Follow TV Tropes

Following

Context Characters / Warcraft3Units

Go To

1[[WMG:[[center:[-''VideoGame/{{Warcraft}}'' '''[[Characters/{{Warcraft}} Main Character Index]]'''\
2 [[Characters/WarcraftPlayerCharacters Adventurers]]\
3'''[[Characters/WarcraftTheAlliance The Alliance]]:''' [[Characters/WarcraftTheAllianceStormwind Stormwind (Humans)]] - [[Characters/WarcraftTheAllianceLordaeron Lordaeron (Humans)]] - [[Characters/WarcraftTheAllianceGilneas Gilneas (Humans/Worgen)]] - [[Characters/WarcraftTheAllianceKulTiras Kul Tiras (Humans)]] [[Characters/WarcraftJainaProudmoore (Jaina Proudmoore)]] - [[Characters/WarcraftTheAllianceHumanKingdoms Other Human Kingdoms]] - [[Characters/WarcraftTheAllianceIronforge Ironforge (Dwarven Clans)]] - [[Characters/WarcraftTheAllianceGnomeregan Gnomeregan (Gnomes)]] - [[Characters/WarcraftTheAllianceQuelThalas Quel'Thalas/Telogrus Rift (High Elves and Void Elves)]] - [[Characters/WarcraftTheAllianceDarnassus Darnassus (Night Elves)]] - [[Characters/WarcraftTheAllianceExodar The Exodar (Draenei)]] - [[Characters/WarcraftTheAllianceVindicaar Vindicaar (Lightforged Draenei)]] - [[Characters/WarcraftTheAllianceMechagon Mechagon (Mechagnomes)]]\
4'''[[Characters/WarcraftTheHorde The Horde]]:''' [[Characters/WarcraftTheHordeOrgrimmar Orgrimmar (Orcs)]] - [[Characters/WarcraftTheHordeDarkspearTribe The Darkspear Tribe (Trolls)]] - [[Characters/WarcraftTheHordeThunderBluff Thunder Bluff (Tauren)]] - [[Characters/WarcraftTheHordeTheForsaken The Forsaken (Undead)]] - [[Characters/WarcraftTheHordeQuelThalas Quel'Thalas (Blood Elves)]] - [[Characters/WarcraftTheHordeBilgewaterCartel Bilgewater Cartel (Goblins)]] - [[Characters/WarcraftTheHordeHighmountain Thunder Totem (Highmountain Tauren)]] - [[Characters/WarcraftTheHordeSuramar Suramar (Nightborne)]] - [[Characters/WarcraftTheHordeZandalariEmpire Zandalari Empire (Zandalar Trolls)]] - [[Characters/WarcraftTheHordeVoldunai Voldunai (Vulpera)]] - [[Characters/WarcraftTheHordeOther Other (non-playable races)]]\
5'''Other factions:''' [[Characters/WarcraftTheHordeOldHorde The Old Horde/Iron Horde]] | [[Characters/WarcraftTheScourge The Scourge]] [[Characters/WarcraftArthasMenethil (Arthas Menethil)]] | [[Characters/WarcraftSylvanasAndFollowers Sylvanas and her followers]] [[Characters/WarcraftSylvanasWindrunner (Sylvanas Windrunner)]] | [[Characters/WarcraftKnightsOfTheEbonBlade Knights of the Ebon Blade]] | [[Characters/WarcraftIllidanAndFollowers Illidan and his followers]] | [[Characters/WarcraftTheHordeGarroshsHorde Garrosh's Horde]] | [[Characters/WarcraftPandaria Pandaria]] | [[Characters/WarcraftOthers Other mortals]] | [[Characters/WarcraftTheOldGods The Void (The Old Gods)]] | [[Characters/WarcraftTheLight The Light]] | [[Characters/WarcraftEternals Eternals]] | [[Characters/WarcraftShadowlands Shadowlands (Death)]] | [[Characters/WarcraftTitans The Titans (Arcane)]] | [[Characters/WarcraftTheBurningLegion The Burning Legion (Fel)]] | [[Characters/WarcraftTheDragonflights The Dragonflights]] | [[Characters/WarcraftWildGods Wild Gods]] | \
6'''Individual media''': ''[[Characters/WarcraftIAndIIUnits Warcraft I And II]]'' [[Characters/WarcraftIAndIIUnits Units]] | '''''Warcraft III'' Units''' | ''[[Characters/Warcraft3Heroes Warcraft III]]'' [[Characters/Warcraft3Heroes Heroes]] | [[Characters/WarCraft2016 Film characters]] | ''[[Characters/HearthstoneHeroesOfWarcraft Hearthstone]]'' [[Characters/HearthstoneHeroesOfWarcraft characters]] | ''[[Characters/HeroesOfTheStormWarcraftUniverse Warcraft]]'' [[Characters/HeroesOfTheStormWarcraftUniverse characters in]] ''[[Characters/HeroesOfTheStormWarcraftUniverse Heroes of the Storm]]'' ([[Characters/HeroesOfTheStormWarcraftAssassins Assassins]] - [[Characters/HeroesOfTheStormWarcraftWarriors Warriors]] - [[Characters/HeroesOfTheStormWarcraftSupport Support]])-]]]]]
7
8[[foldercontrol]]
9
10!Default Playable Races
11
12[[folder:Human Alliance Units]]
13
14!!Peasant / Militia
15[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/peasant_6.gif]]
16 [[caption-width-right:163:''"Ready to work."'']]
