of Warchief Thrall, a new generation of Raiders has been trained. Riding on top of giant wolves, the Raiders wield massive blades.
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* AntiAir: While they cannot attack air units, researching Ensnare allows them to force air units to the ground and render them immobile, making the target vulnerable to the Orcs’ powerful melee units.
* AntiStructure: Raiders do Siege damage, which makes them better at destroying buildings than units since most buildings have Fortified armor which takes reduced damage from everything except Siege and Chaos damage.
* {{BFS}}: The Orc on the wolf carries a sword that is as big as he is.
* TheBusCameBack: After vanishing in Warcraft II, the Raiders make a return.
* CanisMajor: Raiders ride on top of giant wolves that are as big as horses.

!!Kodo Beast

Kodo Beasts are huge creatures native to the plains of the Kalimdor. The Orcish Horde learned to use them as beasts of burden, carrying war drums to act as symbols of the Orcs' strength and valor and aiding the Orcs through their size and power.
----
* ExtremeOmnivore: The Kodo Beast’s Devour ability lets it swallow any land unit that isn’t a HeroUnit or a Creep above level 5, after which the unit slowly takes damage unit it dies or the Kodo Beast is killed. It doesn’t matter if the unit is undead or even flesh and blood.
* StoneWall: While the Kodo Beast is a support unit, it’s a very durable one, with the most HP of the Orc units next to the Tauren.
* SupportPartyMember: The Kodo Beast has a weak attack, so its main purpose is to use its War Drum Aura to buff the damage of friendly units.
* ThrowingYourSwordAlwaysWorks: The rider of the Kodo Beast throws axes at the enemy.

!!Wind Raider

Impressed by the honor of the Orcs, the Wyverns of the Kalimdor willingly allied with the Horde and allowed the Orcs to ride them in the battle against threats to Kalimdor. The Wind Raiders hurl spears from the Wyverns at ground and air targets.
----
* GlassCannon: They have the least health of the hard-hitting flying units (less than an Orc Grunt) and since they have Light armor, they take extra damage from attacks that do Piercing damage, and most units with AntiAir abilities inflict Piercing damage. They can, however, do a ton of damage with their Envenomed Spears.
* PoisonedWeapons: Researching Envenomed Spears means each attack they make poisons the enemy, causing them to take damage over time.

!!Shaman

When Thrall became the Warchief of the Horde, he turned them away from the use of [[BlackMagic fel magic]] and towards the Shamanistic traditions of their ancestors. The Shamans of the Horde draw their power from the natural world and its elements to battle their enemies of the Horde and aid their allies.
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* AntiMagic: Their Purge spell removes all beneficial spells from a target and immobilizes them for a few seconds. It has the secondary purpose of damaging summoned units.
* BlessedWithSuck: Creative use of Lightning Shield causes it to become this for the enemy. It creates a shield of electricity that damages units near the target. Since it can be cast on enemy units, a popular tactic is to use it on fragile enemy units who are clumped together.
* {{Nerf}}: The Bloodlust spell is much weaker than in Warcraft II, going from tripling a target’s damage to giving a forty percent increase in the target's attack speed and a twenty-five percent increase in movement speed. It also comes with another drawback of making the target grow larger, which makes them get stuck more easily. The spell is, however, still powerful and can still easily turn the tide if cast on enough units before a fight.
* ShockAndAwe: Aside from Bloodlust, their attacks and spells create lightning.
* SupportPartyMember: The Shaman’s spells are meant to help units deal more damage, and he won’t be dealing much since he is meant to stay away from combat.

!!Troll Witch Doctor

The dangerous Troll Witch Doctors aligned with the Horde out of necessity, using their magic to manipulate the chemical processes in their allies to enhance their battle prowess.

