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* BoringButPractical: Despite being a rather basic unit with only a moderate amount of health, their Defend ability gives them a lot of milage against Piercing attack threats, letting them take considerably less Piercing damage and randomly reflect that damage back at the attacker. Against air units with Piercing attacks and Light Armor or "Unarmored" Armor, this means any reflected attack will be amplied by 200% and 150% respectively, a painful prospect for such a unit.

to:

* BoringButPractical: Despite being a rather basic unit with only a moderate amount of health, their Defend ability gives them a lot of milage against Piercing attack threats, attackers, letting them take considerably less Piercing damage and randomly have a 30% chance to reflect that damage back at the attacker. attack back. Against air units with Piercing attacks and Light Armor or "Unarmored" Unarmored Armor, this means any reflected attack will be amplied by 200% and 150% respectively, a painful prospect for such a unit.prospect.
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Added DiffLines:

* BoringButPractical: Despite being a rather basic unit with only a moderate amount of health, their Defend ability gives them a lot of milage against Piercing attack threats, letting them take considerably less Piercing damage and randomly reflect that damage back at the attacker. Against air units with Piercing attacks and Light Armor or "Unarmored" Armor, this means any reflected attack will be amplied by 200% and 150% respectively, a painful prospect for such a unit.

Added: 61

Changed: 142

Removed: 237

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Removed redundant entries once all demons were categorized together.


* InfinityPlusOneElement: All Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types.

to:

* InfinityPlusOneElement: All Most Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types.types. Infernal Machines, Sayaadi, and Voidwalkers are exceptions, where their low level creeps have normal or piercing attack types instead.



* 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.



* InfinityPlusOneElement: Like other Demon types, they deal Chaos damage.


Added DiffLines:

* HerdHittingAttack: All of their attacks splash in a radius.

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Changed: 61344

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Put all the "Demon" Creeps on the back end of the Creeps folder, so it doesn't randomly break up the folder.


Humanoid blue dragons that wield spears.

to:

Humanoid Centauroid blue dragons dragon-type creatures that wield spears.
spears. They are native to Northrend.



Half man half horse people that are mostly found in The Barrens. Prominent enemies in "The Founding of Durotar".

to:

Half man half horse Half-man half-horse people that are mostly found in The Barrens. Prominent enemies in "The Founding of Durotar".



!!Demons

The Infernals, Doom Guards, and Fel Hounds introduced in ''Reign of Chaos'' are considered their own category of Creep even though they are radically different units. Demons do not sleep at night.

to:

!!Demons

The Infernals, Doom Guards,
!!Dragon
Flying reptilian beasts that breathe a particular element. They come in the varieties of Red, Blue, Green, Black,
and Fel Hounds introduced in ''Reign of Chaos'' are considered Bronze, each with their own category of Creep even though they element (though Black and Red Dragons both breathe fire, despite Black Dragons being themed around Earth). Young Dragons are radically called Whelps, older ones are called Drakes, and much older ones are referred to as "Dragons".

Introduced in ''The Frozen Throne'' are Nether Dragons, which look quite
different units. Demons do not sleep at night.and have their weakest unit called "Dragon Hatchlings" instead of Whelps. The Nether Dragons have a mana pool and the Cripple spell instead of Devour. Their Roosts used to share a model with the Black Dragon Roost, but they got a unique one in ''Reforged''.



* InfinityPlusOneElement: All Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types.
* MyRulesAreNotYourRules: Outside of a Dreadlord or Pit Lord 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.

!!!Doom Guards
A tall, winged, red-skinned humanoid that wields a giant burning sword. Despite appearing to be a warrior, he has several powerful spells.

to:

* InfinityPlusOneElement: All Demons, regardless AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of level, deal Chaos damage a half dozen or so Archers/Headhunters/Riflemen/Fiends and except to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.
* AirborneMook: All units in the Dragon-line are flying, though Drakes and Dragons are quite dangerous and would be more than just a Mook.
* BreathWeapon: They are dragons. Each has a different BreathWeapon, though aside from cosmetics, the only difference between them is that the Blue Dragon's ice breath slows enemies.
* ElementalDragon: Each Dragon type coincides with an element. Red and Black are associated with Fire, Blue with Ice, Bronze with Lightning, and Green with Poison. Nether Dragons appear to use demonic energies instead.
* 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.
* GiantFlyer: Dragons are the largest creep (by the width of their model) and fly.
* HerdHittingAttack: Dragons'
attacks inflict full hit a small area around the target. This attack does not have DamageDiscrimination and can hurt the Dragon's allies as much as enemies, so there's a risk to having them attack anywhere near your own units.
* LightningBruiser: Drakes are as fast as Dragon Whelps, having health and
damage to all armor types.
* MyRulesAreNotYourRules: Outside of a Dreadlord or Pit Lord ultimate, these Demons can be summoned if a player finds
in the right item, range of late game melee units. Dragons trade off some of that speed, though they are considered summoned 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.
* LivingShadow: Originally, the Nether Dragons all looked like vaguely dragon-shaped shadows with purple (or Green for the Nether Dragon) auras, rather than actual beings of flesh and blood. This was reinforced by their attack projectile also being a shadowy attack, rather than a standard dragon breath. ''Reforged'' makes them purple, shark-like dragons instead.
* 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 and have a timed life. This doesn't apply if they are fought as Creeps or as enemies spell immunity so [[RemovedAchillesHeel they're immune to the only damage type effective against Heavy armor]]. Being high-level Creeps, most abilities that would otherwise hinder them wear off very quickly.
* NoMouth: The Nether Dragon line
in the campaign.

!!!Doom Guards
A tall, winged, red-skinned humanoid that wields
original game have no visible mouths, especially due to their LivingShadow appearance. This is incorporated into their animations, where their projectile launching is not a BreathWeapon and more like an aggressive wing flap. This is also likely why the Nether Dragon itself has no Devour ability and gains Cripple instead. This is dropped in ''Reforged'', where they gain visible facial features.
* NoSell: Dragons are immune to spells.
* RidiculouslyCuteCritter: Dragon Whelps were not this originally, as they looked like young, undeveloped dragons and overall looked very lizard-like. They became the trope in ''Reforged'', which gave them
giant burning sword. Despite appearing heads, oversized eyes, chubby bodies, and stubby limbs. This even carried to the Nether Dragon Hatchlings. A comparison can be seen in [[https://www.youtube.com/watch?v=0eeqXxYn9HE this video that compares all of the dragons]].
* 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. In addition, the large Dragons have spell immunity, taking away their armor type's only weakness.
* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon
a warrior, he has several powerful spells.Red Drake.

!!Draenei
A native race on Outland that is being hunted by the Fel Orcs. They are the original native people of Draenor. All of the Draenei seen in ''Warcraft III'' are either Broken Draenei or Lost Ones, rather than the ones seen later in ''World of Warcraft''.

Introduced in ''The Frozen Throne''.



* BigRedDevil: Taking the place of the Daemon, they act as the traditionally huge red demon with bat wings.
* BossInMooksClothing: Doom Guards are strong enough to take on low-level heroes one on one and expect to win.
* DoomyDoomsOfDoom: They are called Doom Guards, 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 Dispel 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 Doom Guards 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 Doom Guards. If that isn't enough to make one run, seeing them fight will be.
* PlayingWithFire: They have the Rain of Fire ability. The Doom Guard's ranged attack against air units also launches a fireball from their flaming swords.
* PurposelyOverpowered: Players don't get access to Doom Guards 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.
* WingsDoNothing: They have an impressive pair of wings on their backs, but like the Dreadlord and Pit Lord, they're incapable of flight.

!!!Fel Hound
A four-legged demonic beast.

to:

* BigRedDevil: Taking the place of the Daemon, they act as the traditionally huge red demon with bat wings.
* BossInMooksClothing: Doom Guards are strong enough to take on low-level heroes one on one and expect to win.
* DoomyDoomsOfDoom: They are called Doom Guards, 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 Dispel 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 Doom Guards 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 Doom Guards. If that isn't enough to make one run, seeing them fight will be.
* PlayingWithFire: They have Draenei Darkslayers can cast Immolation, creating flames around them that damage enemies while the Rain of Fire ability. The Doom Guard's ranged attack against air spell is active.
* SinisterScythe: All Draenei melee
units also launches a fireball from use scythes as their flaming swords.
* PurposelyOverpowered: Players don't get access to Doom Guards 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.
* WingsDoNothing: They have an impressive pair of wings
weapons. Draenei who use magic fight unarmed, instead relying on their backs, but like the Dreadlord magic to attack.
* StatusBuffDispel: Draenei Harbingers have a unique spell called Ray of Disruption, which bounces between multiple targets dispelling any magic effects.

!!Furbolgs/Polar Furbolgs
Bear-people that live in Kalimdor (mostly Ashenvale forest)
and Pit Lord, they're incapable of flight.

!!!Fel Hound
A four-legged demonic beast.
Northrend.



* 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.
* ManaBurn: Fel Stalkers can cast Mana Burn to remove some of the target's mana and damage them.
* StatusBuffDispel: The Fel Ravager's Devour Magic removes buffs and debuffs in an area and converts them into health and mana for the Ravager.
* SummonMagic: The Spiked Collar item can be consumed to summon a Fel Stalker to do the user's bidding.

!!!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.

!!Dragon
Flying monsters that breathe a particular element. They come in the varieties of Red, Blue, Green, Black, and Bronze, each with their own element (though Black and Red Dragons both breathe fire, despite Black Dragons being themed around Earth). Young Dragons are called Whelps, older ones are called Drakes, and much older ones are referred to as "Dragons".

Introduced in ''The Frozen Throne'' are Nether Dragons, which look quite different and have their weakest unit called "Dragon Hatchlings" instead of Whelps. The Nether Dragons have a mana pool and the Cripple spell instead of Devour. Their Roosts used to share a model with the Black Dragon Roost, but they got a unique one in ''Reforged''.

to:

* FragileSpeedster: AnIcePerson: The Fel Beasts are fast but 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.
* CombatMedic: Both Shaman and Elder Shaman
have little health the Rejuvenation spell. While the Polar Shaman averts it as it lacks healing spells, the Polar Elder Shaman has the Healing Wave.
* CosmeticallyDifferentSides: The only difference between the Ashenvale Furbolgs
and damage.
Polar Furbolgs is the spells their Shamans, Elder Shamans and Trackers use, otherwise they're identical.
* LightningBruiser: Fel Stalkers and Ravagers Most Furbolgs have good speed, and the Fel Beasts' speed higher levels are extremely durable.
* TheRedMage: Polar Elder Shamans have a damaging spell in Frost Nova
and none of their fragility.
a healing spell in Healing Wave.
* ManaBurn: Fel Stalkers ShockAndAwe: Furbolg Elder Shamans can cast Mana Burn Lightning Shield, which creates a shield of electricity around a target that damages enemies who get too close to remove some of it.
* ShockwaveStomp: The Furbolg Ursa Warrior has
the target's mana War Stomp ability, allowing it to stomp the ground and damage them.
* StatusBuffDispel: The Fel Ravager's Devour Magic removes buffs and debuffs in an area and converts them into health and mana for the Ravager.
stun nearby units.
* SummonMagic: The Spiked Collar item Talisman of the Wild can be consumed used up to three times to summon a Fel Stalker to do basic Furbolg with each use. The Amulet of the user's bidding.

!!!Infernal

Near mindless amalgamations of [[BlackMagic fel]] energy created by the Burning Legion. On some maps,
Wild can only be used once but summons an Ursa Warrior instead.
* WolverineClaws: Being bear-like creatures,
they appear as Creeps.

For tropes that apply to this unit, see
attack with their claws.

!!Ghosts

Ghosts outside the control of
the Undead folder.

!!Dragon
Flying monsters that breathe a particular element. They come in
Scourge. While the varieties type of Red, Blue, Green, Black, and Bronze, each with their own element (though Black and Red Dragons both breathe fire, despite Black Dragons being themed around Earth). Young Dragons are called Whelps, older ones are called Drakes, and much older ones are referred to as "Dragons".

Introduced in ''The Frozen Throne'' are Nether Dragons, which look quite different and have their weakest unit called "Dragon Hatchlings" instead of Whelps. The Nether Dragons have a mana pool and the Cripple spell instead of Devour. Their Roosts used to share
Creep shares a model with the Black Dragon Roost, but Scourge's Banshee, they got a unique one in ''Reforged''.are not the same unit.



* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and except to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.
* AirborneMook: All units in the Dragon-line are flying, though Drakes and Dragons are quite dangerous and would be more than just a Mook.
* BreathWeapon: They are dragons. Each has a different BreathWeapon, though aside from cosmetics, the only difference between them is that the Blue Dragon's ice breath slows enemies.
* ElementalDragon: Each Dragon type coincides with an element. Red and Black are associated with Fire, Blue with Ice, Bronze with Lightning, and Green with Poison. Nether Dragons appear to use demonic energies instead.
* 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. This attack does not have DamageDiscrimination and can hurt the Dragon's allies as much as enemies, so there's a risk to having them attack anywhere near your own units.
* 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.
* LivingShadow: Originally, the Nether Dragons all looked like vaguely dragon-shaped shadows with purple (or Green for the Nether Dragon) auras, rather than actual beings of flesh and blood. This was reinforced by their attack projectile also being a shadowy attack, rather than a standard dragon breath. ''Reforged'' makes them purple, shark-like dragons instead.
* 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 and have spell immunity so [[RemovedAchillesHeel they're immune to the only damage type effective against Heavy armor]]. Being high-level Creeps, most abilities that would otherwise hinder them wear off very quickly.
* NoMouth: The Nether Dragon line in the original game have no visible mouths, especially due to their LivingShadow appearance. This is incorporated into their animations, where their projectile launching is not a BreathWeapon and more like an aggressive wing flap. This is also likely why the Nether Dragon itself has no Devour ability and gains Cripple instead. This is dropped in ''Reforged'', where they gain visible facial features.
* NoSell: Dragons are immune to spells.
* RidiculouslyCuteCritter: Dragon Whelps were not this originally, as they looked like young, undeveloped dragons and overall looked very lizard-like. They became the trope in ''Reforged'', which gave them giant heads, oversized eyes, chubby bodies, and stubby limbs. This even carried to the Nether Dragon Hatchlings. A comparison can be seen in [[https://www.youtube.com/watch?v=0eeqXxYn9HE this video that compares all of the dragons]].
* 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. In addition, the large Dragons have spell immunity, taking away their armor type's only weakness.
* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon a Red Drake.

!!Draenei
A native race on Outland that is being hunted by the Fel Orcs. They are the original native people of Draenor.

Introduced in ''The Frozen Throne''.

to:

* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and except to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because DemonicPossession: Like the Banshee, they can use Vampiric Aura, and Dragons can be affected by Orb take control of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.
* AirborneMook: All
units in through the Dragon-line are flying, though Drakes and Dragons are quite dangerous and would be more than just a Mook.
Possession spell.
* BreathWeapon: They are dragons. Each has a different BreathWeapon, though PaletteSwap: Of the Undead's Banshee. The only thing setting them apart in appearance, aside from cosmetics, the only difference between them size, is that the Blue Dragon's ice breath slows enemies.
* ElementalDragon: Each Dragon type coincides with an element. Red and Black are associated with Fire, Blue with Ice, Bronze with Lightning, and Green with Poison. Nether Dragons appear to use demonic energies instead.
* 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. This attack does not have DamageDiscrimination and can hurt the Dragon's allies as much as enemies, so there's a risk to having them attack anywhere near your own units.
* 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.
* LivingShadow: Originally, the Nether Dragons all looked like vaguely dragon-shaped shadows with purple (or Green for the Nether Dragon) auras, rather than actual beings of flesh and blood. This was reinforced by their attack projectile also being a shadowy attack, rather than a standard dragon breath. ''Reforged'' makes them purple, shark-like dragons instead.
* TheJuggernaut: Dragon Roosts only appear on maps
colors.

!!Gnolls
Hyena-men
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 and have spell immunity so [[RemovedAchillesHeel they're immune to the only damage type effective against Heavy armor]]. Being high-level Creeps, most abilities that would otherwise hinder them wear off very quickly.
* NoMouth: The Nether Dragon line in the original game have no visible mouths, especially due to their LivingShadow appearance. This is incorporated into their animations, where their projectile launching is not a BreathWeapon and more like an aggressive wing flap. This is also likely why the Nether Dragon itself has no Devour ability and gains Cripple instead. This is dropped in ''Reforged'', where they gain visible facial features.
* NoSell: Dragons are immune to spells.
* RidiculouslyCuteCritter: Dragon Whelps were not this originally, as they looked like young, undeveloped dragons and overall looked very lizard-like. They became the trope in ''Reforged'', which gave them giant heads, oversized eyes, chubby bodies, and stubby limbs. This even carried to the Nether Dragon Hatchlings. A comparison can be seen in [[https://www.youtube.com/watch?v=0eeqXxYn9HE this video that compares all of the dragons]].
* 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. In addition, the large Dragons have spell immunity, taking away their armor type's only weakness.
* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon a Red Drake.

!!Draenei
A native race on Outland that is being hunted by the Fel Orcs. They are the original native people of Draenor.

Introduced in ''The Frozen Throne''.
often raiders.



* 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.
* StatusBuffDispel: Draenei Harbingers have a unique spell called Ray of Disruption, which bounces between multiple targets dispelling any magic effects.

!!Eredar Warlocks
Demonic sorcerers that work for the Burning Legion.

Introduced in ''The Frozen Throne''.

to:

* PlayingWithFire: Draenei Darkslayers can AntiMagic: Gnoll Wardens cast Immolation, creating flames around them that Purge to remove buffs and damage enemies while the spell is active.
* SinisterScythe: All Draenei melee units use scythes as their weapons. Draenei who use magic fight unarmed, instead
summoned units. They're also smart enough to prioritize summons, which can cause problems for Archmages relying on their magic Water Elementals to attack.
tank.
* StatusBuffDispel: Draenei Harbingers have a unique spell called Ray of Disruption, which bounces between multiple targets dispelling any magic effects.

!!Eredar Warlocks
Demonic sorcerers that work
EpicFlail: Except for the Burning Legion.

Introduced
Gnoll Warden in ''The Frozen Throne''.''Reforged'' and Gnoll Assassin, all Gnolls wield large flails.
* HeinousHyena: They are hyena men who 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 for dumb 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. They are also the villains of the first optional quest in the Human campaign where you need to save a child from a group of them.

!!Golems
Golems made of rock. They do not sleep at night.



* BadassCape: They all sport impressive-looking capes, except the Warlocks in ''Reforged'', who trade the cape in for a pair of wings.
* BigRedDevil: The 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.
* BlackSpeech: Their voice lines are presumably in Demonic.
* EvilSorcerer: 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]].
* 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.
* PaletteSwap: Of the Warlock hero from the campaign.
* 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 Sorcerers have low HP. The Diabolists and the Warlocks, [[AvertedTrope not so much,]] the latter having as much HP as a Frost Wyrm.
* SummonMagic: Diabolists have their own version of Parasite that summons Lesser Voidwalkers if the infected target dies.
* WingedHumanoid: Warlocks in ''Reforged'' have a pair of wings that serve no purpose.