17
18[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/militia_7.gif]]
19 [[caption-width-right:163:A militia after being armed at a Town Hall]]
20
21Peasants from Lordaeron who gather gold and lumber for the war effort. In addition to being trained in construction, they can also be turned into Militia for emergencies.
22----
23* ArmoredButFrail: Militia have a high armor value, but retain the Peasant's low health pool. This makes them very vulnerable to AOE magical damage spells (i.e. Shockwave, Carrion Swarm, Flame Strike).
24* BorrowingFromTheSisterSeries: Peasants build like [[Franchise/StarCraft Terran [=SCVs=]]], exposed to harm but able to postpone construction to perform other duties.
25* GlassCannon: Militia actually have fairly high damage output (equivalent to a Footman) and attack speed, but they still only have the low health pool they did as Peasants.
26* HeavilyArmoredMook: Despite their appearance, Militia actually have very high armor value (starts at 4 and scales to 10, just 1 less than Knights), which makes up for their low HP.
27* InstantMilitia: In an emergency, Peasants can temporarily be turned into Militia to defend their controller’s base.
28* MundaneUtility: Because Militia run much faster than Peasants, it is common to use Call to Arms just to quickly send out a Peasant to a destination, whether a tavern, a nearby gold mine, or to the enemy base to rush by building towers.
29* NotTheIntendedUse: One multiplayer strategy actually involves turning peasants into militia as a ZergRush / building a Town Hall near their base and continuously creating and arming peasants, to the point where the ability was nerfed to only work with the starting town hall or those with at least one level of upgrade.
30* SimpletonVoice: They have subservient and dopey-sounding voices reflecting their statuses as lowly peasants. In a way it makes them sound like [[WesternAnimation/TheSimpsons Homer Simpsons]][[note]]one of their StopPokingMe voicelines is his iconic annoyed "D'oh" grunt[[/note]].
31* ThisIsGonnaSuck: They are not enthusiastic about combat, and if ordered to attack, their responses range from asking if anyone else can fight to expecting to be killed themselves.
32* WorkerUnit: The builder and resource gatherer for the Human Alliance. Unlike other factions' workers, Peasants stand outside of the building they're currently constructing (which means that they can be attacked but are also not tied up until the building is finished), and multiple Peasants can work on the same building to speed up construction at the cost of more resources. Peasants can also be upgraded to carry back double and then triple the amount of lumber in a single trip, giving the Alliance the best innate lumber economy second to hiring a Goblin Shredder.
33
34!!Footman
35[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/footman.gif]]
36 [[caption-width-right:163:''"Ready for action!"'']]
37
38While the Alliance armies have shrunk due to member nations leaving, there are still citizens who volunteer to fill out the ranks of the Footmen who form the heart of the military, clad in plate armor and brandishing their swords and shields.
39----
40* AttackReflector: Footmen using Defend have a chance of reflecting Piercing attacks back at enemy units, but not at buildings.
41* BoringButPractical: Despite being a basic unit with moderate health, Defend gives them a lot of milage against Piercing attackers by reducing damage taken and reflecting back 30% of attacks. Against units with Piercing attacks and Light or Unarmored armor, the reflected damage will be amplied by 200% and 150% respectively, a painful prospect.