Witch Doctors are the Horde's other caster unit, who, rather than using spells that target units, set up magical wards that have special effects.
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* HealingFactor: Like the Headhunter, the Witch Doctor’s HP regeneration is increased by researching Troll Regeneration.
* TheMedic: With his Healing Wards, the Witch Doctor acts as the main source of healing for the Orcs with his Healing Wards
* SupportPartyMember: The Witch Doctor acts as the Orcs’ healer and can set traps to hinder enemy units.
* TrapMaster: The Witch Doctor’s Stasis Trap Ward is invisible and stuns enemies who get too close to it, and are invisible. Properly setting it up means it can cut off retreating enemies or slow them if they attempt to return to defend their base.
* TrueSight: The Sentry Ward detects invisible enemies and is also invisible itself.

!!Tauren

In exchange for their aid against their mutual enemies the Centaurs, the Taurens of Kalimdor have joined the Horde. While normally a peaceful culture, the Taurens are the strongest warriors of the Horde when they march onto the battlefield.
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* CriticalHitClass: With their Pulverize ability researched. Rather than dealing extra damage to its target (unless it is upgraded), it deals damage to enemies around the target.
* HerdHittingAttack: Researching Pulverize gives the Taurens a 25 percent chance of dealing area effect damage. Between this and their high health, they are the most powerful land melee unit.
* HornedHumanoid: Being bull men, they sport a nice big pair of horns.
* ImprobableWeaponUser: Taurens fight by hitting enemies with totem poles. ''Reforged'' makes the poles even bigger.
* MightyGlacier: The Taurens aren’t any slower than starting units, but their size does make it less mobile due to pathfinding issues. In exchange, they are the strongest non-hero non-creep land units before the Mountain Giants were added in Frozen Throne [[note]]most Heroes at level 10 will not have as much HP as Taurens[[/note]], and even then the Taurens win fights against Mountain Giants with equal resources [[note]]In addition to their [[HerdHittingAttack Pulverize]] ability, Taurens are cheaper and have a shorter cooldown on their attacks. Mountain Giants also have Medium armor, rather than Heavy armor so the Taurens doing Normal-type damage means the giants take extra damage from them.[[/note]].
* OurMinotaursAreDifferent: They are a race of [[GentleGiant Gentle Giants]] who are even bigger than orcs.

!!Spirit Wolf / Dire Wolf / Shadow Wolf

A spirit wolf created by the Farseer.
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* CanisMajor: All three wolves are as big as the one ridden by the Farseer.
* CriticalHitClass: The Dire Wolf gains its own version of the Blademaster’s Critical Strike, giving a chance for its attacks to deal more damage.
* FragileSpeedster: Wolves at all three levels are fast, but not especially tough or hard-hitting.
* {{Invisibility}}: The Shadow Wolf is invisible unless it attacks an enemy.

!!Troll Batrider

Trolls riding on giant bats are fast units with an obsession with fire and causing destruction with their deadly chemical concoctions.
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* AntiAir: The Batrider can attack ground and air units, but his main source of damage is Unstable Concoction, which only affects air units.
* AntiStructure: Researching Liquid Fire gives the Batrider the ability to set buildings on fire, which in addition to dealing damage keeps them from being repaired and reduces their attack rate.
* GlassCannon: The Batrider doesn’t have much health, but using his Unstable Concoction allows him to do more damage than any other unit in the game.

!!Tauren Spiritwalker

Tauren born with white fur are believed to be omens of an incoming ill age and are held in reverence by the rest of their kind, becoming priests who search the land for kindred spirits.

Tauren Spiritwalkers are a fairly strong caster unit who allow their allies to survive longer in battle by splitting up the damage their allies take, and can revive their fellow Tauren who fall in battle.
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* NoSell: When using Ethereal Form, the Spiritwalker is immune to everything except spells and Magic Damage, which do extra damage to them in this form. As another cost, they cannot attack in this state.
* NotTheIntendedUse: While Spiritwalkers are designed as support units because they are fairly strong for a magic unit, they can make a surprisingly good source of ranged damage.
* {{Synchronization}}: Their Spirit Link provides a beneficial example, connecting four units and dividing the damage they take between them.
* SquishyWizard: Downplayed. The Spiritwalker has no armor, though, being a Tauren, he does have very high HP for a magic unit, actually possessing more than the basic land units of each faction, save the Grunt.
* SupportPartyMember: They are an unusual example compared to the other magic units, as Spirit Link helps friendly units survive longer by splitting the damage between them. They can also revive dead Taurens, including other Spiritwalkers, which brings them back with full mana.