!!Felguards
Demonic warriors that wield large oddly shaped swords.

Introduced in ''The Frozen Throne''.

to:

* BadassCape: They all sport impressive-looking capes, except the Warlocks in ''Reforged'', who trade the cape in for a pair of wings.
* BigRedDevil: The Eredar Warlocks
AntiMagic: All Golem units are big red demons. In ''Reforged'' they immune to spells, as their creators don't want other wizards using magic to take control of them.
* BoulderBludgeon: Rock and Granite Golems
have the look down Hurl Boulder ability, which damages and stuns a target, akin to a T by trading in Storm Bolt. They also passively throw boulders at air units.
* DishingOutDirt: The Stone Golem and Granite Golem can launch magic rocks that stun
their capes for a pair of wings.
targets.
* BlackSpeech: Their voice lines {{Golem}}: They are presumably in Demonic.
* EvilSorcerer: Eredar are demons who wield BlackMagic,
giant man-shaped constructs created by wizards and each type of Eredar uses at least one spell taken enchanted with spells to keep other wizards from units associated with the [[LegionsOfHell Burning Legion]].
controlling them, hence their Spell Immunity.
* 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
Granite Golems have the high-level ones like other Creeps.
* PaletteSwap: Of the Warlock hero from the campaign.
* PlayingWithFire: Sorcerers can cast Firebolt,
Slam ability, which acts like the level 1 version deals a lot of the Mountain King's Stormbolt but with a fireball instead of a hammer. It inflicts heavy damage and stuns slows land units all around, so they are quite effective against a target.
ZergRush of weak units.
* SquishyWizard: The Eredar Sorcerers have LightningBruiser: They move and attack pretty quickly. Mud Golems and Granite Golem can both slow as well, to make things worse, though the Mud Golem is more of a FragileSpeedster due to its very low HP. The Diabolists and the Warlocks, [[AvertedTrope health.
* NoSell: They are all Spell Immune.
* PutOnABus: Rock Golems do
not so much,]] the latter having as much HP as a Frost Wyrm.
return in ''VideoGame/WorldOfWarcraft'', for some reason.
* SummonMagic: Diabolists have their own version of Parasite The Stone Token is a consumable item that summons Lesser Voidwalkers if allows players to summon a timed-life Rock Golem.

!!Harpies
Flying bird-women from
the infected target dies.
* WingedHumanoid: Warlocks in ''Reforged'' have a pair of wings that serve no purpose.

!!Felguards
Demonic warriors that wield large oddly shaped swords.

Introduced in ''The Frozen Throne''.
Barrens.



* HerdHittingAttack: Bloodfiends and Overlords have the Pit Lord's Cleaving Attack, causing their attacks to damage enemies in a small radius.
* InfinityPlusOneElement: Like other Demon types, they deal Chaos damage.
* SpikesOfVillainy: Felguards 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/Polar Furbolgs
Bear-people that live in Northrend.

to:

* HerdHittingAttack: Bloodfiends and Overlords AirborneMook: All harpies are air units.
* 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.
* CombatMedic: Harpy Queens
have the Pit Lord's Cleaving Attack, causing Rejuvenation spell which they can use to heal themselves or their attacks to damage enemies in a small radius.
minions.
* InfinityPlusOneElement: Like other Demon types, FragileSpeedster: Weaker harpies are not especially tough or hard-hitting, but they deal Chaos damage.
are fast.
* SpikesOfVillainy: Felguards have massive spikes growing out of HarpingOnAboutHarpies: Their bodies are shaped like human women's, but their backs.

!!Fel Hounds

In ''Frozen Throne'', the Fel Hounds became
arms end in bird wings and their own Creep type legs from the calves down are those of birds.
* OneGenderRace: All harpies are female.
* 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 certain maps.

For tropes applying to them, see Demons.

!!Furbolgs/Polar Furbolgs
Bear-people
clothing.

!!Heretics
Evil human priests
that live dabble in Northrend.the dark arts.



* 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.
* CombatMedic: Both Shaman and Elder Shaman have the Rejuvenation spell. While the Polar Shaman averts it as it lacks healing spells, the Polar Elder Shaman has the Healing Wave.
* CosmeticallyDifferentSides: The only difference between the Ashenvale Furbolgs and Polar Furbolgs is the spells their Shamans, Elder Shamans and Trackers use, otherwise they're identical.
* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.
* TheRedMage: Polar Elder Shamans have a damaging spell in Frost Nova and a healing spell in Healing Wave.
* 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.
* ShockwaveStomp: The Furbolg Ursa Warrior has the War Stomp ability, allowing it to stomp the ground and stun nearby units.
* SummonMagic: The Talisman of the Wild can be used up to three times to summon a basic Furbolg with each use. The Amulet of the Wild can only be used once, but summons an Ursa Warrior instead.
* WolverineClaws: Being bear-like creatures, they attack with their claws.

!!Ghosts

Ghosts outside the control of the Undead Scourge. While the type of Creep shares a model with the Scourge's Banshee, they are not the same unit.

to:

* AnIcePerson: The Polar Furbolg Shaman, which is only found on tilesets with lots of ice, AnimateDead: Heretics can cast Raise Dead to create Skeleton Warriors.
* InTheHood: As they are {{PaletteSwap}}s of Acolytes,
the Lich's Frost Armor to enhance the durability of friendly units. The Polar Elder Shamans instead use Frost Nova.
Heretics all wear hoods.
* CombatMedic: Both Shaman and Elder Shaman have the Rejuvenation spell. While the Polar Shaman averts it as it lacks healing spells, the Polar Elder Shaman has the Healing Wave.
* CosmeticallyDifferentSides: The only difference between the Ashenvale Furbolgs and Polar Furbolgs is the spells
PaletteSwap: They share their Shamans, Elder Shamans and Trackers use, otherwise they're identical.
* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.
* TheRedMage: Polar Elder Shamans have a damaging spell in Frost Nova and a healing spell in Healing Wave.
* 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.
* ShockwaveStomp: The Furbolg Ursa Warrior has the War Stomp ability, allowing it to stomp the ground and stun nearby units.
* SummonMagic: The Talisman of the Wild can be used up to three times to summon a basic Furbolg with each use. The Amulet of the Wild can only be used once, but summons an Ursa Warrior instead.
* WolverineClaws: Being bear-like creatures, they attack with their claws.

!!Ghosts

Ghosts outside the control of the Undead Scourge. While the type of Creep shares a
model with the Scourge's Banshee, they Acolyte in the original game, though tinted different colors. They are not the same unit.classified as Undead in spite of this.

!!Hydras
Three headed water dragon-like creatures. They spit acid and are amphibious.

Introduced in ''The Frozen Throne''.



* 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.

!!Gnolls
Hyena men that are often raiders.

to:

* DemonicPossession: Like AsteroidsMonster: Since Hydras growing heads after losing them isn't possible in the Banshee, game's mechanics, whenever an Ancient Hydra dies, it splits into two Hydrae, each of which splits into two Hydra Hatchlings, which can no longer split.
* 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 can take control of heal, with the strongest, the Ancient Hydra, regenerating more HP per second than some units through can do in an attack.
* MightyGlacier: Ancient Hydras might be slow, but they have
the Possession spell.
same HP as a Mountain Giant and hit harder than a siege unit.
* PaletteSwap: Of MultipleHeadCase: All Hydras have three heads.
* OurHydrasAreDifferent: They are three-headed amphibious reptiles.
* PoisonousPerson: Most Hydras attack by spitting poison and have
the Undead's Banshee. The only thing setting them apart in appearance, aside from size, is Slow Poison ability, dealing a short-duration damage over time with a heavy slow attached.

!!Jungle Stalker
Large, green bipedal beasts. As
their colors.

!!Gnolls
Hyena men that
name suggests, they are often raiders.from the jungles.

Introduced in ''The Frozen Throne''.



* AntiMagic: Gnoll Wardens cast Purge to remove buffs and damage summoned units. They're also smart enough to prioritize summons, which can cause problems for Archmages relying on their Water Elementals to tank.
* EpicFlail: Except for the Gnoll Warden in ''Reforged'' and Gnoll Assassin, all Gnolls wield large flails.
* HeinousHyena: They are hyena men who 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 for dumb 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. They are also the villains of the first optional quest in the Human campaign where you need to save a child from a group of them.

!!Golems
Golems made of rock. They do not sleep at night.

to:

* AntiMagic: Gnoll Wardens cast Purge to remove buffs and damage summoned units. They're also smart enough to prioritize summons, which can cause problems for Archmages relying on their Water Elementals to tank.
* EpicFlail: Except for
PaletteSwap: In the Gnoll Warden in original ''Warcraft III'', they were a PaletteSwap of the Wendigo creeps. ''Reforged'' redesigns them as the bog beasts introduced in ''World of Warcraft'' (big brutish creatures made of vines and Gnoll Assassin, all Gnolls wield large flails.
* HeinousHyena:
swamp flora).

!!Kobolds
Small rat-men.
They are hyena men who 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 for dumb 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. They are also the villains of the first optional quest in the Human campaign where you need to save a child from a group of them.

!!Golems
Golems made of rock. They do not sleep at night.
often digging tunnels and fight with shovels.



* AntiMagic: All Golem units are immune to spells, as their creators don't want other wizards using magic to take control of them.
* BoulderBludgeon: Rock and Granite Golems have the Hurl Boulder ability, which damages and stuns a target, akin to Storm Bolt. They also passively throw boulders at air units.
* DishingOutDirt: The Stone Golem and Granite Golem can launch magic rocks that stun their targets.
* {{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.
* HerdHittingAttack: Granite Golems have the Slam ability, which deals a lot of damage and slows land units all around, so they are quite effective against a ZergRush of weak units.
* LightningBruiser: They move and attack pretty quickly. Mud Golems and Granite Golem can both slow as well, to make things worse, though the Mud Golem is more of a FragileSpeedster due to its very low health.
* NoSell: They are all Spell Immune.
* PutOnABus: Rock Golems do not return in ''VideoGame/WorldOfWarcraft'', for some reason.
* SummonMagic: The Stone Token is a consumable item that allows players to summon a timed-life Rock Golem.

!!Harpies
Flying ranged units from the Barrens.

to:

* AntiMagic: All Golem units are immune to spells, as their creators don't want other wizards using magic to take control of them.
* BoulderBludgeon: Rock
CriticalHitClass: Kobold Tunnelers and Granite Golems Taskmasters have the Hurl Boulder Bash ability, which damages and stuns a target, akin to Storm Bolt. They also passively throw boulders at air units.
* DishingOutDirt: The Stone Golem and Granite Golem can launch magic rocks that stun
giving their targets.
attacks a chance to stun the target and deal bonus damage.
* {{Golem}}: TheGoomba: While they can debilitate units in various ways, all Kobolds tend to be rather weak. Even their strongest type, the Kobold Taskmaster, only tends to be as strong as a medium creep of other types.
* OurKoboldsAreDifferent:
They are giant man-shaped constructs created by wizards and enchanted with spells small aggressive [[YouDirtyRat rat]] creatures. As to keep other wizards be expected from controlling them, hence their Spell Immunity.
* HerdHittingAttack: Granite Golems have the Slam ability, which deals a lot of damage and slows land units all around, so
small size, they are quite effective against a ZergRush the weakest type of Creep in terms of stats.
* ShovelStrike: Kobolds tend to wield shovels as weapons.
* TakesOneToKillOne: The Kobold Tunneler is one of the very few units with Normal attacks and Medium armor, making them
weak units.
* LightningBruiser: They move and
to their own attack pretty quickly. Mud Golems type and Granite Golem can both slow as well, to make things worse, though the Mud Golem is thus more of a FragileSpeedster due vulnerable to its very low health.
* NoSell: They are all Spell Immune.
* PutOnABus: Rock Golems do not return
other melee units.

!!Makrura
Lobster-men found
in ''VideoGame/WorldOfWarcraft'', for some reason.
* SummonMagic: The Stone Token is a consumable item that allows players to summon a timed-life Rock Golem.

!!Harpies
Flying ranged units from the Barrens.
tropical locations.

Introduced in ''The Frozen Throne''.



* AirborneMook: All harpies are air units.
* 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.
* CombatMedic: Harpy Queens have the Rejuvenation spell which they can use to heal themselves or their minions.
* 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.
* OneGenderRace: All harpies are female.
* 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
Evil human priests.

to:

* AirborneMook: All harpies are air units.
AquaticMook: Makrura appear on maps with a lot of water. [[GameplayAndStorySegregation Despite being a lobster, it cannot cross deep water]].
* AlwaysChaoticEvil: All harpies encountered in ''Warcraft III'' are evil creatures who kill ArmoredButFrail: Makrura all have very high armor value (6, as much as a Mountain Giant without any upgrades) but relatively low health for fun.
their levels. This is most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor.
* BlowYouAway: Harpy Queens ElementalArmor: Makrura Tidecallers can cast Cyclone Frost Armor to boost the durability of themselves and their allies.
* EnemySummoner: Makrura Deepseers can summon the weaker Makrura Prawns
to temporarily remove enemies from combat.
fight for them.
* CombatMedic: Harpy Queens 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 Rejuvenation spell which they can use to heal themselves or Pit Lord's Cleaving Attack, causing their minions.
attacks to damage enemies in a small radius.
* FragileSpeedster: Weaker harpies TopHeavyGuy: From the chest up, the Makrura are not especially tough or hard-hitting, but bulky lobstermen. From the torso down they are fast.
* HarpingOnAboutHarpies: Their bodies are shaped like human women's, but
much skinnier, with their arms end in bird wings stomach and legs being thinner than their legs bulky claws.

!!Mammoths
Elephant-like creatures
from the calves down are those of birds.
* OneGenderRace: All harpies are female.
* PointyEars: ''Reforged'' added pointed ears to the Harpies' portraits to match their appearance
Northrend.

Introduced
in ''VideoGame/WorldOfWarcraft''.
* {{Stripperiffic}}: Harpies have nothing beyond a few strips of cloth for clothing.

!!Heretics
Evil human priests.
''The Frozen Throne''.



* AnimateDead: Heretics can cast Raise Dead to create Skeleton Warriors.
* InTheHood: As they are {{PaletteSwap}}s of Acolytes, the Heretics all wear hoods.
* PaletteSwap: They share their model with the Acolyte in the original game, though tinted different colors. They are not classified as Undead in spite of this.

!!Hydras
Three headed water dragon-like creatures.

to:

* AnimateDead: Heretics can cast Raise Dead to create Skeleton Warriors.
* InTheHood: As
FasterThanTheyLook: Like real-life elephants, they are {{PaletteSwap}}s of Acolytes, the Heretics all wear hoods.
faster than they appear.
* PaletteSwap: They share their model with the Acolyte MammothsMeanIceAge: Mammoths are only found in the original game, though tinted different colors. They are not classified as Undead in spite icy regions of this.

!!Hydras
Three headed water dragon-like creatures.
[[GrimUpNorth Northrend]].
* VanillaUnit: Aside from impressive stats, they don't have any abilities.

!!Magnataur
Centaur-mammoths from Northrend.



* AsteroidsMonster: Since Hydras growing heads after losing them isn't possible in the game's mechanics, whenever an Ancient Hydra dies, it splits into two Hydrae, each of which splits into two Hydra Hatchlings, which can no longer split.
* 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.
* PoisonousPerson: Most Hydras attack by spitting poison and have the Slow Poison ability, dealing a short-duration damage over time with a heavy slow attached.

!!Infernal Machines
Fel-blasting machines. They have splashing attacks and are classified as mechanical.

to:

* AsteroidsMonster: Since Hydras growing heads after losing them isn't possible in the game's mechanics, whenever an Ancient Hydra dies, it splits into two Hydrae, each of AnIcePerson: Magnataur Reavers and Destroyers have a spell called Frost Bolt, which splits into two Hydra Hatchlings, which can no longer split.
* 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
functions 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.
* PoisonousPerson: Most Hydras attack by spitting poison and have the Slow Poison ability, dealing a short-duration damage over time
King's Storm Bolt but with a heavy slow attached.

!!Infernal Machines
Fel-blasting machines. They have splashing attacks
bolt of ice instead of a hammer.
* AntiMagic: All Magnataurs are immune to spells.
* LightningBruiser: Even the basic Magnataur Warrior has high HP,
and all of them are classified as mechanical.
FasterThanTheyLook.
* OurCentaursAreDifferent: Magnataurs are giants from the waist up and mammoths from the waist down.

!!Mur'gul
An odd cousin to the Murloc. The Mur'gul appear to be mutated and more powerful.



* {{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
Large, green bipedal beasts.

Introduced in ''The Frozen Throne''.

to:

* {{BFG}}: All AquaticMook: Mur'guls only appear on maps with a lot of them mount large cannons.
* EnemySummoner: Infernal Juggernauts
water and can cast Inferno, summoning [[LightningBruiser Infernals]].
cross water like land.
* 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
ForcedTransformation: Mur'gul Shadowcasters can use Breath of Fire the Shadow Hunter's Hex to damage temporarily turn enemies and burn them for into harmless critters.
* MoreTeethThanTheOsmondFamily: They have
a DamageOverTime effect.

!!Jungle Stalker
Large, green bipedal beasts.

Introduced in ''The Frozen Throne''.
mouth full of pointed teeth.

!!Murloc
->''Aaaaaughibbrgubugbugrguburgle!''
Fish men. Often very weak.



* PaletteSwap: In the original ''Warcraft III'', they were a PaletteSwap of the Wendigo creeps. ''Reforged'' redesigns them as the bog beasts introduced in ''World of Warcraft'' (big brutish creatures made of vines and swamp flora).

!!Kobolds
Small rat-men.

to:

* PaletteSwap: AquaticMook: While they appear in a wide variety of maps, you usually find them near water such as lakes or rivers. In ''Frozen Throne'', they gained the original ''Warcraft III'', ability to cross water.
* EarlyInstallmentCharacterDesignDifference: They had fins on their backs in ''Reign of Chaos'', but
they were a PaletteSwap changed to spikes in ''Frozen Throne''.
* TheGoomba: Murlocs are some
of the Wendigo creeps. ''Reforged'' redesigns them as first enemies encountered in the bog beasts introduced in ''World of Warcraft'' (big brutish creatures made of vines tutorial campaign and swamp flora).

!!Kobolds
Small rat-men.
are easily among the weakest Creeps.

!!Mutants
Mutated humans or humanoids.

Introduced in ''The Frozen Throne''.



* CriticalHitClass: Kobold Tunnelers and Taskmasters have the Bash ability, giving their attacks a chance to stun the target and deal bonus damage.
* TheGoomba: While they can debilitate units in various ways, all Kobolds tend to be rather weak. Even their strongest type, the Kobold Taskmaster, only tends to be as strong as a medium creep of other types.
* 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.
* ShovelStrike: Kobolds tend to wield shovels as weapons.
* TakesOneToKillOne: The Kobold Tunneler is one of the very few units with Normal attacks and Medium armor, making them weak to their own attack type and thus more vulnerable to other melee units.