42* CannonFodder: They are the basic units of the Alliance and while they are useful in early games, many players replace them with Knights when they get access to them.
43* CoolHelmet: Like in ''Warcraft II'', the Footman wears a knightly helmet with a plume which has become iconic for ''Warcraft'' Humans.
44* InformedEquipment: Despite what their appearance might suggest, the Footman is ''not'' a HeavilyArmoredMook. Their starting armor value of 2 is only high compared to basic units (Grunts have 1, Ghouls and Archers have 0) and is unremarkable in the game as a whole, especially when compared to the Militia, who has much less visible armour.
45* KnightlySwordAndShield: The Footmen are heroic medieval soldiers who wield swords and shields while clad in full plate, heavily invoking the image of knights even if they actually aren't.
46* LuckilyMyShieldWillProtectMe: When using Defend, the Footmen raise their shields to deflect and reflect Piercing damage at a cost of speed.
47* YouHaveResearchedBreathing: It takes research to teach the Footmen to use their kite shields.
48
49!!Rifleman
50[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/rifleman.gif]]
51 [[caption-width-right:163:''"Locked an' loaded!"'']]
52
53The dwarfs of Khaz Modan remained loyal to the Alliance and, as such, have provided Riflemen armed with highly accurate single-shot rifles that can be aimed at ground and air targets.
54
55Of the ranged troops of each faction, the Riflemen deal the least damage per attack, but their attacks have the benefit of being {{Hitscan}}, so they hit their target instantly on top of having the lowest cooldown time between attacks.
56----
57* AntiAir: The Riflemen can attack air units. Their low cost makes them a good response to aerial threats.
58* ArbitraryGunPower: Riflemen are billed as excellent marksmen with their "Blunderbus" Longrifles. Despite their weapons being ''rifles'', their shells inflict less damage per shot than Troll Headhunter/Berserker spears yet deal slightly more maximum damage than Archer arrows.
59* BottomlessMagazines: Despite their guns being single shot, the Riflemen never need to reload them. In fact, they have the fastest rate of fire of all four basic ranged units.
60* InTheHood: Riflemen wear hoods attached to capes.
61* 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.
62* MisidentifiedWeapons: A blunderbuss is not a rifle-accurate weapon, being only effective at short ranges. Classifying it as a rifle is very contradictory. Blunderbusses are actually early predecessors to far superior modern ''shotguns''.
63* OrnamentalWeapon: Some artwork and even their ''Reforged'' models have bayonets attached to their rifles. They're just for show, since the Riflemen are still going to shoot enemies at point blank.
64* RememberTheNewGuy: Supposedly the Riflemen have been in service for hundreds of years, but this game is the first to mention of them.
65* VanillaUnit: The Rifleman is a simple ranged unit without any special ability, even when fully upgraded (their Long Rifles tech only improves their range).
66
67!!Knight
68[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/knight_3.gif]]
69 [[caption-width-right:163:''"I await your command."'']]
70
71The Knights of Lordaeron continue to fight for the Alliance as their strongest warriors. Clad in heavy armor, wielding large swords, and carried by their noble warhorses, the Knights are fast in addition to being strong.
72----
73* TheArtifact: Some of the Knight's voice lines reference a helmet with a visor closing over his face as he speaks or him struggling to remove it, despite him not wearing one. This is because the Knight originally wore a winged helmet before his original model was replaced with the helmetless model used by the scrapped Crusader hero unit, while the Knight's voice lines were unchanged.
74* TheCavalry: In the Human Campaign, Uther arrives with a whole legion of knights to save the besieged Hearthglen from the Scourge, charging through the undead ranks and making quick work of them.
75* DualWielding: Knights carry a lance in their right hand and a sword in their left, but in the original game they only attack with their sword. In ''Reforged'' however they attack with both weapons.
76* HeavilyArmoredMook: Knights are covered in heavy plate armor and have the highest armor of the late-game melee units.
77* HelmetsAreHardlyHeroic: Knights don't wear helmets in this game[[note]]Only having circlets for headwear[[/note]], though their on-click quotes mention wearing one. This is because their model was actually meant for the scrapped Crusader hero unit, while the Knight's original model wore a winged helmet.
78* JoustingLance: Knights wield a lance in their right hand, which they point forward for a charge when they move, but otherwise they don't attack with it in the original game. In ''Reforged'' however they actually attack with it alongside their sword.