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* YouHaveResearchedBreathing: It takes research to teach the Footman to use their shields.

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* LuckilyMyShieldWillProtectMe: When using Defend, the Footmen raise their shields to deflect and reflect Piercing damage at a cost of speed.
* YouHaveResearchedBreathing: It takes research to teach the Footman Footmen to use their shields.


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* ForcedTransformation: Their final spell Polymorph transform their target into a harmless sheep temporarily.
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[[folder: Human Alliance Units]]

!!Peasant / Militia

Peasants from Lordaeron who gather gold and lumber for the war effort. In addition to being trained in construction, they can also be turned into Militia for emergencies.

* ThisIsGonnaSuck: They are not enthusiastic about combat, and if ordered to attack, their responses range from asking if anyone else can fight to expecting to be killed themselves.
* WorkerUnit: The builder and resource gatherer for the Human Alliance. Compared with the units of its kind for other factions, an extra Peasant can speed up the construction of a building at the cost of more resources. In an emergency, they also are temporarily turned into Militia to defend their controller’s base.

!!Footman

While the Alliance armies have shrunk due to member nations leaving, there are still citizens who volunteer to fill out the ranks of the Footmen who form the heart of the military, clad in plate armor and brandishing their swords and shields.

* CannonFodder: They are the basic units of the Alliance and while they are useful in early games, many players replace them with Knights when they get access to them.
* HeavilyArmoredMook: Footmen are covered in armor, which is reflected in their armor stat being higher than other basic land units.
* YouHaveResearchedBreathing: It takes research to teach the Footman to use their shields.

!!Rifleman

The dwarfs of Khaz Modan remained loyal to the Alliance and, as such, have provided Riflemen armed with highly accurate single-shot rifles that can be aimed at ground and air targets.

Of the ranged troops of each faction, the Riflemen deal the least damage per attack, but their attacks have the benefit of being {{Hitscan}}, so they hit their target instantly on top of having the lowest cooldown time between attacks.

* AntiAir: The Riflemen can attack air units. Their low cost makes them a good response to aerial threats.
* BottomlessMagazines: Despite their guns being single shot, the Riflemen never need to reload them.
* InTheHood: Riflemen wear hoods attached to capes.
* RememberTheNewGuy: Supposedly the Riflemen have been in service for hundreds of years, but this game is the first to mention of them.

!!Knight

The Knights of Lordaeron continue to fight for the Alliance as their strongest warriors. Clad in heavy armor, wielding large swords, and carried by their fast warhorses, the Knights are fast in addition to being strong.

* {{BFS}}: They use giant swords in the original version of ''Warcraft III''. ''Reforged'' has them also carrying a JoustingLance.
* HeavilyArmoredMook: Knights are covered in armor and have the highest armor of the late-game melee units.
* LightningBruiser: Knights have more than double the HP of Footmen (researching Animal War Training gives them even more HP), more than double their armor, and more than triple their damage. Compared with other late-game melee units they have the highest speed and armor, though they have the second lowest HP and damage once Animal War Training is researched.

!!Priest

While the high elves of Quel’Thalas left the Alliance, some of their priests refused the edict to return to their country of origin and continued to aid their human allies in Lodaeron. Their magic can heal the wounded as well as increase their allies' fighting ability.