!!Makrura
Lobster-men found in tropical locations.

Introduced in ''The Frozen Throne''.

to:

* CriticalHitClass: Kobold Tunnelers BodyHorror: The Dalaran Mutant in the original ''Warcraft III'' has an oddly shaped head with a jawbone that stretches down past its neck. In ''Reforged'', it has a more zombie-like appearance with crystals growing out of its back.
* PaletteSwap: Of the campaign-only Zombie unit. The Dalaran Mutant's skin is much more rotten looking
and Taskmasters have the Bash ability, giving their attacks a chance to stun the target and deal bonus damage.
* TheGoomba: While they can debilitate units in various ways, all Kobolds tend to be rather weak. Even their strongest type, the Kobold Taskmaster, only tends to be as strong as a medium creep of other types.
* OurKoboldsAreDifferent: They are small aggressive [[YouDirtyRat rat]] creatures. As to be expected
horrific.

!!Nerubians
Spider people
from their small size, they are the weakest type of Creep in terms of stats.
* ShovelStrike: Kobolds tend to wield shovels as weapons.
* TakesOneToKillOne: The Kobold Tunneler is one of the very few units with Normal attacks and Medium armor, making them weak to their own attack type and thus more vulnerable to other melee units.

!!Makrura
Lobster-men found in tropical locations.

Introduced in ''The Frozen Throne''.
Northrend.



* AquaticMook: Makrura appear on maps with a lot of water. [[GameplayAndStorySegregation Despite being a lobster, it cannot cross deep water]].
* ArmoredButFrail: Makrura all have very high armor value (6, as much as a Mountain Giant without any upgrades) but relatively low health for their levels. This is most visible with their ultimate creep, the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor.
* ElementalArmor: Makrura Tidecallers can cast Frost Armor to boost the durability of themselves and their allies.
* 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
Elephant-like creatures from Northrend.

to:

* AquaticMook: Makrura appear on maps with a lot of water. [[GameplayAndStorySegregation Despite being a lobster, it AllWebbedUp: Like their undead counterparts, Nerubians cannot cross deep water]].
attack air units. The Nerubian Webspinner can use Web however, so some groups of them can still threaten air units.
* ArmoredButFrail: Makrura all have very high armor value (6, as much as a Mountain Giant without any upgrades) but relatively low health for their levels. This is most visible with their ultimate creep, AnimateDead: Many of the Makrura Tidal Lord. He has 800 Health, when most level 7 creeps have around 950-1100, and he has Devotion Aura which adds Armor.
* ElementalArmor: Makrura Tidecallers
Nerubians can cast Frost Armor Raise Dead to boost the durability of themselves and create Skeleton Warriors from corpses.
* AsteroidsMonster: Some Nerubians spawn smaller Nerubian Hatchlings when they die. The Mercenary Camp says it's because they carry
their allies.
young into battle.
* EnemySummoner: Makrura Deepseers can summon the weaker Makrura Prawns to temporarily fight for them.
* GiantEnemyCrab: Or giant lobsters
GiantSpider: Massive centaur-like spiders, in their case. 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.

!!Polar Bears
Amphibious white bears in Icecrown.
They are durable and strong but 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
Elephant-like creatures from Northrend.
no abilities.



* FasterThanTheyLook: Like real-life elephants, they are faster than they appear.
* MammothsMeanIceAge: Mammoths are only found in the icy regions of [[GrimUpNorth Northrend]].
* VanillaUnit: Aside from impressive stats, they don't have any abilities.

!!Magnataur
Centaur-mammoths from Northrend.

to:

* FasterThanTheyLook: Like real-life elephants, 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 and Beastmaster's Bear, only
they are faster than they appear.
* MammothsMeanIceAge: Mammoths are only found in the icy regions of [[GrimUpNorth Northrend]].
colored white.
* VanillaUnit: Aside from impressive stats, being strong and able to swim, they don't have any abilities.

!!Magnataur
Centaur-mammoths
no abilities.

!!N'raqi

A race of squid-faced humanoids
from Northrend.
Northrend. They are worshippers of the Old Gods, called Faceless Ones by the Nerubians.



* AnIcePerson: Magnataur Reavers and Destroyers have a spell called Frost 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.
* 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
An odd cousin to the Murloc. The Mur'gul appear to be mutated and more powerful.

Introduced in ''The Frozen Throne''.

to:

* AnIcePerson: Magnataur Reavers and Destroyers 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.
* LawOfChromaticSuperiority: The [[PurpleIsPowerful purple skinned]] Faceless Ones are quite
a spell bit more powerful than the orange-skinned Unbroken creeps, which are generally low leveled. ''Reforged'' has the progression of the weakest Unbroken being orange to the strongest being light purple. The weaker Faceless One Trickster is dark purple, while the stronger Faceless One Terrors and Deathbringers are reddish-purple and crimson respectively.
* NonindicativeName: They are
called Frost Bolt, which functions Faceless Ones by the same as a Mountain King's Storm Bolt but Nerubians, even though they have eyes, and therefore faces.

!!Ogres
->''"[[ComicBook/FantasticFour It's clobbering time!]]"''
Large, brutish humanoids, often
with a bolt of ice instead of a hammer.
* AntiMagic: All Magnataurs are immune to spells.
* 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
An odd cousin to the Murloc. The Mur'gul appear
two heads. They used to be mutated and more powerful.

Introduced in ''The Frozen Throne''.
part of the Horde.



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

!!Murloc
->''Aaaaaughibbrgubugbugrguburgle!''
Fish men. Often very weak.

to:

* AquaticMook: Mur'guls only appear on maps with a lot AttackSpeedBuff: As the original caster of water Bloodlust in ''Warcraft II'', the Ogre Magi can buff an ally's attack speed for increased offense.
* CarryABigStick: As opposed to using their fists like in Warcraft II, all Ogres carry large clubs.
* DemotedToExtra: Originally the Horde's hard-hitting brutes, they are now neutral creeps that would fight even their former allies.
* ElaborateEqualsEffective: In ''Reforged'', the more powerful the Ogre, the fancier their club gets.
* GuestStarPartyMember: For a small section of ''The Founding of Durotar'', the player gets a base
and can cross water train Stonemaul Ogres alongside the regular Horde units; aside from having only a single head, they're statistically identical to their regular counterparts. Stonemaul Ogres also appear among the AI-controlled allies in the final chapter of the campaign.
* 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; the higher-tier Ogres do live up to the reputation, though.
* MultipleHeadCase: Most 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 Ogres besides the Ogre Lord are bare-chested in the original game. In ''Reforged'', this is only case for Ogre Warriors; the Ogre Magi has a robe that covers part of his upper body, and the Mauler wears armor
like land.
* ForcedTransformation: Mur'gul Shadowcasters can use
the Shadow Hunter's Hex Ogre Lord.

!!Quillboar
Pig-Men native
to temporarily turn enemies into harmless critters.
* MoreTeethThanTheOsmondFamily: They have a mouth full of pointed teeth.

!!Murloc
->''Aaaaaughibbrgubugbugrguburgle!''
Fish men. Often very weak.
the Barrens.



* AquaticMook: While they appear in a wide variety of maps, you usually find them near water such as lakes or rivers. In ''Frozen Throne'', they gained the ability to cross water.
* EarlyInstallmentCharacterDesignDifference: They had fins on their backs in ''Reign of Chaos'', but they were changed to spikes in ''Frozen Throne''.
* TheGoomba: Murlocs are some of the first enemies encountered in the tutorial campaign and are easily among the weakest Creeps.

!!Mutants
Mutated human or humanoids.

Introduced in ''The Frozen Throne''.

to:

* AquaticMook: While they appear in a wide variety of maps, you usually find them near water such as lakes or rivers. In ''Frozen Throne'', they gained the ability to cross water.
* EarlyInstallmentCharacterDesignDifference: They had fins on
CombatMedic: As their backs in ''Reign name implies, Razormane Medicine Men can heal their allies by summoning Healing Totems, on top of Chaos'', but being decent melee fighters.
* 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 were changed to spikes in ''Frozen Throne''.
* TheGoomba: Murlocs are some of
summon boars.

!!Renegade Wizards
Human wizard criminals. Often paired with
the first enemies encountered in the tutorial campaign and are easily among the weakest Creeps.

!!Mutants
Mutated human or humanoids.

Introduced in ''The Frozen Throne''.
Bandit line of creeps.



* BodyHorror: The Dalaran Mutant in the original ''Warcraft III'' has an oddly shaped head with a jawbone that stretches down past its neck. In ''Reforged'', it has a more zombie-like appearance with crystals growing out of its back.
* PaletteSwap: Of the campaign-only Zombie unit. The Dalaran Mutant's skin is much more rotten looking and horrific.

!!Nerubians
Spider people from Northrend.

to:

* BodyHorror: AnIcePerson: Rogue Wizards can cast Frost Armor to boost the armor of other units.
* AnimateDead:
The Dalaran Mutant in the original ''Warcraft III'' has an oddly shaped head Dark Wizard can cast Raise Dead to create Skeleton Warriors.
* ForcedTransformation: The Dark Wizard can cast Polymorph, temporarily keeping targets from attacking or using abilities.
* GrumpyOldMan: They all share audio
with a jawbone that stretches down past its neck. In ''Reforged'', it has a more zombie-like appearance with crystals growing out the Archmage, so their quotes paint them as total grouches.
* LightningBruiser: The Dark Wizard is much faster than the weaker creeps
of its back.
this type, on top of being the strongest.
* PaletteSwap: Of The Apprentice Wizard is one to the campaign-only Zombie unit. Alliances' Priests being human instead of elven, lacking the latter's ProphetEyes (yet still having blue glowing eyes); their model is consequently shared with the Chaplain. The Dalaran Mutant's skin is much more rotten looking rest are a PaletteSwap of the Archmage.
* ShockAndAwe: The Renegade Wizard uses Purge
and horrific.

!!Nerubians
Spider people from Northrend.
Lightning Shield, both spells involving electricity.

!!Revenants

Independent undead spirits bound to suits of evil-looking armor and imbued with themed magical abilities.



* AllWebbedUp: Like their undead counterparts, Nerubians cannot attack air units. The Nerubian Webspinner can use Web however, so some groups of them can still threaten air units.
* AnimateDead: Many of the Nerubians can cast Raise Dead to create Skeleton Warriors from corpses.
* AsteroidsMonster: Some Nerubians spawn smaller Nerubian Hatchlings when they die. The Mercenary Camp says it's because they carry their young into battle.
* 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.

!!Polar Bears
Amphibious white bears in Icecrown. They are durable and strong but have no abilities.

Introduced in ''The Frozen Throne''.

to:

* AllWebbedUp: Like their undead counterparts, Nerubians cannot attack air units. The Nerubian Webspinner can use Web however, so some groups AnimatedArmor: They are animated suits of them can still threaten air units.
armor and have no visible bodies.
* AnimateDead: Many of the Nerubians can BlackMagic: Death Revenants cast Raise Dead to Dead, AnimateDead, and Death Coil, spells that create Skeleton Warriors from corpses.
* AsteroidsMonster: Some Nerubians spawn smaller Nerubian Hatchlings when they die. The Mercenary Camp says it's because they carry their young into battle.
* GiantSpider: Massive centaur-like spiders, in their case.
* PaletteSwap: Of Crypt Fiends, as Crypt Fiends are
undead Nerubians.
units that heal the undead and damage the living units, respectively.
* TheRemnant: Nerubians encountered CarryABigStick: Revenants wield huge metal clubs.
* EarlyInstallmentWeirdness: Though introduced
as Creeps are what primarily undead creatures, this aspect of Revenants is mostly dropped in later appearances, with them being entirely elemental in themed armor. All that remains of an empire wiped out by are a couple allusions to Death Revenants, and even then, they aren't classed as undead.
* ElementalPowers: Aside from
the Scourge.

!!Polar Bears
Amphibious white bears in Icecrown.
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 Revenants]] 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 Revenants]] mostly use spells involving water, like Crushing Wave (which sends a wave of water) and spells that summon Water Elementals.
They are durable and strong but have no abilities.

Introduced
were introduced in ''The Frozen Throne''.Throne''.
* ElementalZombie: Effectively what Revenants are, being hybrid Undead and Elemental beings, though they are more like ghosts than zombies.
* TheFaceless: Revenants have no visible face beneath their helmets, though since they are spirits, they likely don't have faces at all.
* ImmuneToMindControl: They are undead separate from the Scourge and are in fact somehow immune to the psychic control that Ner'zhul can use to enslave undead. They are among the few hostile units in the final Scourge mission in ''The Frozen Throne'', guarding the Obelisks from Illidan and Arthas alike.
* LightningBruiser: Death Revenants are fast, have as much HP as an Infernal, hit hard, and have a high attack speed.
* {{Necromancer}}: Death Revenants cast Raise Dead, creating Skeleton Warriors, and AnimateDead, reviving fallen units.
* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead bound to elemental spirits.
* TheSpeechless: They have no actual dialogue; all of their responses are non-verbal noises.
* SummonMagic:
** Revenants of the Depths have a spell called Summon Sea Elemental, which summons a Sea Elemental, a unit somewhat stronger than the basic Water Elemental.
** The Ice Shard item allows players to summon a temporary Ice Revenant.

!!Salamanders
Large stegosaurus type creatures that breathe fire.



* 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 and Beastmaster's Bear, only they are colored white.
* VanillaUnit: Aside from being strong and able to swim, they have no abilities.

!!N'raqi

Worshippers of the Old Gods, called Faceless Ones by the Nerubians.

Introduced in ''The Frozen Throne''.

to:

* BearsAreBadNews: Being Creeps, these bears will attack 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 units organic unit.
* FierySalamander: They are huge firebreathing lizards that resemble
the player sends near them.
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.
* PaletteSwap: They use the model They're red versions of the Druid of green Thunder Lizards (except the Claws' Bear Form and Beastmaster's Bear, only they are colored white.
Vizier Salamander, which is purple for some reason).
* VanillaUnit: PlayingWithFire: Aside from being strong breathing fire, an adult Salamander can cast Immolation, dealing damage to enemies who get too close to them, and able to swim, they have no abilities.

!!N'raqi

Worshippers
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
Brown furry humanoids that live in
the Old Gods, called Faceless Ones by the Nerubians.

Introduced in ''The Frozen Throne''.
forests.



* 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.
* LawOfChromaticSuperiority: The [[PurpleIsPowerful purple skinned]] Faceless Ones are quite a bit more powerful than the orange-skinned Unbroken creeps, which are generally low leveled. ''Reforged'' has the progression of the weakest Unbroken being orange to the strongest being light purple. The weaker Faceless One Trickster is dark purple, while the stronger Faceless One Terrors and Deathbringers are reddish-purple and crimson respectively.
* NonindicativeName: They are called Faceless Ones by the Nerubians, even though they have eyes, and therefore faces.

!!Ogres
->''"[[ComicBook/FantasticFour It's clobbering time!]]"''
Large brutish humanoids. Used to be part of the Horde.

to:

* 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
BigfootSasquatchAndYeti: They are large maces.
furry humanoid creatures with big horns.
* CthulHumanoid: HornedHumanoid: They have tentacles for heads and hands. For bonus points, they are servants of huge horns.
* LightningBruiser: Even
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.
* LawOfChromaticSuperiority: The [[PurpleIsPowerful purple skinned]] Faceless Ones are quite a bit more powerful than the orange-skinned Unbroken creeps, which are generally low leveled. ''Reforged'' has the progression of the weakest Unbroken being orange to the strongest being light purple. The weaker Faceless One Trickster
normal Sasquatch is dark purple, while the stronger Faceless One Terrors and Deathbringers than a non-upgraded Orc Grunt. The higher-level ones are reddish-purple and crimson respectively.
* NonindicativeName: They are called Faceless Ones by the Nerubians, even though they have eyes, and therefore faces.

!!Ogres
->''"[[ComicBook/FantasticFour It's clobbering time!]]"''
Large brutish humanoids. Used
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 part killed twice.
* SummonMagic: All types
of Sasquatch above the Horde.basic one can cast Force of Nature to summon Treants.

!!Satyrs
->''"The shadows call!"''
Corrupted Night Elves that joined the Burning Legion, turning into goat-like people.



* AttackSpeedBuff: As the original caster of Bloodlust in ''Warcraft II'', the Ogre Magi can buff an ally's attack speed for increased offense.
* CarryABigStick: As opposed to using their fists like in Warcraft II, all Ogres carry large clubs.
* DemotedToExtra: Originally the Horde's hard-hitting brutes, they are now neutral creeps that would fight even their former allies.
* ElaborateEqualsEffective: In ''Reforged'', the more powerful the Ogre, the fancier their club gets.
* GuestStarPartyMember: For a small section of ''The Founding of Durotar'', the player gets a base and can train Stonemaul Ogres alongside the regular Horde units; aside from having only a single head, they're statistically identical to their regular counterparts. Stonemaul Ogres also appear among the AI-controlled allies in the final chapter of the campaign.
* 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; the higher-tier Ogres do live up to the reputation, though.
* MultipleHeadCase: Most 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 Ogres besides the Ogre Lord are bare-chested in the original game. In ''Reforged'', this is only case for Ogre Warriors; the Ogre Magi has a robe that covers part of his upper body, and the Mauler wears armor like the Ogre Lord.

!!Quillboar
Pig-Men native to the Barrens.

to:

* AttackSpeedBuff: As FaunsAndSatyrs: A villainous example. Satyrs were originally Night Elves who sided with the original caster of Bloodlust in ''Warcraft II'', the Ogre Magi can buff an ally's attack speed for increased offense.
* CarryABigStick: As opposed to using
[[LegionsOfHell Burning Legion]] and changed into their fists like in Warcraft II, all Ogres carry large clubs.
current form.
* DemotedToExtra: Originally the Horde's hard-hitting brutes, they are now neutral creeps that would fight even their former allies.
* ElaborateEqualsEffective:
GenderFlip: In ''Reforged'', Satyr Shadowdancers were changed from male to female.
* LightningBruiser: Satyr Hellcallers, in addition to being
the more powerful strongest type of Satyr, are also the Ogre, fastest.
* ManaBurn: Satyr Soulstealers can use
the fancier eponymous spell to drain mana and deal damage.
* {{Necromancer}}: 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 club gets.
* GuestStarPartyMember: For a small section of
first invasion and continue to aid them in the second.

!!Sea Giants
Anchor wielding amphibious extremely bulky fish-like humanoids, but distinct from the Naga or Murlocs.

Introduced in
''The Founding of Durotar'', the player gets a base and can train Stonemaul Ogres alongside the regular Horde units; aside from having only a single head, they're statistically identical to their regular counterparts. Stonemaul Ogres also appear among the AI-controlled allies in the final chapter of the campaign.
* 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; the higher-tier Ogres do live up to the reputation, though.
* MultipleHeadCase: Most 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 Ogres besides the Ogre Lord are bare-chested in the original game. In ''Reforged'', this is only case for Ogre Warriors; the Ogre Magi has a robe that covers part of his upper body, and the Mauler wears armor like the Ogre Lord.