79* KnightInShiningArmor: Referred to as the shining Knights of Lordaeron and generally fits the trope's heroic image, riding into battle on a warhorse while wearing heavy plate armor and wielding a knightly sword and lance. The Knight also speaks proudly of honor and serving the king.
80* LanternJawOfJustice: Owing to the game's cartoony art style, the mostly heroic Knight has a large, exaggerated chin, which also carried over to the less heroic Garithos, who in turn made it memetic. In ''Reforged'', the chin is significantly reduced due to the change in art style.
81* LightningBruiser: Knights have more than double the HP of Footmen (researching Animal War Training gives them even more HP), more than double their armor, and more than triple their damage. Compared with other late-game melee units they have the highest speed and armor, though they have the second lowest HP and damage once Animal War Training is researched. Their main perk since the ''Reforged'' update is the Sundering Blades passive trait that boosts their damage against medium armor by 10%, giving them a niche for charging down ranged attackers, among other medium troops.
82* MountedCombat: The Knight rides an armored warhorse into battle, giving him faster movement than most of the other Human units.
83* 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.
84* VanillaUnit: Before getting the Sundering Blades upgrade in ''Reforged'', Knights had no active or passive abilities.
85
86!!Priest
87[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/priest.gif]]
88 [[caption-width-right:163:''"I come to cleanse this land."'']]
89
90While the high elves of Quel’Thalas left the Alliance, some of their priests refused the edict to return to their country of origin and continued to aid their human allies in Lordaeron. Their magic can heal the wounded as well as increase their allies' fighting ability.
91----
92* AntiMagic: [[ExactlyWhatItSaysOnTheTin Dispel Magic]], which [[StatusBuffDispel removes all buff and debuff spells in an area]], while also dealing inflicting considerable damage to summoned units.
93* BoringButPractical: The main reason to use Priests is their simple Heal spell. It only has a one-second cooldown time, costs very little mana, and can be set to autocast, causing the Priest to keep using it on damaged units as long as he has mana.
94* LeaningOnTheFourthWall: In addition to being a ShoutOut to WesternAnimation/ToyStory1, the Priest's StopPokingMe quote references the cursor, represented for the Alliance as a gauntlet, as a "big metal hand in the sky."
95* TheMedic: Priests can heal friendly units with their [[ExactlyWhatItSaysOnTheTin Heal]] spell. It does not restore as much HP as other healing spells, but it is cheap and can be set to autocast, so the player does not have to manually order the Priest to use it.
96* MechanicallyUnusualFighter: Inner Fire (increases armor and damage) can be used on mechanical units, unlike most other buff spells.
97* PaletteSwap: Priests in ''The Frozen Throne'' replace the white in their robes and capes with black, and their blue colors become green, representing that they are now Blood Elves rather than High Elves.
98* SideEffectsInclude: The Priest's "Stop Poking Me" quote:
99-->'''Priest:''' Side effects may include: Dry mouth, nausea, water retention, painful rectal itch, hallucinations, psychosis, coma, death, and [[ArsonMurderAndJaywalking halitosis]][[note]]Bad breath[[/note]]. Magic is not for everyone; consult your doctor before use.
100* SquishyWizard: The Priest has low attack and HP, so he has to be kept away from enemies.
101* SupportPartyMember: Priests can attack, but their main job is to support frontline units with their spells.
102* UndyingLoyalty: The reason why the Priests help the Alliance despite the High Elves leaving is that some of them are still loyal to the Alliance.
103* WhiteMage: A largely defensive spellcaster, Priests can heal and buff allies while removing negative effects. Their only real offensive ability is dispelling enemy summoned units.
104
105!!Sorceress
106[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/sorceress.gif]]
107 [[caption-width-right:163:''"The flows of magic are whimsical today."'']]
108
109Female elven mages who were sent from Dalaran to aid the forces of the Alliance. Rather than directly using their magic, they instead use their spells to hinder the enemy, making them easier for their allies to slay.
110----
111* BalanceBuff: Invisibility is the best version of this ability yet. It now only costs 50 mana, out of a possible maximum of 400. This is a considerable buff from ''Warcraft II'' where it cost 200 mana out of a Magi's 255 capacity.
112* CleavageWindow: They sport a big one that extends up to their neck and shoulders.
113* ForcedTransformation: Their final spell Polymorph transforms their target into a harmless sheep temporarily.