* AntiMagic: [[ExactlyWhatItSaysOnTheTin Dispel Magic]], which removes all buff and debuff spells on a target, while also dealing inflicting considerable damage to summoned units.
* BoringYetPractical: The main reason to use a Priest is their simple Heal spell. It only has a one-second cooldown time, costs very little mana, and can be set to autocast, causing the Priest to keep using it on damaged units as long as he has mana.
* TheMedic: Priests can heal friendly units with their [[ExactlyWhatItSaysOnTheTin Heal]] spell. It does not restore as much HP as other healing spells, but it is cheap and can be set to autocast so the player does not have to manually order the Priest to use it.
* SquishyWizard: The Priest has low attack and HP, so he has to be kept away from enemies.
* SupportPartyMember: Priests can attack, but their main job is to support frontline units with their spells.
* UndyingLoyalty: The reason why the Priests help the Alliance despite the High Elves leaving is that some of them are still loyal to the Alliance.

!!Sorceress

Female mages who were sent from Dalaran to aid the forces of the Alliance. Rather than directly using their magic, they instead use their spells to hinder the enemy, making them easier for their allies to slay.

* CleavageWindow: They sport a big one that extends up to their neck and shoulders.
* HotWitch: The Sorceress is a magic user who is a very attractive woman.
* MsFanservice: The Sorceress is a HotWitch who has nothing covering her upper chest.
* {{Nerf}}: The Polymorph spell took a huge hit from the days of Warcraft II. It’s no longer permanent and the target retains its normal HP.
* SquishyWizard: Like the Priest, the Sorceress is a fragile unit with a weak attack.
* SupportPartyMember: The Sorceress is not much of a fighter, so her purpose is to use her spells to debuff enemy units.

!!Mortar Team

Teams of dwarfs armed with mortars that fire exploding shells with the intent of pounding enemies and fortifications from a distance.

* BalanceBuff: Their Flare ability was originally one use. Later patches allow them to use it an unlimited number of times, albeit with the ability having a long recharge time.
* GlassCannon: The duo inflicts heavy damage, and since they are just two unarmed dwarfs with a big cannon, they die very easily if they come under fire.
* LongRangeFighter: Aside from the long cooldown for their attacks, the Mortar Team has a minimum range that keeps them attacking anything that gets too close.

!!Gyrocopter / Flying Machine

Inspired by the flying machines of the gnomes, dwarven engineers constructed their own small but versatile flying craft capable of acting as fast airborne scouts. While not completely safe to operate, the gyrocopters are armed with cannons and explosives in the event their brave, possibly crazy pilots are in combat.

In ''Frozen Throne'', the unit's name was changed to the Flying Machine.

* AntiAir: While they can be upgraded with bombs to attack ground targets, their main purpose is to attack other air units.
* {{Expy}}: Of the Gnomish Flying Machine in Warcraft II.
* SuspiciouslySimilarSubstitute: The Gyrocopter to the Gnomish Flying Machine from Warcraft II. In Frozen Throne, the Flying Machine is this to the Gyrocopter, being explained as an upgrade.
* TrueSight: Both units can see invisible units.

!!Steam Tank / Siege Engine


A recent addition to the alliance designed by the dwarves. The Steam Tanks bring powerful cannons against enemy fortifications and are protected by extremely tough armor.

In ''Frozen Throne'' the unit is changed to the Siege Engine. Despite the difference in appearance, they are otherwise the same unit.

* AntiAir: The Siege Engine can gain an ability called Barrage that allows it to fire rockets at air units.
* CripplingOverspecialization: The Steam Tank packs a heavy punch against buildings and, unlike other siege units, is extremely durable. Too bad attacking buildings is all it can do. Siege Engines can attack air units when Barrage is researched, but they still cannot attack land units.
* MightyGlacier: Unlike most siege units, they are very durable, with high HP and Fortified armor, which is normally only found on buildings. This means most attacks deal reduced damage to them. The cost of all this resilience is that they are slow.
* TheVoiceless: Neither unit has any quotes: all that the player hears is the noise of the engine.

!!Gryphon Rider


The dwarves of Aerie Peaks once again come to the aid of the Alliance, riding on the backs of their mighty gryphons. Hurling their Stormhammers at targets on the ground and sky, they remain a powerful force in the Alliance.