!!Quillboar
Pig-Men native to the Barrens.
Frozen Throne''.



* CombatMedic: As their name implies, Razormane Medicine Men can heal their allies by summoning Healing Totems, on top of being decent melee fighters.
* 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
Human wizard criminals. Often paired with the Bandit line of creeps.

to:

* CombatMedic: As AnchorsAway: Fitting their name implies, Razormane Medicine Men can heal their allies by summoning Healing Totems, on top of being decent melee fighters.
sea theme, they use giant anchors as weapons.
* MixAndMatchCritters: Quillboars are essentially [[PigMan humanoid boars]] with spines, like porcupines.
* PigMan:
OurGiantsAreBigger: They are a race of humanoid boars who can fire quills.
* SummonMagic: Razormane Medicine Men can use Feral Spirit, though rather than summoning wolves,
large, teal-skinned humanoids. Though compared to some other Creeps, they summon boars.

!!Renegade Wizards
Human wizard criminals. Often paired
are not that big.
* SpinAttack: Their trademark ability is Pulverize, which lets them [[HerdHittingAttack deal damage in an area on some of their attacks]]. They have a special attack animation for when it procs, in which they spin
with the Bandit line of creeps.their anchor in hand.

!!Skeletal Orcs
Reanimated Orc skeletons.

Introduced in ''The Frozen Throne''.



* 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.
* ForcedTransformation: 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 to the Alliances' Priests being human instead of elven, lacking the latter's ProphetEyes (yet still having blue glowing eyes); their model is consequently shared with the Chaplain. The rest are a PaletteSwap of the Archmage.
* ShockAndAwe: The Renegade Wizard uses Purge and Lightning Shield, both spells involving electricity.

!!Revenants

Independent undead spirits bound to suits of evil-looking armor and imbued with themed magical abilities.

to:

* AnIcePerson: Rogue Wizards DemBones: Reanimated skeletons of orcs from the Old Horde.
* MagicKnight: Skeletal Orc Champions
can cast Frost Armor Death Coil, damaging living units and healing undead ones, in addition to boost the armor strongest creep of other units.
their kind.
* AnimateDead: The Dark Wizard can cast Raise Dead NonHumanUndead: They are undead orcs, as opposed to create undead humans.

!!Skeletons
Skeleton Warriors.
* ForcedTransformation: 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 to the Alliances' Priests being human instead of elven, lacking the latter's ProphetEyes (yet still having blue glowing eyes); their model is consequently shared with the Chaplain. The rest are a PaletteSwap
Warriors and Archers that aren't part of the Archmage.
* ShockAndAwe: The Renegade Wizard uses Purge and Lightning Shield, both spells involving electricity.

!!Revenants

Independent undead spirits bound to suits of evil-looking armor and imbued with themed magical abilities.
Scourge.



* AnimatedArmor: They are animated suits of armor and have no visible bodies.
* 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 metal clubs.
* EarlyInstallmentWeirdness: Though introduced as primarily undead creatures, this aspect of Revenants is mostly dropped in later appearances, with them being entirely elemental in themed armor. All that remains are a couple allusions to Death Revenants, and even then, they aren't classed as undead.
* 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 Revenants]] 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 Revenants]] mostly use spells involving water, like Crushing Wave (which sends a wave of water) and spells that summon Water Elementals. They were introduced in ''The Frozen Throne''.
* ElementalZombie: Effectively what Revenants are, being hybrid Undead and Elemental beings, though they are more like ghosts than zombies.
* TheFaceless: Revenants have no visible face beneath their helmets, though since they are spirits, they likely don't have faces at all.
* ImmuneToMindControl: They are undead separate from the Scourge and are in fact somehow immune to the psychic control that Ner'zhul can use to enslave undead. They are among the few hostile units in the final Scourge mission in ''The Frozen Throne'', guarding the Obelisks from Illidan and Arthas alike.
* LightningBruiser: Death Revenants are fast, have as much HP as an Infernal, hit hard, and have a high attack speed.
* {{Necromancer}}: Death Revenants cast Raise Dead, creating Skeleton Warriors, and AnimateDead, reviving fallen units.
* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead bound to elemental spirits.
* TheSpeechless: They have no actual dialogue; all of their responses are non-verbal noises.
* SummonMagic:
** Revenants of the Depths have a spell called Summon Sea Elemental, which summons a Sea Elemental, a unit somewhat stronger than the basic Water Elemental.
** The Ice Shard item allows players to summon a temporary Ice Revenant.

!!Salamanders
Large stegosaurus type creatures that breathe fire.

to:

* AnimatedArmor: They are 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 suits of armor by necromancy.
* MyRulesAreNotYourRules: Skeleton Warriors encountered as creeps are not summoned units
and have no visible bodies.
* BlackMagic: Death Revenants cast
timed life (unless they're summoned by another creep casting 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 metal clubs.
* EarlyInstallmentWeirdness: Though introduced as primarily undead creatures, this aspect of Revenants is mostly dropped in later appearances, with them being entirely elemental in themed armor. All that remains are a couple allusions to Death Revenants, and even then, they aren't classed as undead.
* ElementalPowers: Aside from the Death Revenant, Revenants use
Dead). They're also 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 Revenants]] 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 Revenants]] mostly use spells involving water, like Crushing Wave (which sends a wave of water) and spells that summon Water Elementals. They were introduced in ''The Frozen Throne''.
* ElementalZombie: Effectively what Revenants are, being hybrid Undead and Elemental beings, though they are more like ghosts than zombies.
* TheFaceless: Revenants have no visible face beneath their helmets, though since they are spirits, they likely don't have faces at all.
* ImmuneToMindControl: They are undead separate
from the Scourge and are in fact ones summoned by the Scourge, meaning that if you somehow immune to the psychic gained control that Ner'zhul can use to enslave undead. They are among the few hostile units in the final Scourge mission in ''The Frozen Throne'', guarding the Obelisks from Illidan and Arthas alike.
* LightningBruiser: Death Revenants are fast, have as much HP as an Infernal, hit hard, and have a high attack speed.
* {{Necromancer}}: Death Revenants cast Raise Dead, creating Skeleton Warriors, and AnimateDead, reviving fallen units.
* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead bound to elemental spirits.
* TheSpeechless: They have no actual dialogue; all
of their responses are non-verbal noises.
* SummonMagic:
** Revenants
one or summoned them through Book of the Depths have a spell called Summon Sea Elemental, which summons a Sea Elemental, a unit somewhat stronger than Dead, they do not benefit from Undead weapon and armor upgrades.
* SummonMagic: The Book of
the basic Water Elemental.
** The Ice Shard
Dead item allows players to summon a temporary Ice Revenant.

!!Salamanders
Large stegosaurus type creatures that breathe fire.
pack of Skeleton Warriors and Skeleton Archers.
* TrickArrow: Skeletal Marksmen have the Cold Arrows ability, giving bonus damage to their attacks and slowing enemies with them.

!!Sludge Beasts
Slime-like monsters.



* 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.
* PaletteSwap: They're red versions of the green Thunder Lizards (except the Vizier Salamander, which is purple for some reason).
* 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
Brown furry humanoids that live in the forests.

to:

* BreathWeapon: They breathe fire.
* DinosaursAreDragons: Salamanders have
AsteroidsMonster: A KingMook sludge in the overall appearance ''Frozen Throne'' bonus campaign splits numerous times.
* BlobMonster: Originally, they were the game's take on Slime monsters, though they are considerably more horrific than the average fantasy slime.
* CombatTentacles: The primary method
of melee combat for the Sludge Minions and Monstrosities is to strike a Stegosaurus, apart from target with slimy tentacles.
* EvilIsVisceral: ''Reforged'' takes this approach to them, making them more Lovecraftian in design, giving them rows of teeth, removing
their horns, eyes, and they breathe fire.
making their skin look more fleshy, instead of slimy. The Sludge Flinger even incorporates a human skull onto it's own head.
* ExtremeOmnivore: Salamander Lords can use Devour MoreTeethThanTheOsmondFamily: ''Reforged'' trades in their ExtraEyes and adds extra rows of teeth to consume any organic unit.
their portraits.
* FierySalamander: They are huge firebreathing lizards that resemble SignatureMove: All of the Stegosaurus.
* HerdHittingAttack: Attacks from Salamanders
Sludge monsters have a small area of effect.
* MightyGlacier: Salamanders do not get any faster with the stronger versions. The Salamander Lord
Sorceress's Slow spell. It does not need any speed since make them much of a threat in combat, but it has more HP than a Mountain makes them very inconvenient to run from or to walk back to base after killing them.

!!Spiders
Giant Spiders. Some spit poison and has a short cooldown for its powerful attacks.
* PaletteSwap: They're red versions of the green Thunder Lizards (except the Vizier Salamander, which is purple for some reason).
* 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
Brown furry humanoids that live in the forests.
others attack up close.



* BigfootSasquatchAndYeti: They are large furry humanoid creatures with big horns.
* HornedHumanoid: They have huge horns.
* LightningBruiser: Even the normal Sasquatch is stronger than a non-upgraded 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
->''"The shadows call!"''
Corrupted Night Elves that joined the Burning Legion, turning into goat-like people.

to:

* BigfootSasquatchAndYeti: They are large furry humanoid creatures with big horns.
AsteroidsMonster: Brood Mothers split into two smaller spiders upon death.
* HornedHumanoid: They BigCreepyCrawlies: Massive spiders of varying sizes.
* ExtraEyes: Being spiders, they
have huge horns.
* LightningBruiser: Even the normal Sasquatch is stronger
more eyes than a non-upgraded Orc Grunt. The higher-level ones human.
* GiantSpider: Nothing fancy about their appearance, they
are stronger than a Knight, while just really big spiders.
* InescapableNet: Despite
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 spiders, Giant Spiders and Brood Mothers have Ensnare rather than Web. The neutral AI will use this on air units to be killed twice.
* SummonMagic: All types of Sasquatch above the basic one can cast Force of Nature
able to summon Treants.

!!Satyrs
->''"The shadows call!"''
Corrupted Night Elves that joined the Burning Legion, turning into goat-like people.
hit them but also melee units to isolate them.
* PoisonousPerson: Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.

!!Spider Crabs
Giant Crabs.

Introduced in ''The Frozen Throne''.



* FaunsAndSatyrs: A villainous example. Satyrs were originally Night Elves who sided with the [[LegionsOfHell Burning Legion]] and changed into their current form.
* GenderFlip: In ''Reforged'', Satyr Shadowdancers were changed from male to female.
* LightningBruiser: Satyr Hellcallers, in addition to being the strongest type of Satyr, are also the fastest.
* ManaBurn: Satyr Soulstealers can use the eponymous spell to drain mana and deal damage.
* {{Necromancer}}: 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
->''"Get a load of these."''
An all-female group of demonic sadists, also called Succubi. They do not sleep at night.

to:

* FaunsAndSatyrs: A villainous example. Satyrs were originally Night Elves who sided with GiantEnemyCrab: They are giant crabs. Oddly, they only have six legs.
* TheGoomba: Of
the [[LegionsOfHell Burning Legion]] and changed into Sunken Ruins tileset, being a VanillaUnit that comes in large numbers.
* NonindicativeName: Despite
their current form.
* GenderFlip: In ''Reforged'', Satyr Shadowdancers were changed from male
name, they do not bear much resemblance to female.
* LightningBruiser: Satyr Hellcallers, in addition to being the strongest type of Satyr, are also the fastest.
* ManaBurn: Satyr Soulstealers can use the eponymous spell to drain mana
real spider crabs, and deal damage.
look more like giant, elongated versions of more common crabs.
* {{Necromancer}}: 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
VanillaUnit: None of them have any abilities. Unlike some of the others in the second.

!!Sayaadi
->''"Get a load of these."''
An all-female group of demonic sadists,
Sunken Ruins tileset they also called Succubi. They do are not sleep at night.
amphibious.

!!Stormreaver Warlocks
Evil Orc warlocks of the Stormreaver Clan (where Gul'Dan is from).



* CharmPerson: The Queen of Suffering has the Dark Ranger's Charm spell, allowing her to MindControl units.
* DualWielding: They attack with a pair of large daggers.
* EarlyInstallmentCharacterDesignDifference: In ''Warcraft III'', they have either deep red or bright blue skin, have wings merged with their arms, and fight with a pair of daggers. A far cry from how they look from ''World of Warcraft'' onwards, with light pink skin, wings as separate limbs that grow out of their backs, and whips as their weapon of choice.
* LifeDrain: The Maiden of Pain has the ability to channel Life Drain.
* 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 Doom Guards and Dreadlords, despite having wings they cannot fly.

!!Sea Giants
Anchor wielding amphibious extremely bulky humanoids.

Introduced in ''The Frozen Throne''.

to:

* CharmPerson: The Queen of Suffering has the Dark Ranger's Charm spell, allowing her to MindControl units.
* DualWielding: They attack with a pair of large daggers.
* EarlyInstallmentCharacterDesignDifference: In
TheBusCameBack: After being absent in ''Warcraft III'', they have either deep red or bright blue skin, have wings merged with their arms, II'' and fight with a pair ''Reign of daggers. A far cry from how they look from ''World of Warcraft'' onwards, with light pink skin, wings as separate limbs that grow out of their backs, and whips as their weapon of choice.
* LifeDrain: The Maiden of Pain has the ability to channel Life Drain.
* LightningBruiser: The Maiden of Pain and the Queen of Suffering, the second strongest and strongest Sayaaid creeps, respectively, have over
Chaos'', Necrolytes make 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 Doom Guards and Dreadlords, despite having wings they cannot fly.

!!Sea Giants
Anchor wielding amphibious extremely bulky humanoids.

Introduced
return in ''The Frozen Throne''.Throne'', though as neutral creeps.
* 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.
* {{Necromancer}}: Stormweaver Warlocks can cast AnimateDead, reviving as an undead unit any dead unit that leaves a corpse.
* TheRemnant: They are survivors of the Stormreaver Clan after Doomhammer had it crushed.
* ShockAndAwe: With the exception of the Apprentices (which have no abilities) all of them have one lightning-related spell: Hermits have Purge, Necrolytes have Chain Lightning and Warlocks have Monsoon.
* SquishyWizard: The Apprentices and Hermits are weak and do not have much HP. Averted with the Necrolyte and Warlock who can take some punishment.

!!Thunder Lizard
Green skinned lightning spitting stegosaurus creatures.



* AnchorsAway: Fitting their sea theme, they use giant anchors as weapons.
* OurGiantsAreBigger: They are large, teal-skinned humanoids. Though compared to some other Creeps, they are not that big.
* SpinAttack: Their trademark ability is Pulverize, which lets them [[HerdHittingAttack deal damage in an area on some of their attacks]]. They have a special attack animation for when it procs, in which they spin with their anchor in hand.

!!Skeletal Orcs
Reanimated Orc skeletons.

Introduced in ''The Frozen Throne''.

to:

* AnchorsAway: Fitting BreathWeapon: They breathe bolts of lightning.
* HerdHittingAttack: Thunder Lizards have Slam while Storm Wyrms have Chain Lightning, both of which deal massive area of effect damage. All of them have a splash attack as well.
* MightyGlacier: The Storm Wyrm is as slow as the two weaker types but has more than double
their sea theme, HP and almost double their damage.
* ShockAndAwe: As their names imply,
they use giant anchors as weapons.
attack with electricity. Lightning Lizards can cast [[AntiMagic Purge]], and Storm Wyrms can cast ChainLightning and Lightning Shield.
* OurGiantsAreBigger: ShockwaveStomp: The Thunder Lizard can cast Slam, stomping the ground to damage and slow nearby units.
* SwallowedWhole: Storm Wyrms have the ability to Devour organic units, digesting them gradually for DamageOverTime.

!!Trolls (Forest/Ice/Dark)
->''"Let the killing begin!"''
Tribal humanoids with elongated features, formerly part of the Horde.
They are large, teal-skinned humanoids. Though compared to some other Creeps, they are not that big.
* SpinAttack: Their trademark ability is Pulverize, which lets them [[HerdHittingAttack deal damage in an area on some of their attacks]]. They have a special attack animation for when it procs, in which they spin with their anchor in hand.

!!Skeletal Orcs
Reanimated Orc skeletons.

Introduced in ''The Frozen Throne''.
all ranged units.



* DemBones: Reanimated 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
Skeleton Warriors and Archers that aren't part of the Scourge.

to:

* DemBones: Reanimated skeletons CombatMedic: All Troll variants have a Level 2 Priest and Level 4 High Priest capable of orcs from using the Old Horde.
Heal spell.
* MagicKnight: Skeletal Orc Champions can cast Death Coil, damaging living units and healing undead ones, in addition DemotedToExtra: Like Ogres above, Forest Trolls used to the strongest creep of their kind.
* NonHumanUndead: They are undead orcs, as opposed to undead humans.

!!Skeletons
Skeleton Warriors and Archers that aren't
be part of the Scourge. Horde as its main ranged fighters, while now they're just neutral creeps that appear in Lordaeron maps and will attack their former allies.
-->'''Thrall''': Forest trolls! I still can't believe they were ever a part of the Horde.
* 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. Their only differences are the spells the Priests and High Priests can use (they all have Heal, while the Forest Trolls have Abolish Magic and Inner Fire, the Ice Trolls have Frost Armor, and the Dark Troll has Sleep), and Ice Trolls have a different set of voicelines.
* ThrowingYourSwordAlwaysWorks: Like the Trolls in ''Warcraft II'', they throw axes at enemies.

!!Turtles
Sea Turtles, amphibious land units that all have Spiked Shells to return damage to melee attackers.

Introduced in ''The Frozen Throne''.



* 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 (unless they're summoned by another creep casting Raise Dead). They're also different units from the ones summoned by the Scourge, meaning that if you somehow gained control of one or summoned them through Book of the Dead, they do not benefit from Undead weapon and armor upgrades.
* SummonMagic: The Book of the Dead item allows players to summon a pack of Skeleton Warriors and Skeleton Archers.
* TrickArrow: Skeletal Marksmen have the Cold Arrows ability, giving bonus damage to their attacks and slowing enemies with them.

!!Sludge Beasts
Slime-like monsters.

to:

* AnnoyingArrows: AttackReflector: All of them have a passive ability called Spiked Shell that reflects a portion of melee attack damage the enemy inflicts back at them.
* ExtremeOmnivore: Dragon Turtles can use Devour to eat and digest any organic unit.
* LawOfChromaticSuperiority:
The basic Skeleton Archer does not do a lot of damage. The red Dragon Turtle is much stronger versions of it avert this trope.
* ArrowsOnFire: Burning Archers can enhance
than the damage green Giant Sea Turtles, who are stronger than the blue baby sea turtles.
* MightyGlacier: The Dragon Turtle has two thousand HP, the highest of any creep next to a Dragon, Deeplord Revenant, or Magnataur Destroyer, and hits like a siege unit.
* StrongerWithAge: Implied since the weakest
of their bows by casting Searing Arrows.
* DemBones: Skeletons animated by necromancy.
* MyRulesAreNotYourRules: Skeleton Warriors encountered as creeps are not summoned units
type is the Sea Turtle Hatchling, and have no timed life (unless they're summoned by another creep casting Raise Dead). They're also different units the stronger types keep getting bigger and bigger.