114* HotWitch: The Sorceress is a magic user who is a very attractive woman.
115* InvisibilityCloak: Their tier 2 spell, Invisibility, does exactly what it sounds like and turns a friendly unit invisible for a relatively long duration.
116* MsFanservice: The Sorceress is a HotWitch who has nothing covering her upper chest and speaks in a rather seductive tone.
117* {{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, 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. Eventually, in 2024, Polymorph was able to target heroes again, though for a much lower duration (3 seconds).
118* PaletteSwap: In ''Frozen Throne'', the Sorceress's white outfit is changed to red, reflecting them going from High Elves to Blood Elves.
119* SquishyWizard: Like the Priest, the Sorceress is a fragile unit with a weak attack.
120* SupportPartyMember: The Sorceress is not much of a fighter, so her purpose is to use her spells to debuff enemy units.
121
122!!Mortar Team
123[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/mortarteam.gif]]
124 [[caption-width-right:163:''"[[Franchise/MortalKombat MORTAAAAAAR COMBAT]]!"'']]
125
126Teams of dwarfs armed with mortars that fire exploding shells with the intent of pounding enemies and fortifications from a distance.
127----
128* BalanceBuff: Their Flare ability was originally one use. Later patches allow them to use it an unlimited number of times, albeit with the ability having a long recharge time.
129* ContinuityNod: Like the Dwarven Demolition Squads in ''Warcraft II'', the Mortar Teams are a pair of dwarves who handle explosives in a supporting role for the Alliance.
130* DefogOfWar: Their Flare ability launches a flare above a target point, temporarily revealing the surrounding area, including invisible enemies.
131* GlassCannon: The duo inflicts heavy damage, and since they are just two unarmed dwarfs with a big cannon, they die very easily if they come under fire. That being said, they're often a tad hardier than most siege units as they benefit from armor upgrades and can be healed by Priests and Paladins due to not being Mechanical. And they move much faster than other siege units.
132* HeyCatch: One of their attack quotes:
133--> "Hey, you! Catch!"
134* LongRangeFighter: Aside from the long cooldown for their attacks, the Mortar Team has a minimum range that keeps them attacking anything that gets too close.
135* MechanicallyUnusualFighter: Being living creatures rather than SiegeEngines, Mortar Teams can be targeted by magic that can't hit machines. This can be good (Bloodlust increasing attack speed comes to mind, Heal being cheaper than repairing) and bad (having low HP and being vulnerable to magical nukes like Storm Bolt and Death Coil is not conducive to survival).
136
137!!Gyrocopter / Flying Machine
138[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/flyingmachine.gif]]
139 [[caption-width-right:163:''"We have liftoff!"'']]
140
141Inspired by the flying machines of the gnomes, dwarven engineers constructed their own small but versatile flying craft capable of acting as fast airborne scouts. While not completely safe to operate, the gyrocopters are armed with cannons and explosives in the event their brave, possibly crazy pilots are in combat.
142
143In ''Frozen Throne'', the unit was renamed Flying Machine.
144----
145* AntiAir: While they can be upgraded with bombs to attack ground targets, their main purpose is to attack other air units.
146* {{Expy}}: Of the Gnomish Flying Machine in Warcraft II.
147* 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.
148* SplashDamage: One of their upgrades lets them deal splash damage to air units.
149* SuspiciouslySimilarSubstitute: The Gyrocopter to the Gnomish Flying Machine from Warcraft II. In Frozen Throne, the Flying Machine is this to the Gyrocopter, being explained as an upgrade.
150* TrueSight: This unit can see invisible units.
151* ZergRush: Despite the Flying Machine supposedly being an upgrade to the Gyrocopter, Flying Machines are ''far'' weaker than Gyrocopters, with less health than even Peasants. However, they also became much cheaper and faster to build, making them much easier to deploy en masse (two Flying Machines have collectively more health than a Gyrocopter and around the same DPS, while being cheaper and costing the same amount of population).
152
153!!Steam Tank / Siege Engine
154[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/siegeengine.gif]]
155
156A recent addition to the alliance designed by the dwarves. The Steam Tanks bring powerful cannons against enemy fortifications and are protected by extremely tough armor.
157
158In ''Frozen Throne'' the unit was renamed Siege Engine and gained an upgrade that lets them launch a Barrage of rockets at air targets.