* HerdHittingAttack: Their researching Stormhammer allows their attacks to damage enemies behind their target, though it does not affect air units.
* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the * Frostwrym, with speed equal to the less powerful Wind Raider.
* ThrowingYourSwordAlwaysWorks: The riders throw their hammers as opposed to striking enemies with them.
* ThunderHammer: The weapon of the rider is their [[ShockAndAwe Stormhammer]].

!!Water Elemental

Archmages are capable of summoning Water Elementals to aid their warriors in battle, just as the Conjurors of the First War did. The mindless husks of water are durable and can inflict considerable damage in turn.

* TheBusCameBack: After disappearing in ''Warcraft II'', the Water Elemental returns as a summon for the Archmage.
* MakingASplash: They are comprised of water and attack by shooting blasts of water at the enemy.
* MightyGlacier: As the Summon Water Elemental spell is leveled up, the Water Elementals get stronger and more durable. By level 3 they have the highest HP of any non-hero Human unit next to the Knight and Phoenix, while having higher damage than the former. Their subpar speed, however, never gets any better.
* {{Nerf}}: Even though leveling up the spell to summon them makes them more powerful, Water Elementals never occupy the gamebreaking level of strength they had in the original game. On top of this, they have the vulnerability to AntiMagic spells damaging them.

!!Spellbreaker

After the loss of their homeland, Blood Elf warriors have trained in the disruption of magical energies in the hope of defending the dying land of Lordaeron.

Added in ''Frozen Throne''.

* AntiMagic: As indicated by their name, the Spellbreaker is an anti-magic specialist. They are immune to enemy spells, and their passive ability Feedback causes their attacks to remove mana from a target while damaging them for the same amount. Aside from killing magic-using units, this ability can be deadly against heroes with low mana.
* DoubleWeapon: They wield a large double-bladed sword that they throw at a target.
* HeavilyArmoredMook: Spellbreakers are covered in armor, giving them protection on the level of a Footman.
* MindControl: Their Control Magic spell allows them to take control of summoned units.
* StoneWall: Spellbreakers are durable units, but deal low damage unless they are attacking something with mana to trigger their Feedback ability.
* ThrowingYourSwordAlwaysWorks: Rather than hitting enemies with their swords, they throw them.

!!Dragonhawk Rider


Elven warriors ride a fast bird called a Dragonhawk, using their abilities to restrain enemy air units and blind enemy towers with fog so their allies can strike without fear of enemy defenses.

Added in ''Frozen Throne''.

* AntiAir: Their Aerial Shackles ability prevents an air unit from moving for thirty seconds while damaging them unless the Dragonhawk Rider moves.
* AntiStructure: Their cloud spell stops buildings with ranged attacks from firing.
* SupportPartyMember: The Dragonhawk Rider lacks the raw power of the Gryphon Rider and the cheap cost of the Flying Machine, so it is not as good in frontal assaults. Instead, players are meant to rely on its spells to soften up towers and flying units.

!!Phoenix

A firebird created by the Blood Mage when he casts his Ultimate.

Introduced in ''Frozen Throne''.

* AntiMagic: The Phoenix is immune to spells.
* GlassCannon: On paper, the Phoenix’s stats would make it a LightningBruiser. Since it loses HP every second, it ends up a GlassCannon, since this weakness makes it far more vulnerable.
* MechanicallyUnusualFighter: The Phoenix ignores the usual rules of summoned units, as it is not actually considered one. Rather than having a timed life until it expires like other summoned units, the Phoenix loses HP every second. Whenever it dies, either due to an enemy or because its HP runs out, it turns into a Phoenix Egg. If the egg isn’t destroyed within ten seconds, the Phoenix respawns.
* NoSell: The Phoenix is immune to spells.
* PlayingWithFire: The Phoenix’s flames are so hot that just getting near it burns enemies.
* RequiredSecondaryPowers: Averted: the Phoenix has no protection from its flames, causing it to lose HP every second.
* ScissorsCutsRock: As the Phoenix is not considered a summoned unit, AntiMagic spells do not counter it like most summoned units.


[[/folder]]

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