!!Tuskarr
Walrus-men
from the ones summoned by the Scourge, meaning that if you somehow gained control of one or summoned them through Book of the Dead, they do not benefit from Undead weapon and armor upgrades.
* SummonMagic: The Book of the Dead item allows players to summon a pack of Skeleton Warriors and Skeleton Archers.
* TrickArrow: Skeletal Marksmen have the Cold Arrows ability, giving bonus damage to their attacks and slowing enemies with them.

!!Sludge Beasts
Slime-like monsters.
Northrend.

Introduced in ''The Frozen Throne''.



* AsteroidsMonster: A KingMook sludge in the ''Frozen Throne'' bonus campaign splits numerous times.
* BlobMonster: Originally, they were the game's take on Slime monsters, though they are considerably more horrific than the average fantasy slime.
* CombatTentacles: The primary method of melee combat for the Sludge Minions and Monstrosities is to strike a target with slimy tentacles.
* EvilIsVisceral: ''Reforged'' takes this approach to them, making them more Lovecraftian in design, giving them rows of teeth, removing their eyes, and making their skin look more fleshy, instead of slimy. The Sludge Flinger even incorporates a human skull onto it's own head.
* MoreTeethThanTheOsmondFamily: ''Reforged'' trades in their ExtraEyes and adds extra rows of teeth to their portraits.
* SignatureMove: All of the Sludge monsters have Sorceress's Slow spell. It does not make them much of a threat in combat, but it makes them very inconvenient to run from or to walk back to base after killing them.

!!Spiders
Giant Spiders. Some spit poison and others attack up close.

to:

* AsteroidsMonster: A KingMook sludge in the ''Frozen Throne'' bonus campaign splits numerous times.
BarbaricBattleaxe: Melee Tuskarr units use icy one-handed axes.
* BlobMonster: Originally, they were the game's take on Slime monsters, though they JavelinThrower: Ranged Tuskarr units throw spears.
* WilyWalrus: They
are considerably more horrific than the average fantasy slime.
* CombatTentacles: The primary method
walrus men who are hostile to units controlled by players.


!!War Golems
Golems made
of melee combat for the Sludge Minions and Monstrosities is to strike a target with slimy tentacles.
* EvilIsVisceral: ''Reforged'' takes this approach to them, making them more Lovecraftian in design, giving them rows of teeth, removing their eyes, and making their skin look more fleshy,
armor, instead of slimy. The Sludge Flinger even incorporates a human skull onto it's own head.
* MoreTeethThanTheOsmondFamily: ''Reforged'' trades in their ExtraEyes and adds extra rows of teeth to their portraits.
* SignatureMove: All of the Sludge monsters have Sorceress's Slow spell. It does
rock. They do not make them much of a threat in combat, but it makes them very inconvenient to run from or to walk back to base after killing them.

!!Spiders
Giant Spiders. Some spit poison and others attack up close.
sleep at night.



* AsteroidsMonster: Brood Mothers split into two smaller spiders upon death.
* 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.
* InescapableNet: Despite being spiders, Giant Spiders and Brood Mothers have Ensnare rather than Web. The neutral AI will use this on air units to be able to hit them but also melee units to isolate them.
* PoisonousPerson: Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.

!!Spider Crabs
Giant Crabs.

Introduced in ''The Frozen Throne''.

to:

* AsteroidsMonster: Brood Mothers split into two smaller spiders upon death.
* BigCreepyCrawlies: Massive spiders
AnimatedArmor: Unlike the Golems carved from earth, War Golems are animated suits of varying sizes.
armor.
* ExtraEyes: Being spiders, they have more eyes than a human.
AntiMagic: Like Golems built from earth, War Golems are immune to spells.
* GiantSpider: Nothing fancy about their appearance, ArtEvolution: In classic ''Warcraft III'' they are just really big spiders.
* InescapableNet: Despite being spiders, Giant Spiders
themed off generic suits of armor with horns and Brood Mothers the same bulbous proportions as their earth Golem counterparts. ''Reforged'' redesigns them to match the Dwarven Golems seen in ''World of Warcraft'', which have Ensnare a much different aesthetic and appear to be wholly or partly made of carved stone rather than Web. The neutral AI will use this being animated metal armor.
* LawOfChromaticSuperiority: Siege Golems are reddish-purple, instead of silver/grey like the Battle and War Golems. ''Reforged'' has Battle and War Golems stone-colored, while Siege Golems are tinted [[PurpleIsPowerful more purple]].
* NoSell: Immune to magic, just like the rock-based golems.
* StoneWall: They have very high health and very low damage for their level,
on air units to be able to hit top of their magic immunity making them harder to kill. The Siege Golem is a good example, where it has 1900 health but also melee units to isolate them.
* PoisonousPerson: Spitting Spiders and Brood Mothers
only does around 30 damage a hit (most level 9 creeps have Envenomed Weapon, which inflicts around 1200-1500 HP and deal around 50-70 a short DamageOverTime effect.

!!Spider Crabs
Giant Crabs.

Introduced in ''The Frozen Throne''.
hit)

!!Water Elementals
Rogue water elementals, not tied to an Archmage.



* GiantEnemyCrab: They are giant crabs. Oddly, they only have six legs.
* TheGoomba: Of the Sunken Ruins tileset, being a VanillaUnit that comes in large numbers.
* NonindicativeName: Despite their name, they do not bear much resemblance to real spider crabs, and look more like giant, elongated versions of more common crabs.
* VanillaUnit: None of them have any abilities. Unlike some of the others in the Sunken Ruins tileset they also are not amphibious.

!!Stormreaver Warlocks
Evil Orc warlocks of the Stormreaver Clan (where Gul'Dan is from).

Introduced in ''The Frozen Throne''.

to:

* GiantEnemyCrab: AnIcePerson: Berserk Elementals can cast Frost Nova.
* MakingASplash:
They are giant crabs. Oddly, they only have six legs.
* TheGoomba: Of the Sunken Ruins tileset, being a VanillaUnit that comes in large numbers.
* NonindicativeName: Despite
Water Elementals and attack by throwing masses of water at their name, they do not bear much resemblance to real spider crabs, enemy.
* NoSell: Enraged
and look more like giant, elongated versions of more common crabs.
* VanillaUnit: None of them have any abilities. Unlike some of the others in the Sunken Ruins tileset they also
Berserk Elementals are not amphibious.

!!Stormreaver Warlocks
Evil Orc warlocks of the Stormreaver Clan (where Gul'Dan is from).

Introduced in ''The Frozen Throne''.
immune to spells.

!!Wendigo
Powerful bipedal beasts from Northrend.



* TheBusCameBack: After being absent in ''Warcraft II'' and ''Reign of Chaos'', Necrolytes make a return in ''The Frozen Throne'', though as neutral creeps.
* 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.
* {{Necromancer}}: Stormweaver Warlocks can cast AnimateDead, reviving as an undead unit any dead unit that leaves a corpse.
* TheRemnant: They are survivors of the Stormreaver Clan after Doomhammer had it crushed.
* ShockAndAwe: With the exception of the Apprentices (which have no abilities) all of them have one lightning-related spell: Hermits have Purge, Necrolytes have Chain Lightning and Warlocks have Monsoon.
* SquishyWizard: The Apprentices and Hermits are weak and do not have much HP. Averted with the Necrolyte and Warlock who can take some punishment.

!!Thunder Lizard
Green skinned lightning spitting stegosaurus creatures.

to:

* TheBusCameBack: After being absent in ''Warcraft II'' 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 (Owlbears in
''Reign of Chaos'', Necrolytes make a return in ''The Frozen Throne'', though as neutral creeps.
* 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.
* {{Necromancer}}: Stormweaver Warlocks can cast AnimateDead, reviving as an undead unit any dead unit that leaves a corpse.
* TheRemnant: They are survivors of the Stormreaver Clan after Doomhammer had it crushed.
* ShockAndAwe: With the exception of the Apprentices (which have no abilities) all of them have one lightning-related spell: Hermits have Purge, Necrolytes have Chain Lightning and Warlocks have Monsoon.
* SquishyWizard: The Apprentices and Hermits are weak and do not have much HP. Averted
Chaos'')
Bipedal bear men
with the Necrolyte and Warlock who can take some punishment.

!!Thunder Lizard
Green skinned lightning spitting stegosaurus creatures.
bird heads.



* BreathWeapon: They breathe bolts of lightning.
* HerdHittingAttack: Thunder Lizards have Slam while Storm Wyrms have Chain Lightning, both of which deal massive area of effect damage. All of them have a splash attack as well.
* 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.
* ShockwaveStomp: The Thunder Lizard can cast Slam, stomping the ground to damage and slow nearby units.
* SwallowedWhole: Storm Wyrms have the ability to Devour organic units, digesting them gradually for DamageOverTime.

!!Trolls (Forest/Ice/Dark)
->''"Let the killing begin!"''
All ranged units, tribal humanoids with elongated features, formerly part of the Horde.

to:

* BreathWeapon: They breathe bolts of lightning.
* HerdHittingAttack: Thunder Lizards have Slam while Storm Wyrms have Chain Lightning, both of which deal massive area of effect damage.
LightningBruiser: All of them have a splash attack as well.
* MightyGlacier: The Storm Wyrm is as slow as
Wildkin are fast, and the two weaker types but Berserk Wildkin has more than double their a lot of HP and almost double their damage.
hits like a truck.
* ShockAndAwe: As their names imply, MixAndMatchCritters: They have bodies like bears, but the heads of owls. Before ''Frozen Throne'', they attack with electricity. Lightning Lizards can cast [[AntiMagic Purge]], were called Owlbears, but they were forced to change the name.

!!Wolves
Wild wolves, found in both forests
and Storm Wyrms can cast ChainLightning and Lightning Shield.
* ShockwaveStomp: The Thunder Lizard can cast Slam, stomping the ground to damage and slow nearby units.
* SwallowedWhole: Storm Wyrms have the ability to Devour organic units, digesting them gradually for DamageOverTime.

!!Trolls (Forest/Ice/Dark)
->''"Let the killing begin!"''
All ranged units, tribal humanoids with elongated features, formerly part of the Horde.
cold, frosty areas.



* CombatMedic: All Troll variants have a Level 2 Priest and Level 4 High Priest capable of using the Heal spell.
* DemotedToExtra: Like Ogres above, Forest Trolls used to be part of the Horde as its main ranged fighters, while now they're just neutral creeps that appear in Lordaeron maps and will attack their former allies.
-->'''Thrall''': Forest trolls! I still can't believe they were ever a part of the Horde.
* 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. Their only differences are the spells the Priests and High Priests can use (they all have Heal, while the Forest Trolls have Abolish Magic and Inner Fire, the Ice Trolls have Frost Armor, and the Dark Troll has Sleep), and Ice Trolls have a different set of voicelines.
* ThrowingYourSwordAlwaysWorks: Like the Trolls in ''Warcraft II'', they throw axes at enemies.

!!Turtles
Sea Turtles, amphibious land units that all have Spiked Shells to return damage to melee attackers.

Introduced in ''The Frozen Throne''.

to:

* CombatMedic: All Troll variants CanisMajor: These wolves are as big as the ones ridden by the Orc Raiders.
* CriticalHitClass: Giant and Dire Wolves
have a Level 2 Priest and Level 4 High Priest capable of using the Heal spell.
Critical Strike.
* DemotedToExtra: Like Ogres above, Forest Trolls used to be part GlassCannon: None of the Horde as its main ranged fighters, while now they're just neutral wolf creeps that appear in Lordaeron maps and will are durable, but due to their fast attack their former rate, critical strike, they output a lot of physical damage. This is especially prevalent with a Dire Wolf due to its Roar ability, which boosts the damage of all nearby allies.
-->'''Thrall''': Forest trolls! I still can't believe they were ever a part of * FragileSpeedster: All the Horde.
wolves are fast, though even the strongest are not particularly powerful.
* PaletteSwap: While Of the wolves summoned by the Far Seer, their color scheme indicates they are flesh and blood as opposed to spirits.

!!Demons

The Infernals, Doom Guards, and Fel Hounds introduced in ''Reign of Chaos'' are considered their own category of Creep even though they are radically
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. Their only differences are the spells the Priests and High Priests can use (they all have Heal, while the Forest Trolls have Abolish Magic and Inner Fire, the Ice Trolls have Frost Armor, and the Dark Troll has Sleep), and Ice Trolls have a different set of voicelines.
* ThrowingYourSwordAlwaysWorks: Like the Trolls in ''Warcraft II'', they throw axes
units. Demons do not sleep at enemies.

!!Turtles
Sea Turtles, amphibious land units that all have Spiked Shells to return damage to melee attackers.

Introduced in ''The Frozen Throne''.
night.



* AttackReflector: All of them have a passive ability called Spiked Shell that reflects a portion of melee attack 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 Giant Sea Turtles, who are stronger than the blue baby sea turtles.
* MightyGlacier: The Dragon Turtle has two thousand HP, the highest of any creep next to a Dragon, Deeplord Revenant, or Magnataur Destroyer, 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
Walrus-men from Northrend.

Introduced in ''The Frozen Throne''.

to:

* AttackReflector: InfinityPlusOneElement: All Demons, regardless of them level, deal Chaos damage so their attacks inflict full damage to all armor types.
* MyRulesAreNotYourRules: Outside of a Dreadlord or Pit Lord ultimate, these Demons can be summoned if a player finds the right item, though they are considered summoned units, so they
have a passive ability called Spiked Shell timed life. This doesn't apply if they are fought as Creeps or as enemies in the campaign.

!!!Doom Guards
A tall, winged, red-skinned humanoid
that reflects wields a portion of melee attack damage the enemy inflicts back at them.
* ExtremeOmnivore: Dragon Turtles can use Devour
giant burning sword. Despite appearing to eat and digest any organic unit.
* LawOfChromaticSuperiority: The red Dragon Turtle is much stronger than the green Giant Sea Turtles, who are stronger than the blue baby sea turtles.
* MightyGlacier: The Dragon Turtle
be a warrior, he has two thousand HP, the highest of any creep next to a Dragon, Deeplord Revenant, or Magnataur Destroyer, 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
Walrus-men from Northrend.

Introduced in ''The Frozen Throne''.
several powerful spells.



* BarbaricBattleaxe: Melee Tuskarr units use icy one-handed axes.
* JavelinThrower: Ranged Tuskarr units throw spears.
* WilyWalrus: They are walrus men who are hostile to units controlled by players.

!!Voidwalker
Apparently demonic spirit forces seen in Outland. They do not sleep at night.

Introduced in ''The Frozen Throne''.

to:

* BarbaricBattleaxe: Melee Tuskarr units use icy one-handed axes.
BigRedDevil: Taking the place of the Daemon, they act as the traditionally huge red demon with bat wings.
* JavelinThrower: Ranged Tuskarr units throw spears.
BossInMooksClothing: Doom Guards are strong enough to take on low-level heroes one on one and expect to win.
* WilyWalrus: DoomyDoomsOfDoom: They are walrus men called Doom Guards, 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 Dispel 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 Doom Guards
are hostile 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 Doom Guards. If that isn't enough to make one run, seeing them fight will be.
* PlayingWithFire: They have the Rain of Fire ability. The Doom Guard's ranged attack against air
units controlled by players.

!!Voidwalker
Apparently
also launches a fireball from their flaming swords.
* PurposelyOverpowered: Players don't get access to Doom Guards 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.
* WingsDoNothing: They have an impressive pair of wings on their backs, but like the Dreadlord and Pit Lord, they're incapable of flight.

!!!Fel Hound/Stalker
A four-legged
demonic spirit forces seen in Outland. They do not sleep at night.

Introduced in ''The Frozen Throne''.
beast. In ''Frozen Throne'', the Fel Hounds became their own Creep type for certain maps and were renamed Fel Stalkers.



* 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.
* EarlyInstallmentCharacterDesignDifference: In their original ''Warcraft III'' appearance, Voidwalkers had angular, skeletal features. ''World of Warcraft'' redesigned them into amorphous blobs with arms.
* EarlyInstallmentWeirdness: Coupled with the above trope, Voidwalkers were originally ranged {{Squishy Wizard}}s. In ''World of Warcraft'' they're tanky frontline fighters with little magic power.
* ShockAndAwe: Greater Voidwalkers cast ChainLightning. Elder Voidwalkers cast Forked Lightning instead.


!!War Golems
Golems made of armor, instead of rock. They do not sleep at night.

to:

* AnIcePerson: Voidwalkers 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.
* ManaBurn: Fel Stalkers
can cast Cold Arrows Mana Burn to enhance remove some of the target's mana and damage of their attacks them.
* StatusBuffDispel: The Fel Ravager's Devour Magic removes buffs
and slow targets. Greater Voidwalkers instead cast Frost Armor
debuffs in an area and converts them into health and mana for the Ravager.
* DarkIsEvil: They are creatures SummonMagic: The Spiked Collar item can be consumed to summon a Fel Stalker to do the user's bidding.

!!!Infernal

Near mindless amalgamations
of shadow seen fighting [[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.

!!!Eredar Warlocks
Demonic sorcerers that work
for the Burning Legion.
* EarlyInstallmentCharacterDesignDifference: In their original ''Warcraft III'' appearance, Voidwalkers had angular, skeletal features. ''World of Warcraft'' redesigned them into amorphous blobs with arms.
* EarlyInstallmentWeirdness: Coupled with the above trope, Voidwalkers were originally ranged {{Squishy Wizard}}s. In ''World of Warcraft'' they're tanky frontline fighters with little magic power.
* ShockAndAwe: Greater Voidwalkers cast ChainLightning. Elder Voidwalkers cast Forked Lightning instead.


!!War Golems
Golems made of armor, instead of rock. They do not sleep at night.
Legion.

Introduced in ''The Frozen Throne''.



* 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.
* ArtEvolution: In classic ''Warcraft III'' they are themed off generic suits of armor with horns and the same bulbous proportions as their earth Golem counterparts. ''Reforged'' redesigns them to match the Dwarven Golems seen in ''World of Warcraft'', which have a much different aesthetic and appear to be wholly or partly made of carved stone rather than being animated metal armor.
* LawOfChromaticSuperiority: Siege Golems are reddish-purple, instead of silver/grey like the Battle and War Golems. ''Reforged'' has Battle and War Golems stone-colored, while Siege Golems are tinted [[PurpleIsPowerful more purple]].
* NoSell: Immune to magic, just like the rock-based golems.
* StoneWall: They have very high health and very low damage for their level, on top of their magic immunity making them harder to kill. The Siege Golem is a good example, where it has 1900 health but only does around 30 damage a hit (most level 9 creeps have around 1200-1500 HP and deal around 50-70 a hit)

!!Water Elementals
Rogue water elementals, not tied to an Archmage.

to:

* AnimatedArmor: Unlike BadassCape: They all sport impressive-looking capes, except the Golems carved from earth, War Golems Warlocks in ''Reforged'', who trade the cape in for a pair of wings.
* BigRedDevil: The Eredar Warlocks
are animated suits of armor.
* AntiMagic: Like Golems built from earth, War Golems are immune to spells.
* ArtEvolution:
big red demons. In classic ''Warcraft III'' they are themed off generic suits of armor with horns and the same bulbous proportions as their earth Golem counterparts. ''Reforged'' redesigns they have the look down to a T by trading in their capes for a pair of wings.
* BlackSpeech: Their voice lines are presumably in Demonic.
* EvilSorcerer: 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]].
* 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 match just the Dwarven Golems seen in ''World of Warcraft'', high-level ones like other Creeps.
* PaletteSwap: Of the Warlock hero from the campaign.
* PlayingWithFire: Sorcerers can cast Firebolt,
which have a much different aesthetic and appear to be wholly or partly made acts like the level 1 version of carved stone rather than being animated metal armor.
* LawOfChromaticSuperiority: Siege Golems are reddish-purple,
the Mountain King's Stormbolt but with a fireball instead of silver/grey like a hammer. It inflicts heavy damage and stuns a target.
* SquishyWizard: The Eredar Sorcerers have low HP. The Diabolists and
the Battle and War Golems. Warlocks, [[AvertedTrope not so much,]] the latter having as much HP as a Frost Wyrm.
* SummonMagic: Diabolists have their own version of Parasite that summons Lesser Voidwalkers if the infected target dies.
* WingedHumanoid: Warlocks in
''Reforged'' has Battle and War Golems stone-colored, while Siege Golems are tinted [[PurpleIsPowerful more purple]].
* NoSell: Immune to magic, just like the rock-based golems.
* StoneWall: They
have very high health and very low damage for their level, on top a pair of their magic immunity making them harder to kill. The Siege Golem is a good example, where it has 1900 health but only does around 30 damage a hit (most level 9 creeps have around 1200-1500 HP and deal around 50-70 a hit)

!!Water Elementals
Rogue water elementals, not tied to an Archmage.
wings that serve no purpose.

!!!Felguards
Demonic warriors that wield large oddly shaped swords.

Introduced in ''The Frozen Throne''.



* 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
Powerful bipedal beasts from Northrend.

to:

* AnIcePerson: Berserk Elementals can cast Frost Nova.
* MakingASplash: They are Water Elementals
HerdHittingAttack: Bloodfiends and attack by throwing masses of water at Overlords have the Pit Lord's Cleaving Attack, causing their enemy.
attacks to damage enemies in a small radius.
* NoSell: Enraged InfinityPlusOneElement: Like other Demon types, they deal Chaos damage.
* SpikesOfVillainy: Felguards have massive spikes growing out of their backs.

!!!Infernal Machines
Fel-blasting machines. They have splashing attacks
and Berserk Elementals are immune to spells.

!!Wendigo
Powerful bipedal beasts from Northrend.
classified as mechanical.

Introduced in ''The Frozen Throne''.



* 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 (Owlbears in ''Reign of Chaos'')
Bipedal bear men with bird heads.

to:

* LightningBruiser: {{BFG}}: All Wendigos of them mount large cannons.
* EnemySummoner: Infernal Juggernauts can cast Inferno, summoning [[LightningBruiser Infernals]].
* MechanicallyUnusualFighter: No pun intended, but Infernal Machines
are fast, and all past the basic type have almost a thousand HP. Ancient Wendigos have 1500 only neutral creep line that is mechanical instead of organic.
* MightyGlacier: The Infernal Juggernaut has among the highest
HP and have Reincarnation, meaning they have 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 be killed twice.
* {{Wendigo}}:
damage enemies and burn them for a DamageOverTime effect.

!!!Sayaadi
->''"Get a load of these."''
An all-female group of demonic sadists, also called Succubi.
They are fur-covered humanoids with moderate-sized horns.
* WolverineClaws: They attack with huge claws on their hands.

!!Wildkin (Owlbears
do not sleep at night.

Introduced
in ''Reign of Chaos'')
Bipedal bear men with bird heads.
''The Frozen Throne''.



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

!!Wolves
Wild wolves, found in both forests and cold, frosty areas.

to:

* CharmPerson: The Queen of Suffering has the Dark Ranger's Charm spell, allowing her to MindControl units.
* DualWielding: They attack with a pair of large daggers.
* EarlyInstallmentCharacterDesignDifference: In ''Warcraft III'', they have either deep red or bright blue skin, have wings merged with their arms, and fight with a pair of daggers. A far cry from how they look from ''World of Warcraft'' onwards, with light pink skin, wings as separate limbs that grow out of their backs, and whips as their weapon of choice.
* LifeDrain: The Maiden of Pain has the ability to channel Life Drain.
* LightningBruiser: All Wildkin are fast, The Maiden of Pain and the Berserk Wildkin has a lot Queen of HP Suffering, the second strongest and hits like strongest Sayaaid creeps, respectively, have over a truck.
thousand HP, hit hard, and are fast.
* MixAndMatchCritters: MsFanservice: All of them wear a leotard that shows off their ample cleavage.
* SuccubiAndIncubi:
They have bodies like bears, are scantily clad women with [[WingedHumanoid bat wings]] and [[HornedHumanoid horns]] who enjoy making seductive remarks, but the heads of owls. Before ''Frozen Throne'', mostly appear interested in inflicting pain.
* WingsDoNothing: Like Doom Guards and Dreadlords, despite having wings
they were called Owlbears, but they were forced to change the name.

!!Wolves
Wild wolves, found
cannot fly.

!!!Voidwalker
Apparently demonic spirits seen
in both forests and cold, frosty areas.Outland.

Introduced in ''The Frozen Throne''.



* CanisMajor: These wolves are as big as the ones ridden by the Orc Raiders.
* CriticalHitClass: Giant and Dire Wolves have Critical Strike.
* GlassCannon: None of the wolf creeps are durable, but due to their fast attack rate, critical strike, they output a lot of physical damage. This is especially prevalent with a Dire Wolf due to its Roar ability, which boosts the damage of all nearby allies.
* FragileSpeedster: All the wolves are fast, though even the strongest are not particularly powerful.
* PaletteSwap: Of the wolves summoned by the Far Seer, their color scheme indicates they are flesh and blood as opposed to spirits.

to:

* CanisMajor: These wolves are as big as the ones ridden by the Orc Raiders.
* CriticalHitClass: Giant and Dire Wolves have Critical Strike.
* GlassCannon: None of the wolf creeps are durable, but due
AnIcePerson: Voidwalkers can cast Cold Arrows to their fast attack rate, critical strike, they output a lot of physical damage. This is especially prevalent with a Dire Wolf due to its Roar ability, which boosts enhance the damage of all nearby allies.
* FragileSpeedster: All the wolves are fast, though even the strongest are not particularly powerful.
* PaletteSwap: Of the wolves summoned by the Far Seer,
their color scheme indicates they attacks and slow targets. Greater Voidwalkers instead cast Frost Armor
* DarkIsEvil: They
are flesh and blood as opposed to spirits.creatures of shadow seen fighting for the Burning Legion.
* EarlyInstallmentCharacterDesignDifference: In their original ''Warcraft III'' appearance, Voidwalkers had angular, skeletal features. ''World of Warcraft'' redesigned them into amorphous blobs with arms.
* EarlyInstallmentWeirdness: Coupled with the above trope, Voidwalkers were originally ranged {{Squishy Wizard}}s. In ''World of Warcraft'' they're tanky frontline fighters with little magic power.
* ShockAndAwe: Greater Voidwalkers cast ChainLightning. Elder Voidwalkers cast Forked Lightning instead.

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Removed: 614

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Magikarp Power is for units that start off weak and grow strong, not for units that start off strong and grow even stronger and Damange Sponge Boss means simple boss


* MountedCombat: Formed by [[HorseArcher having an Archer mount a Hippogryph and fire arrows from its back]]. In ''Frozen Throne'', the Hippogryph Rider gained the ability to have the Archer dismount, splitting it back into the two separate units.

to:

* MountedCombat: Formed by [[HorseArcher having an Archer mount a Hippogryph and fire arrows from its back]]. In ''Frozen Throne'', the Hippogryph Rider gained the ability to have the Archer can dismount, splitting it back into the two separate units.
allowing mount and rider to fight separately.



* 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.

to:

* 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 allows them to use Faerie Fire will still be used and can to lower the target's armor.



* MercenaryUnits: Goblin units do not appear as creeps in any standard maps but can instead be hired by anyone from any neutral Goblin Laboratory (regardless of tileset). ''Frozen Throne'' added Goblin Shipyards on water-based maps, where the player can hire a Transport Ship.

to:

* MercenaryUnits: Goblin units do not appear as creeps in any standard maps but can instead be hired by anyone from any neutral Goblin Laboratory (regardless of tileset). ''Frozen Throne'' added Goblin Shipyards on water-based maps, where the player all players can hire a Transport Ship.



* MagikarpPower: Unusually, Sapphiron benefits more from the Creature Attack and Carapace upgrades than other units. He gains much more damage and gains 3 armor per upgrade instead of 2.







!!General



* DamageSpongeBoss: He's probably the standout example in the whole game. He has 10000 (14000 on Hard) health, 120 armor (which reduces all damage to ScratchDamage), and his abilities are Chain Lightning (which deals negligible damage at this point), Rejuvenation (heals him over time), and passive Evasion (15% of attacks will miss). The latter two abilities seem to be ideal for dragging out the length of the battle.



* MarathonBoss: Due to its insane health, armor, and defensive skillset, the fight can drag. The fight with the Eldritch Deathlord can take several minutes which, in an RTS type of game, is an eternity.

to:

* MarathonBoss: Due to its insane health, armor, and defensive skillset, the fight can drag. The fight with the Eldritch Deathlord can take has 10000 (14000 on Hard) health, 120 armor (which reduces all damage to ScratchDamage), and has access to Rejuvenation (heals him over time) and passive Evasion (15% of attacks will miss), which are ideal for dragging out the length of the battle to several minutes which, long--an eternity in an a RTS type of game, is an eternity.game.

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None


* LegacyBossBattle: It is the ''Warcraft III'' version of the Skeleton King from ''VideoGame/Diablo1997''. It is a powerful KingMook skeleton whose main ability is summoning a bunch of other Undead.



* MookCommander: Has Thorns Aura.

to:

* MiniBoss: It is guarding a base near where Illidan starts. While quite strong, he isn't nearly as dangerous as the armies of demons on the map and Tichondrius himself, who is the boss of the mission.
* MookCommander: Has It carries Thorns Aura.



* OptionalBoss: The Skeleton King does not need to be killed to beat the mission.
* ShoutOut: While not quite as explicit as The Butcher in ''The Frozen Throne'', this unit is still one to the boss of the same name of ''VideoGame/Diablo1997'', and even fights in a similar manner.



* LegacyBossBattle: His entire purpose is to essentially be Warcraft III's version of The Butcher from ''VideoGame/DiabloI'', with even the same voice line.

to:

* LegacyBossBattle: His entire purpose is to essentially be Warcraft III's version of The Butcher from ''VideoGame/DiabloI'', ''VideoGame/Diablo1997'', with even the same voice line.



* ShoutOut: To the boss of the same name of ''VideoGame/DiabloI''. It even drops the item "Wirt's Other Leg".

to:

* ShoutOut: To the boss of the same name of ''VideoGame/DiabloI''.''VideoGame/Diablo1997''. It even drops the item "Wirt's Other Leg".

Added: 853

Changed: 190

Removed: 169

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!!Sky Barge

An Undead themed zeppelin that has a skull and bat wings. Exclusively used by the enemies in ''The Frozen Throne'' Sentinel and Alliance campaigns to carry their troops.

to:

!!Sky Barge

An Undead themed zeppelin that has
!!Skeleton King
A gigantic skeleton defending
a skull and bat wings. Exclusively used by the enemies base of Corrupted Ancients in ''The Frozen Throne'' Sentinel and Alliance campaigns to carry their troops.Felwood.



* KingMook: A massive skeleton. It's even in the name.
* MagicKnight: A powerful warrior with multiple spells (Shockwave, Thorns Aura, Raise Dead and Animate Dead) at its disposal.
* MookCommander: Has Thorns Aura.
* {{Necromancer}}: It can use both Raise Dead to summon Skeleton Warriors and AnimateDead to revive fallen units.
* UniqueEnemy: There's only one Skeleton King, which appears in the "A Destiny of Flame and Sorrow" mission.

!!Sky Barge

An Undead themed zeppelin that has a skull and bat wings. Exclusively used by the enemies in ''The Frozen Throne'' Sentinel and Alliance campaigns to carry their troops.
----



->''"Ahhhh, fresh meat!"''

to:

->''"Ahhhh, ->''Ahhhh, fresh meat!"''
meat!''



!!The Largest Panda Ever
A gigantic Panda found underground in the Barrow Dens.

to:

!!The Largest Panda Ever
!!Satyr Pyromancer
A gigantic Panda found underground in Satyr that attacked Grom Hellscream on his way to the Barrow Dens.Well of Chaos.


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* PlayingWithFire: As his names implies, he has the spells Firebolt and Rain of Fire.
* UniqueEnemy: There is only one Satyr Pyromancer in the entire game.

!!The Largest Panda Ever
A gigantic Panda found underground in the Barrow Dens.
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* BorrowingFromTheSisterSeries: Their method of building Ancients is just like [[Franchise/StarCraft Zerg Drones]] constructing organic structures, where the structure consumes the worker. It is thus prudent to plan ahead for Wisps Being consumed in the process of building Ancients. However, Wisps can construct Moonwells, Altars of Elders, Hunter's Halls and Chimaera Roosts without being consumed as they are inert strutures.

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* BorrowingFromTheSisterSeries: Their method of building Ancients is just like [[Franchise/StarCraft Zerg Drones]] constructing organic structures, where the structure consumes the worker. It is thus prudent to plan ahead for Wisps Being consumed in the process of building Ancients. However, Wisps can construct Moonwells, Moon Wells, Altars of Elders, Hunter's Halls and Chimaera Roosts without being consumed as they are inert strutures.
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* BorrowingFromTheSisterSeries: Their method of building Ancients is just like [[Franchise/StarCraft Zerg Drones]] constructing organic structures, where the structure consumes the worker. It is thus prudent to plan ahead for Wisps Being consumed in the process of building Ancients. However, Wisps can construct Moonwells, Altars of Elders, Hunter's Halls and Chimaera Roosts without being consumed as they are inert strutures.

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* InformedEquipment: Despite what their appearance might suggest, the Footman is ''not'' a HeavilyArmoredMook, with only an unremarkable starting armor value of 2, especially when compared to the Militia, who has much less visible armour.

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* InformedEquipment: Despite what their appearance might suggest, the Footman is ''not'' a HeavilyArmoredMook, with only an unremarkable starting armor value of 2, especially when compared to the Militia, who has much less visible armour. However, they do at least have the highest armor of the basic units (Grunts start with 1, Ghouls and Archers have 0).



* JackOfAllStats: Riflemen have middle-of-the-road stats all around, with higher HP and damage than Footmen, decent attack speed, and of course the ability to target air units, though they're not as powerful as late-game units.



* StatusBuffDispel: Disenchant allows them to remove all buffs and debuffs in an area.

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* StatusBuffDispel: Disenchant allows them to remove all buffs and debuffs in an area.area, patching up a hole in the Horde's repertoire (Shamans can also remove buffs and debuffs with Purge, but only from one unit at a time).



* ClownCarGrave: The Necromancer's Raise Dead somehow summons two skeletons from a single corpse.



* ManaDrain: Absorb Mana causes a Destroyer to steal all mana from a friendly unit. if the targeted unit has more mana than the Destroyer can hold (usually from casting it on a high-level hero or while it still has mana), it will only steal enough to max out its mana pool.

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* ManaDrain: Absorb Mana causes a Destroyer to steal all mana from a friendly unit. if If the targeted unit has more mana than the Destroyer can hold (usually from casting it on a high-level hero or while it still has mana), it will only steal enough to max out its mana pool.

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Moved from Burning Legion entries to this page.


* ArmorPiercingAttack: Pulverize is a special damage type. It is magical, so it ignores armor, but it also ignores spell immunity. It can only be reduced by magic resistance (from Anti-Magic Shell or from items like Runed Bracers).



* AmbiguousSituation: Due to Magtheridon having no undead troops and the character being a reference to "Diablo", it is ambiguous if The Butcher is canon to the game's lore.
* ArtifactMook: Since Magtheridon doesn't seem to have any other undead units, it's rare for him to have an abomination among his forces.



!!Queen Nezar'Azret
A Nerubian Queen found and slain by Arthas and Anub'arak in Azjol-Nerub. She is noteworthy for being the only [[HardModeMook hard-mode exclusive opponent]] in all of the campaigns.

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!!Queen Nezar'Azret
A Nerubian Queen found
!!Master of Pain and slain by Arthas Mistress of Torment

Master of Pain
and Anub'arak in Azjol-Nerub. She is noteworthy for being Mistress of Torment were the only [[HardModeMook hard-mode exclusive opponent]] secondary leaders of Magtheridon's forces when Illidan arrived with his forces. They each hold half of a key to Magtheridon's main chambers in all of the campaigns. his Black Citadel.


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* AsskickingLeadsToLeadership: As secondary leaders of Magtheridon's forces they are even stronger than the Blademasters, and are second only to Magtheridon himself, and not counting the bonus campaign, they are among the strongest non-hero units in the game.
* CoDragons: They are the secondary leaders of Magtheridon's forces and must be killed to gain access to him.
* ComboPlatterPowers: Both of them have an absurd number of abilities that come from multiple existing units. The Master of Pain notably has Reincarnation, so he has to be killed twice in a row, and has multiple AreaOfEffect damage spells around him, having both War Stomp and Slam. The Mistress of Torment has more debuffs and ranged damage spells like Chain Lightning, Death Coil, and Carrion Swarm.
* FlunkyBoss: They are accompanied by other demon units.
* HerdHittingAttack: They have a lot of skills that are area or chain based.
* KingMook: They are stronger versions of a Doom Guard and a Queen of Suffering respectively.

!!Queen Nezar'Azret
A Nerubian Queen found and slain by Arthas and Anub'arak in Azjol-Nerub. She is noteworthy for being the only [[HardModeMook hard-mode exclusive opponent]] in all of the campaigns.
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!!Talnivarr the Sleeper, Destroyer Zardikar, and Sinstralis of the Pain

A set of OptionalBoss encounters in ''The Founding of Durotar''. Talnivarr the Sleeper is a Dreadlord (and thus a hero), while Destroyer Zardikar and Sinstralis of the Pain are a Doom Guard and Queen of Suffering respectively, and are units. Though they start easy, they gradually reach the difficulty of a SuperBoss encounter.

See their folder on [[Characters/WarcraftTheBurningLegion this page]], which describes their encounter(s) as a whole.


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* TheSpeechless: Their voice set is the same as all other Mur'guls, in that he is not capable of speaking and only makes basic guttural vocalizations. It's possible that it was intended to have a voice, since the some of the Naga announcer's building lines are a distinct, guttural voice that is not used for any other unit, while all the other announcer lines are spoken by Naga Myrmidon.

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* TheSpeechless: Their voice set is the same as all other Mur'guls, in that he is not capable of speaking and only makes basic guttural vocalizations. It's possible that it was intended to have a voice, since the some of the Naga announcer's building lines are a distinct, guttural voice that is not used for any other unit, while all the other announcer lines are spoken by a Naga Myrmidon.

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Observer Wards are a Dota-only item, so I'm changing the terminology to be more intuitive.


* CrutchCharacter: Unusually, the Infernal can fall into this because Dreadlords often play solo to try to hit a level 6 power spike as soon as possible. The Infernal's EliteMook status gradually fades if the game drags on, as it cannot benefit from upgrades, and two or three high-level enemy heroes can have greater impact than the Infernal and the Dreadlord.



* MundaneUtility: Because they don't have a timed life, they are more likely to be around to provide added utility for a Lich's Dark Ritual (restores mana), or the Death Knight's Death Pact (restores health). At Level 2 and up, they surpass Skeletons in return on investment, with the trade-off being that the Crypt Lord needs to spend a small sum of mana (50) to raise each Beetle; this can give the Crypt Lord a niche as a mana battery for the Lich hero. Their lack of resource cost and ability to burrow means you can also use them as makeshift Observer Wards to spy on key areas, and relocate them to new areas as needed.

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* MundaneUtility: Because they don't have a timed life, they are more likely to be around to provide added utility for a Lich's Dark Ritual (restores mana), or the Death Knight's Death Pact (restores health). At Level 2 and up, they surpass Skeletons in return on investment, with the trade-off being that the Crypt Lord needs to spend a small sum of mana (50) to raise each Beetle; this can give the Crypt Lord a niche as a mana battery for the Lich hero. Their lack of resource cost and ability to burrow means you can also use them as makeshift Observer Wards stationary observers to spy on key areas, and relocate them to new areas as needed.


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* TheSpeechless: Of the four main playable races, Wisps are the only worker units that cannot speak at all. They instead make ethereal beep sounds. Building announcements are instead made by a Huntress.


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* TheSpeechless: Their voice set is the same as all other Mur'guls, in that he is not capable of speaking and only makes basic guttural vocalizations. It's possible that it was intended to have a voice, since the some of the Naga announcer's building lines are a distinct, guttural voice that is not used for any other unit, while all the other announcer lines are spoken by Naga Myrmidon.
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* OrnamentalWeapon: In the original version of the game, despite carrying a lance in their right they never actually attacked with it, only pointing it forward for a charge when moving. Their updated model in ''Reforged'' however was changed to actually attack with their lance alongside their sword.

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* OrnamentalWeapon: In the original version of the game, despite carrying a lance in their right hand they never actually attacked with it, only pointing it forward for a charge when moving. Their updated model in ''Reforged'' however was changed to actually attack with their lance alongside their sword.

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Spelling/grammar fix(es), moved The Butcher higher up because it appears earlier


!!Bloodfeast

->''Small king no escape. Slay! Rend! Feast!''

A massive abomination working for the Dreadlords that tried to stop the weakened Arthas from fleeing the Lordaeron Capital. It can use the Shockwave and Cripple spells.

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!!Bloodfeast

->''Small king no escape. Slay! Rend! Feast!''

!!The Butcher

->''"Ahhhh, fresh meat!"''

A massive abomination working for found in the Dreadlords that tried to stop depths of Magtheridon's Black Citadel (known as the weakened Arthas from fleeing the Lordaeron Capital. It can use the Shockwave and Cripple spells.Black Temple in ''The Burning Crusade'' onwards).




* GiantMook: A gigantic Abomination like Bloodfeast in the Scourge Campaign, but way more powerful.
* GiantSpaceFleaFromNowhere: There's no buildup or hints about The Butcher. Magtheridon exclusively has demonic or Fel Orc troops, so there's not even a reason to expect an Undead Abomination.
* LegacyBossBattle: His entire purpose is to essentially be Warcraft III's version of The Butcher from ''VideoGame/DiabloI'', with even the same voice line.
* LightningBruiser: Unlike Bloodfeast, the Butcher is ''not'' a StoneWall; while also having a massive healthpool, he also hits like a truck dealing four times the damage of a normal Abomination with higher attack speed (which he can increase even further with Frenzy) and Cleave for damaging multiple units at once.
* OptionalBoss: You can finish the mission he appears in without fighting him. Killing him nets you some nice rewards, though.
* ShockwaveStomp: Has the War Stomp ability.
* ShoutOut: To the boss of the same name of ''VideoGame/DiabloI''. It even drops the item "Wirt's Other Leg".

!!Bloodfeast

->''Small king no escape. Slay! Rend! Feast!''

A massive abomination working for the Dreadlords that tried to stop the weakened Arthas from fleeing the Lordaeron Capital. It can use the Shockwave and Cripple spells.
----



!!The Butcher

->''"Ahhhh, fresh meat!"''

A massive abomination found in the depths of the Black Temple.
----

* GiantMook: A gigantic Abomination like Bloodfeast above, but way more powerful.
* LightningBruiser: Unlike Bloodfeast, the Butcher is ''not'' a StoneWall; while also having a massive healthpool, he also hits like a truck dealing four times the damage of a normal Abomination with higher attack speed (which he can increse even further with Frenzy) and Cleave for damaging multiple units at once.
* OptionalBoss: You can finish the mission he appears in without fighting him. Killing him nets you some nice rewards, though.
* ShockwaveStomp: Has the War Stomp ability.
* ShoutOut: To the boss of the same name of ''VideoGame/DiabloI''. It even drops the item "Wirt's Other Leg".



* KingMook: She's a bit larger than your average huntress and has a bit more health (700, about 40 percent more) and significantly more damage (around 30 a hit, about 70 percent more) than one. She also has a better armor type (Heavy), so she isn't as vulnerable to ranged attacks. Also, her Sentinel Owl ability can be used repeteadly after a cooldown, unlike the other Huntresses' which are single use.

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* KingMook: She's a bit larger than your average huntress and has a bit more health (700, about 40 percent more) and significantly more damage (around 30 a hit, about 70 percent more) than one. She also has a better armor type (Heavy), so she isn't as vulnerable to ranged attacks. Also, her Sentinel Owl ability can be used repeteadly repeatedly after a cooldown, unlike the other Huntresses' which are single use.

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* VanillaUnit: Before getting Sundering Blades (and as in ''Reign of Chaos'' and the campaigns), Knights had no active or passive abilities.

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* MountedCombat: The Knight rides an armored warhorse into battle, giving him faster movement than most of the other Human units.
* OrnamentalWeapon: In the original version of the game, despite carrying a lance in their right they never actually attacked with it, only pointing it forward for a charge when moving. Their updated model in ''Reforged'' however was changed to actually attack with their lance alongside their sword.
* VanillaUnit: Before getting the Sundering Blades (and as upgrade in ''Reign of Chaos'' and the campaigns), ''Reforged'', Knights had no active or passive abilities.

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* TheArtifact: Despite carrying a blowgun on their back, they never actually use it as they instead attack with throwing stars. This is because the blowgun was originally part of the scrapped Assassin unit's kit, where they'd use it to shoot a poison dart at a target, but this didn't carry over to the campaign Warden unit when the model was reused.



* OrnamentalWeapon: They carry a blowgun on their back, but they don't use it in combat. As the Assassin, one of their abilities had them shoot a poison dart with the blowgun but it did not carry over to the campaign Warden unit.

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* OrnamentalWeapon: They carry a blowgun on their back, but they don't use it in combat. As the Assassin, one of their abilities had them shoot a poison dart with the blowgun but it did not carry over to the campaign Warden unit.



* WhipOfDominance: Though they use throwing stars in the original game, they had a whip in the original Assassin concept art and their updated model in ''Reforged'' wields one seemingly made of vines, which fits their role as wardens and torturers in the Barrow Deeps.

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* WhipOfDominance: Though they use throwing stars in the original game, they had a whip in the original Assassin unit's concept art and their updated model in ''Reforged'' wields one seemingly made of vines, which fits their role as wardens and torturers in the Barrow Deeps.
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* BottomlessMagazines: She wonders in one of her StopPokingMeQuotes how is that she never runs out of arrows

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* BottomlessMagazines: She wonders in one of her StopPokingMeQuotes StopPokingMe quotes how is that she never runs out of arrows

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* DivergentCharacterEvolution: They were heavy melee fighters in the previous two games, the orc counterpart to the human Knight. While the Knight retains this role in the third game, the Raider's stats make them very ill-suited for frontline combat (the role of heavy melee unit is given to the Tauren instead). They're far from useless, though; their speed and Siege damage makes them excellent for harassing expansions. Ensnare is also easily one of the most useful and versatile abilities in the entire game.

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* DivergentCharacterEvolution: They were heavy melee fighters in the previous two games, first game, the orc counterpart to the human Knight. While the Knight retains this role in the third game, the Raider's stats make them very ill-suited for frontline combat (the role of heavy melee unit is given to the Tauren instead). They're far from useless, though; their speed and Siege damage makes them excellent for harassing expansions. Ensnare is also easily one of the most useful and versatile abilities in the entire game.



* InescapableNet: If the Creep has "hunter" or "trapper" in its name, it will have the Ensnare ability.



* TheBusCameBack: After being absent in ''Warcraft II'' and ''Reign of Chaos'', Necrolytes make a return in ''The Frozen Throne'', though as neutral creeps.



* ArmorIsUseless: Despite carrying a shield, they have 0 armor and the "unarmored" armor type.
* TheArtifact: It might be weird for a Warlock to be carrying a shield. That's because his model was going to be originally used for the Shaman.
* TheBusCameBack: After being absent in the second game, the Warlocks make a return in ''Warcraft III'', albeit only in the campaigns.



!!The Butcher

->''"Ahhhh, fresh meat!"''

A massive abomination found in the depths of the Black Temple.
----

* GiantMook: A gigantic Abomination like Bloodfeast above, but way more powerful.
* LightningBruiser: Unlike Bloodfeast, the Butcher is ''not'' a StoneWall; while also having a massive healthpool, he also hits like a truck dealing four times the damage of a normal Abomination with higher attack speed (which he can increse even further with Frenzy) and Cleave for damaging multiple units at once.
* OptionalBoss: You can finish the mission he appears in without fighting him. Killing him nets you some nice rewards, though.
* ShockwaveStomp: Has the War Stomp ability.
* ShoutOut: To the boss of the same name of ''VideoGame/DiabloI''. It even drops the item "Wirt's Other Leg".



* BottomlessMagazines: She wonders in one of her StopPokingMeQuotes how is that she never runs out of arrows



* KingMook: She's a bit larger than your average huntress and has a bit more health (700, about 40 percent more) and significantly more damage (around 30 a hit, about 70 percent more) than one. She also has a better armor type (Heavy), so she isn't as vulnerable to ranged attacks.

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* KingMook: She's a bit larger than your average huntress and has a bit more health (700, about 40 percent more) and significantly more damage (around 30 a hit, about 70 percent more) than one. She also has a better armor type (Heavy), so she isn't as vulnerable to ranged attacks. Also, her Sentinel Owl ability can be used repeteadly after a cooldown, unlike the other Huntresses' which are single use.

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Moved some tropes that were specific to Summoned units to this page from the hero page.


* AntiStructure: Their Chaos damage causes them to deal full damage to Fortified structures. Additionally, if facing Orcs, Infernals are immune to [[AttackReflector Spiked Barricades]] (due to their spell immunity).



* EliteMook: Infernals are stronger than all other land units that players can build, with the possible exception of the Mountain Giant (which can tank more damage, but deals less).



* BigCreepyCrawlies: They are not as big as the Crypt Lord that creates them, but these beetles are still big.

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* ArbitraryHeadcountLimit: Because Carrion Beetles are permanent until killed, the Crypt Lord is limited to having a maximum of 6 in play at a time as a balance measure.
* BigCreepyCrawlies: They are not as big as the Crypt Lord that creates them, but these beetles are still big.big and resemble stag beetles.


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* IncreasinglyLethalEnemy: At a glance, the Avatar of Vengeance has less health and deals a lot less damage than most ultimate summons. However, if given the chance to summon some Spirits of Vengeance, they can output more damage than any one summon.

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* MundaneUtility: Gargoyles can use Stone Form to dispel debuffs from themselves and then quickly switch back to their flying form.



* StoneWall: Using their Stone Form causes their armor to skyrocket while also rapidly healing them. However, in Stone Form they are immobile and cannot attack.

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* StoneWall: Using their Stone Form causes their armor to skyrocket while also rapidly healing them.skyrocket, turns them magic immune and gives them rapid health regeneration. However, in Stone Form they are immobile and cannot attack.
* ThisLooksLikeAJobForAquaman: Gargoyles are highly specialized as air based AntiAir, and while fast and dangerous towards air units, they are commonly used in small numbers, often as scouts or to put some pressure on heavy air units with their speed and damage. Crypt Fiends are more versatile and often see more common use as AntiAir. However, on maps with very powerful air unit creeps, Gargoyles are extremely powerful. They can easily kill a lot of these creeps compared to Crypt Fiends [[note]]this is because these powerful air units have heavy armor, so Crypt Fiends don't do extra damage to them, and Web only lasts a very short time on these creeps. Additionally, these powerful flying creeps are built to counter ground units and often are not great against other air units[[/note]]. In Dragon or Harpy centric maps, Gargoyles can easily snowball a player to victory, but unfortunately, they are the only two creep lines that are predominantly air-based, and these maps aren't very common.



* AchillesHeel: Unlike most air units, both Drakes and Dragons have Heavy armor, which isn't weak to Piercing. Dragons themselves also have a splashing attack against ground units and they all (except Nether) have Devour. This means they are pretty good against most ground based anti-air. They can comfortably fight a group of a half dozen or so Archers/Headhunters/Riflemen/Fiends and except to do pretty well. Their magic immunity also means that certain magical based anti air units like Dragonhawk Riders and Troll Batriders are pretty ineffective against them too. Instead, Dragons can be crushed by physical based air-based anti-air; Hippogryphs and Gargoyles. Gargoyles are especially good because they can use Vampiric Aura, and Dragons can be affected by Orb of Corruption, making them unexpectedly easy to kill with just a few Gargoyles. A skilled Undead player can kill Dragon camps and use their treasures to try to snowball to victory.



* RidiculouslyCuteCritter: Dragon Whelps were not this originally, as they looked like young, undeveloped dragons and overall looked very reptilian. They became the trope in ''Reforged'', which gave them giant heads, oversized eyes, chubby bodies, and stubby limbs. This even carried to the Nether Dragon Hatchlings. A comparison can be seen in [[https://www.youtube.com/watch?v=0eeqXxYn9HE this video that compares all of the dragons]].

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* RidiculouslyCuteCritter: Dragon Whelps were not this originally, as they looked like young, undeveloped dragons and overall looked very reptilian.lizard-like. They became the trope in ''Reforged'', which gave them giant heads, oversized eyes, chubby bodies, and stubby limbs. This even carried to the Nether Dragon Hatchlings. A comparison can be seen in [[https://www.youtube.com/watch?v=0eeqXxYn9HE this video that compares all of the dragons]].



* {{Nerf}}: ''Reforged'' reduces their health from 800 to 640, making them less of a pain to kill.

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* {{Nerf}}: In each of their appearances.
** Indirectly, in ''The Frozen Throne'', as Watch Towers and Orc Burrows stopped having Fortified Armor and were changed to Heavy. This basically reduced the damage Siege Golems did to them by about 33% from the ''Reign of Chaos'' demo, though in general Towers were less durable against most normal troops.
**
''Reforged'' reduces their health from 800 to 640, making them less of a pain to kill.
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* NoSell: Spell Breakers are passively immune to negative spells.

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* NoSell: Spell Breakers are passively immune to negative spells. This gives them an edge over the Knight as a frontline unit, as in addition to not being countered by units like Frost Wyrms, you can cast Blizzard and Flamestrike on top of them without dealing friendly fire damage.

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Damage Sponge Boss is for simple bosses without special abilities and Heavily Armored Mook is misused


* HeavilyArmoredMook: Visually, Militia are just Peasants wearing armor. They actually have very high armor value (starts at 4 and scales to 10, just 1 less than Knights), especially early on in the game.

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* HeavilyArmoredMook: Visually, Militia are just Peasants wearing armor. They actually have very high armor value (starts at 4 and scales to 10, just 1 less than Knights), especially early on in the game.which makes up for their low HP.



* GameplayAndStorySegregation: Despite being visually one of the most heavily armored units, Footmen have average armor value for a basic melee unit and less so than the Militia, who has much less visible armour.

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* GameplayAndStorySegregation: InformedEquipment: Despite being visually one of what their appearance might suggest, the most heavily armored units, Footmen have average Footman is ''not'' a HeavilyArmoredMook, with only an unremarkable starting armor value for a basic melee unit and less so than of 2, especially when compared to the Militia, who has much less visible armour.



* BatteringRam: Not in the literal sense, but unlike other anti-building units who rely on their range to safely demolish enemy fortifications from afar, the Siege Engine prefers to get close and personal and has the durability to tank enemy retaliation. The ''Frozen Throne'' redesign also makes it look more like a battering ram with a gryphon head.

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* BatteringRam: Not in the literal sense, but unlike CloseRangeCombatant: Unlike other anti-building units who rely on their range to safely demolish enemy fortifications from afar, the Siege Engine prefers to get close and personal and has the durability to tank enemy retaliation. The ''Frozen Throne'' redesign also makes it look more like a battering ram with a gryphon head.



* ConcentrationBoundMagic: Both of the Dragonhawk Rider's spells must be channelled and will stop if the caster does anything else or is interrupted.



* BorrowingFromTheSisterSeries: Acolytes are similar to [[Franchise/StarCraft Protoss Probes]] by virtue of being able to "warp in" structures and depart for other duties while the summoning completes automatically. As an added perk, they can even unsummon structures to recover part of their original cost.

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* BorrowingFromTheSisterSeries: Acolytes are similar to [[Franchise/StarCraft Protoss Probes]] by virtue of being able to "warp in" structures and depart for other duties structures, after which the building will build itself while the summoning completes automatically. As an added perk, they Probe/Acolyte can even unsummon structures to recover part of their original cost.go do something else.



* NoRecycling: Averted. Acolytes can unsummon structures to recover part of their original cost, and will always do this to Haunted Gold Mines that run out of gold.



* AntiAir: While they cannot attack air units (unlike most other ranged units), Crypt Fiends can force air units to the ground with their Web ability. Their Piercing attack type is also well suited for killing most flying units. Unusually, Crypt Fiends have a bit of anti-synergy with Gargoyles, who deal much higher damage to enemies that remain in the air and do little to enemies on the ground.

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* AntiAir: While they cannot attack air units (unlike most other ranged units), Crypt Fiends can force air units to the ground with their Web ability. Their Piercing attack type is also well suited for killing most flying units. Unusually, Crypt Fiends have a bit of anti-synergy with Gargoyles, who deal much higher damage to flying enemies that remain in the air and do little to enemies on the ground.than ground ones.



!!!Goblin Sappers

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!!!Goblin !!Goblin Sappers



!!!Goblin Zeppelin

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!!!Goblin !!Goblin Zeppelin



!!!Goblin Shredder

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!!!Goblin !!Goblin Shredder



* HeavilyArmoredMook: All Revenants are covered in armor. Given that they are spirits, [[AnimatedArmor this armor is likely part of them]].



* DamageSpongeBoss: His health pool is massive, even higher than Admiral Proudmoore's. He does not have massive armor, however.



* InescapableNet: The Myrmidon can use Ensnare to throw a net at an enemy, preventing the target from moving (and repairing, if it's a worker) and confining it to the ground for melee units to attack. The targeted unit is completely unable to escape or even move until its duration wears off (though heroes shake off the net much more quickly), and because it's not magic, they can't be freed by dispels either.



* AnIcePerson: They can cast Frostbolt, which is like the Firebolt spell used by the Warlocks only they use ice.



* AnIcePerson: They can cast Frost Bolt, which deals damage and stuns an enemy with ice.



The Underworld Minions Siege unit that tries to stop Thrall from escaping the island. It is a Rock Golem that can only exclusively attack buildings. Not to be confused with the Siege Golem creep, the ultimate creep of the War Golem line.

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The anti-structure unit of the Underworld Minions Siege unit that tries try to stop Thrall from escaping the island. It is a Rock Golem that can only exclusively attack buildings. Not to be confused with the Siege Golem creep, the ultimate creep of the War Golem line.



* DamageSpongeBoss: In each of their iterations, they have a huge health pool. At their lowest they have 1800, and more commonly they have 5600, which is more than double of even the strongest creeps you see in the normal game.



* TakesOneToKillOne: They have a very unusual mix of Normal Attack type and Medium Armor meaning they deal extra damage to their own armor type. Only the Mountain Giant and Kobold Tunneler have the same combination. To make up for their [[DamageSpongeBoss extreme health pool]], they also have no armor so Normal type attacks will deal a lot of damage to them and can kill them unexpectedly quickly.

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* TakesOneToKillOne: They have a very unusual mix of Normal Attack type and Medium Armor meaning they deal extra damage to their own armor type. Only the Mountain Giant and Kobold Tunneler have the same combination. To make up for their [[DamageSpongeBoss extreme health pool]], pool, they also have no armor so Normal type attacks will deal a lot of damage to them and can kill them unexpectedly quickly.



* DiscOneFinalBoss: Despite its fearsome appearance and dramatic boss battle, it is not the last boss of the Azjol-Nerub missions. Instead, it's a campaign exclusive creep [[EliteMook "Faceless One Annihilator"]] (which is just a Faceless One Deathbringer with around 600 more health) in the next map.

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* DiscOneFinalBoss: Despite its fearsome appearance and dramatic boss battle, it is not the last boss of the Azjol-Nerub missions. Instead, it's a campaign exclusive creep [[EliteMook "Faceless Faceless One Annihilator"]] Annihilator]] (which is just a Faceless One Deathbringer with around 600 more health) in the next map.



* SuperBoss: He is quite a bit stronger than [[FinalBoss Admiral Proudmoore]] but defeating him is not necessary to beat the campaign. He is the hardest of the campaign's single enemy challenges, though arguably some of the Outland Arena challenges are tougher than him.

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* SuperBoss: He is quite a bit stronger than [[FinalBoss Admiral Proudmoore]] but defeating him is not necessary to beat the campaign. He is the hardest of the campaign's single enemy challenges, though arguably only rivalled by some of the Outland Arena challenges are tougher than him.
challenges.
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The captain is playable in Mission 7, which has an enemy Lich hero, and the last mission which has Mal'ganis


* BattleCry: Somewhat amusingly, the Captain only has one line when he's ordered to attack a unit.[[note]]He does have a second "Battle Cry" quote for attacking heroes, but because he's never playable in a mission with an enemy hero, the only way to hear it is to have him attack Arthas. Said battle cry is "For King Terenas!" which is darkly amusing considering Arthas's storyline.[[/note]]

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* BattleCry: Somewhat amusingly, the Captain only has one line when he's ordered to attack a unit.[[note]]He does have a second "Battle Cry" quote for attacking heroes, but because he's never playable in a mission with an enemy hero, the only way to hear it is to have him attack Arthas. heroes. Said battle cry is "For King Terenas!" which is darkly amusing considering Arthas's storyline.Terenas!" .[[/note]]

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* 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.

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* MsFanservice: The Sorceress is a HotWitch who has nothing covering her upper chest.
chest and speaks in a rather seductive tone.
* {{Nerf}}: The Polymorph spell took a huge hit from the days of Warcraft II. It's no longer permanent, permanent and the target retains its normal HP.HP, it can be dispelled, and [[ContractualBossImmunity it can't target heroes]]. It's still one of the most potentially disruptive spells in the game, capable of neutering heavy units and putting enemies on the back foot.



* HeyCatch: One of their attack quotes:
--> "Hey, you! Catch!"



* FragileSpeedster: While fast, its attacks are remarkably weak and it needs to operate in large groups to achieve any result (notably, it's the only non-WorkerUnit to only cost 1 food).

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* FragileSpeedster: While fast, its attacks are remarkably weak and it needs to operate in large groups to achieve any result (notably, it's the only non-WorkerUnit to only cost 1 food). The Gyrocopter is stronger than the later Flying Machine, but it's still not very good at taking damage.



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



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



* BattleCry: Somewhat amusingly, the Captain only has one line when he's ordered to attack a unit.
--->'''Captain:''' Foul beast!

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* BattleCry: Somewhat amusingly, the Captain only has one line when he's ordered to attack a unit.
--->'''Captain:'''
unit.[[note]]He does have a second "Battle Cry" quote for attacking heroes, but because he's never playable in a mission with an enemy hero, the only way to hear it is to have him attack Arthas. Said battle cry is "For King Terenas!" which is darkly amusing considering Arthas's storyline.[[/note]]
-->'''Captain:'''
Foul beast!

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* NotTheIntendedUse: In ''Reign of Chaos'', Shaman did quite a bit more damage (Average 16 and increased each level of research, which was nerfed down to 10-1 and no longer scaled with research, and their attack rate was slowed down) and had the piercing attack type, which is not blocked by Spell Immunity. Since this was before Berserkers, this meant Shaman were actually quite effective as relatively cheap, ranged damage dealers that could easily catch anyone trying to flee. You could have an extremely powerful army just with your heroes, Shaman, and Witch Doctors (who had similar damage output) to support the Shaman. It is still possible to play them this way in the ''Reign of Chaos'' Orc campaign, which uses an older version of many units.

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* NotTheIntendedUse: In ''Reign of Chaos'', Shaman did quite a bit more damage (Average 16 and increased each level of research, which was nerfed down to 10-1 and no longer scaled with research, and their attack rate was slowed down) and had the piercing attack type, which is not blocked by Spell Immunity. Since this was before Berserkers, this meant bloodlusted Shaman were actually quite effective as relatively cheap, fast moving, ranged damage dealers that could easily catch anyone trying also had powerful spells, especially if they start spamming purge on any hero or unit that tries to flee.run away from them. You could have an extremely powerful army just with your heroes, Shaman, and Witch Doctors (who had similar damage output) to support the Shaman. It is still possible to play them this way in the ''Reign of Chaos'' Orc campaign, which uses an older version of many units.



* MechanicallyUnusualFighter: Unlike most spellcasters, which tend to directly manipulate units with buffs or debuffs, Witch Doctors' spells instead plant wards that grant an effect around themselves, which are independent of the Witch Doctor. They can be targeted by attacks and destroyed.

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* MechanicallyUnusualFighter: Unlike most spellcasters, which tend to directly manipulate units with buffs or debuffs, Witch Doctors' spells instead plant wards that grant an effect around themselves, which are independent of the Witch Doctor. They can be targeted destroyed by attacks and destroyed.or dispels.



* NotTheIntendedUse: While the Ancients' ability to uproot and fight is ostensibly used for either relocating or base defense, this also makes the Ancient of War a perfect tank for early-game creeping. Note, however, that any unit killed by the Ancient will not grant experience, so it has to be micromanaged to avoid stealing kills.

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* NotTheIntendedUse: While the Ancients' ability to uproot and fight is ostensibly used for either relocating or base defense, this also makes the Ancient of War a perfect tank for early-game creeping. Note, however, that any unit killed by the Ancient will not grant experience, so it has to be micromanaged to avoid stealing kills.experience.


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* DegradedBoss: In a very similar way to the Abomination in the ''Reign of Chaos'' human campaign, a single Naga Myrmidon (two of them on Hard Mode) is the last opponent of the first mission of ''The Frozen Throne'', but the very next mission it becomes just a normal troop that the enemies build.


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!!Naga Summoner

Extremely powerful Naga mages. They are permanently ethereal, like Spirit Walkers, so they cannot be attacked except by units with magical attack types and they take extra damage from spells. Unlike the rest of the Naga units, they cannot be built, and their function is mostly cinematic as they don't actually have any spells.

----
* AchillesHeel: They have a respectable 1080 health, and are ethereal, so they cannot be damaged by physical damage at all. Being ethereal however, they take extra from magical damage and there's plenty of ways to kill them; Mana Flare, Chimaeras, and Druids of the Talon (though not Maiev's spells for whatever reason). The most effective option however, is Malfurion's Entangling Roots as it will kill a Naga Summoner in it's duration. Malfurion can beat the mission with repeated suicide charges without ever having to destroy Illidan's base.
* GameplayAndStorySegregation: Not only do they not summon minions or anything like that, they don't have any spells at all [[note]]They actually are continuously casting a dummy-type spell, and it costs some mana. Functionally, this is so that Faerie Dragon's Mana Flare will damage them[[/note]]. In story they are some sort of EliteMook version of Naga Sirens and four of them can use a powerful artifact to tear an entire continent apart.
* NonIndicativeName: Despite being called "Summoners", they don't summon anything. It would be more accurate to call them "Channelers".
* PaletteSwap: Of the Naga Siren, visually being the Royal Guard to the Siren's Myrmidon. They have the same base model, but they are green instead of greenish-blue. They are a deep blue instead in ''Reforged''.
* TimeLimitBoss: All four of the Summoners have to be killed within 30 minutes.
* UniqueEnemy: They only appear in "The Ruins of Dalaran". They are non-combatants and focused on Illidan's Eye of Sargeras spell to destroy Northrend. Killing all four of them is the mission objective.

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->''"Get a load of these."''



* 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. Their only differences are the spells the Priests and High Priests can use (they all have Heal, while the Forest Trolls have Abolish Magic and Inner Fire, the Ice Trolls have Frost Armor, and the Dark Troll has Sleep).

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* 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. Their only differences are the spells the Priests and High Priests can use (they all have Heal, while the Forest Trolls have Abolish Magic and Inner Fire, the Ice Trolls have Frost Armor, and the Dark Troll has Sleep).Sleep), and Ice Trolls have a different set of voicelines.



* StoneWall: They have very high health and very low damage for their level. The Siege Golem is a good example, where it has 1900 health but only does around 30 damage a hit (most level 9 creeps have around 1200-1500 HP and deal around 50-70 a hit)

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* StoneWall: They have very high health and very low damage for their level.level, on top of their magic immunity making them harder to kill. The Siege Golem is a good example, where it has 1900 health but only does around 30 damage a hit (most level 9 creeps have around 1200-1500 HP and deal around 50-70 a hit)


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* HelpfulMook: While they don't do anything to directly benefit the player, they will primarily attack the exit guarded by Sylvanas, who can use Banshees to possess them and give her army some muscle to break through regular Alliance units.

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

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A firebird created by the Blood Mage when he casts his Ultimate.
Ultimate. Its searing flames burn everything nearby, including itself, and upon death, it leaves an egg that hatches into a new Phoenix.



* ScissorsCutsRock: As the Phoenix is not considered a summoned unit, AntiMagic spells do not counter it like most summoned units.

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* ScissorsCutsRock: As the Phoenix is not considered a summoned unit, AntiMagic spells do not counter it like most summoned units. Even if it were, its magic immunity means dispels wouldn't work on it anyway.



Berserkers were added in ''Frozen Throne'' as an upgrade to Headhunters that is available when the Great Hall reaches Tier-3 (Fortress)

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Berserkers were added in ''Frozen Throne'' as an upgrade to Headhunters that is available when the Great Hall reaches Tier-3 (Fortress)(Fortress). They can enter a berserk frenzy to throw their spears more quickly at the expense of taking more damage.



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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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.blades, and can ensnare enemies with thrown nets.



* AntiEscapeMechanism: Ensnare is one of the best tools for pinning down fleeing enemies in the game, immobilizing normal units for well over 10 seconds and bringing air units to the ground; it can even reel airborne targets into melee range if cast from far enough away. Heroes are affected for a much shorter duration, but that's easily circumvented by just having multiple Raiders.



''Frozen Throne'' changed the unit to the Glaive Thrower.

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''Frozen Throne'' changed the unit to the Glaive Thrower.Thrower, retaining the same role but swapping the bolts with massive three-pronged glaives.



* HealThyself: They do not naturally regenerate health, but can eat a tree to heal themselves, which can save resources from a Wisp having to repair them.

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* HealingFactor: Unlike other buildings, Ancients will slowly regenerate health at night.
* HealThyself: They do not naturally regenerate health, but can eat a tree to heal themselves, which can save resources from a Wisp having to repair them.



* NotTheIntendedUse: While the Ancients' ability to uproot and fight is ostensibly used for either relocating or base defense, this also makes the Ancient of War a perfect tank for early-game creeping. Note, however, that any unit killed by the Ancient will not grant experience, so it has to be micromanaged to avoid stealing kills.



* GameplayAndStoryIntegration: Being Giants made of stone, being loaded onto a cargo machine (Boats or Zeppelins), they will take up 4 slots.

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* GameplayAndStoryIntegration: Being Giants made of stone, being loaded onto a cargo machine (Boats or Zeppelins), they will take up 4 slots.slots on a transport.



* LightningBruiser: While not as strong as Infernal, the Avatar of Vengeance is still powerful, durable, and fast.

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* LightningBruiser: While not as strong as Infernal, the Infernal or Doom Guard, the Avatar of Vengeance is still powerful, durable, and fast.fast. However, its damage output primarily comes from its Spirits of Vengeance as the Avatar's own attack is weak for an ultimate summon.



* InfinityPlusOneElement: Like other Demon types, they deal Chaos damage.



* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.



* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.



* EpicFlail: Except for the Gnoll Warden, all Gnolls wield large flails.
* HeinousHyena: They are hyena men who they are very violent.

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* AntiMagic: Gnoll Wardens cast Purge to remove buffs and damage summoned units. They're also smart enough to prioritize summons, which can cause problems for Archmages relying on their Water Elementals to tank.
* EpicFlail: Except for the Gnoll Warden, Warden in ''Reforged'' and Gnoll Assassin, all Gnolls wield large flails.
* HeinousHyena: They are hyena men who they are very violent.



* LightningBruiser: They move and attack pretty quickly. Mud Golems and Granite Golem can both slow as well, to make things worse.

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* LightningBruiser: They move and attack pretty quickly. Mud Golems and Granite Golem can both slow as well, to make things worse.worse, though the Mud Golem is more of a FragileSpeedster due to its very low health.



* ManaBurn: Satyr Soulstealers can use the eponymous spell to drain mana and deal damage.



* MyRulesAreNotYourRules: Skeleton Warriors encountered as creeps are not summoned units and have no timed life (unless they're summoned by another creep casting Raise Dead).

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* MyRulesAreNotYourRules: Skeleton Warriors encountered as creeps are not summoned units and have no timed life (unless they're summoned by another creep casting Raise Dead). They're also different units from the ones summoned by the Scourge, meaning that if you somehow gained control of one or summoned them through Book of the Dead, they do not benefit from Undead weapon and armor upgrades.

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* {{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.

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* MakeMyMonsterGrow: Bloodlust increases the size of the target, though this is purely cosmetic and doesn't affect their collision size.
* {{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.



* AwesomeButImpractical: Tauren are bar none the most powerful frontline melee units in the game, with massive health pools and huge damage potential, and with the addition of the Spirit Walker they can be ''revived on death''. However, they require Tier 3 and a specialized structure to train them and they need Pulverize to actually reach their maximum power, making them much less economical than Grunts, and because they're huge melee units, they can be difficult to maneuver. Later patches moved the Spirit Walker (a more practical mid-game unit) from the Spirit Lounge to the Tauren Totem and made the Totem into a Tier 2 structure, making Tauren more economical to use.



* 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 Tauren, including other Spiritwalkers, which brings them back with full mana. They also hit harder and have much more health than most spellcasters, making them serviceable ranged attackers too.

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* 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 Tauren, including other Spiritwalkers, which brings them back with full mana.half mana (enough for a couple of Spirit Links and Disenchants, but not enough to cast Ancestral Spirit themselves). They also hit harder and have much more health than most spellcasters, making them serviceable ranged attackers too.



* GlassCannon: While it's not as damaging as the artillery units of the other races, the Glaive Thrower still deals decent damage for a Tier 1 unit (on a good damage roll, at least) from long range, but is also extremely fragile.
* PowerUpLetdown: For a while, Vorpal Glaives was considered a fairly questionable upgrade to take; while it did allow the Glaive Thrower's projectiles to hit multiple enemies in a line, it came at the expense of removing the attack's splash damage and overall making its damage ''worse'' since the circular splash was easier to get value from, which is cited as why the upgrade was reworked.



* AntiStructure: Researching Corrosive Breath gives the Chimaera a second attack exclusive for targeting buildings that does Siege damage, making it much more effective at destroying them. It also increases their range to 900, outranging all towers.

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* AntiStructure: Researching Corrosive Breath gives the Chimaera a second attack exclusive for targeting buildings that does Siege damage, making it much more effective at destroying them. It also increases their The Siege attack has a range to of 900, outranging all towers.

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A mostly antagonistic race of former Night Elves that appears in all four of ''The Frozen Throne'' campaigns (though only briefly, and [[PlotIrrelevantVillain unimportantly]] in ''The Founding of Durotar''). They are aquatic in nature, able to build their structures on shallow water and all their units can cross deep water.



* DevelopersForesight: Because they were intended to be playable at first, they have [[https://www.youtube.com/watch?v=KBHC6TvDqyI dedicated announcer lines for research, finishing buildings, being under attack, etc.]] These lines can be heard in a single mission, the last one of the Sentinels Campaign, where the player controls them.



Appearing in ''Curse of the Blood Elves'' is a special Draenei race in Outland with distinct units from the default Draenei creep line.



* WorkerUnit: They act as resource gatherers and builders for the Draenei.

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* WorkerUnit: They act as resource gatherers and builders for the Draenei.
Draenei. They appear to exclusively harvest lumber, as the one Draenei base that's seen has no gold mine.

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