159----
160* ArtEvolution: It was redesigned between the base game and the expansion. Originally, the Steam Tank looked like an old-style front car of a freight train, but the Siege Engine looks more like a bulldozer and has a large gryphon face design.
161* AntiAir: The Siege Engine's Barrage upgrade allows it to fire rockets at air units.
162* AntiStructure: Siege Engines, as the name suggests, are built for bulldozing through enemy bases, using their heavy armor to shrug off enemy retaliation while knocking down buildings with their powerful attacks.
163* 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.
164* CripplingOverspecialization: The Steam Tank packs a heavy punch against buildings and, unlike other siege units, is extremely durable. Too bad that attacking buildings is all it can do. The Barrage upgrade allows them to attack air units, but Siege Engines remain harmless against ground units.
165* GameplayAndStoryIntegration: The Siege Engine takes up 4 slots on a boat or zeppelin, which makes sense since it probably weighs a ton.
166* MechanicallyUnusualFighter: Unlike typical SiegeEngines, these machines attack at melee range instead of from afar, have Fortified armor instead of the typical Heavy armor, can't harm mobile ground units, and can be fitted with AntiAir rockets.
167* MightyGlacier: Unlike most siege units, they are very durable, due to their high HP and Fortified armor type (otherwise only found on buildings), at the cost of short range and slow speed.
168* NecessaryDrawback: They are the only buildable unit with the highly durable Fortified armor and an attack that can blast through structures at a respectable rate. However, they can not attack mobile ground units, they are restricted to almost melee range against structures, and their anti-air attack isn't remarkable for their food cost.
169* TankGoodness: Gryphon-headed assault tanks that boast structure armor and are designed to blast structures into smithereens themselves. They can't scratch mobile ground units, but can be upgraded to fire rockets at air units.
170* TheVoiceless: Neither unit has any quotes: all that the player hears is the noise of the engine.
171
172!!Gryphon Rider
173[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/gryphon.gif]]
174 [[caption-width-right:163:''"It's hammer time!"'']]
175
176The dwarves of Aerie Peaks once again come to the aid of the Alliance, riding on the backs of their mighty gryphons. Hurling their Stormhammers at targets on the ground and sky, they remain a powerful force in the Alliance.
177----
178* AntiInfantry: Storm Hammers gives the Gryphon Rider area of effect damage (where their hammers will strike units behind their original target), and their high damage and magic attack type means they will tear apart heavy armor (usually melee) units.
179* HerdHittingAttack: Storm Hammer allows their attacks to damage enemies behind their target when attacking ground units.
180* LightningBruiser: Gryphon Riders have the highest damage and HP of flying units, even before their HP is increased by Animal War Training (not counting Creeps) next to the Frost Wyrm and Chimaera, with speed equal to the less powerful Wind Rider.
181* ThrowingYourSwordAlwaysWorks: The riders throw their hammers as opposed to striking enemies with them. The hammer [[SummonToHand returns to their owner once it has hit its target]].
182* ThunderHammer: The weapon of the rider is their [[ShockAndAwe Stormhammer]].
183
184!!Water Elemental
185[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/waterelement.gif]]
186
187Archmages are capable of summoning Water Elementals to aid their warriors in battle, just as the Conjurors of the First War did. The mindless husks of water are durable and can inflict considerable damage in turn.
188----
189* TheBusCameBack: After disappearing in ''Warcraft II'', the Water Elemental returns as a summoned unit for the Archmage.
190* CrutchCharacter: Because they're summoned units with decent stats that cost nothing but the Archmage's mana, Water Elementals make excellent tanks in the early game, especially when fighting neutral units so that your actual units take less damage. While they do become quite powerful at higher levels, their status as summoned units mean they get destroyed quickly by dispels, making them less powerful overall once the enemy has teched up.
191* JackOfAllTrades: The Water Elemental is very versatile by early game summon standards with the ability to engage air targets and a good amount of health, making them a very safe option early on.
192* MakingASplash: They are comprised of water and attack by shooting blasts of water at the enemy.
193* MightyGlacier: As the Summon Water Elemental spell is leveled up, the Water Elementals get stronger and more durable. By level 3 they have the highest HP of any non-hero Human unit next to the Knight and Phoenix, while having higher damage than the former. Their subpar speed, however, never gets any better.
194* {{Nerf}}: Even though leveling up the spell to summon them makes them more powerful, Water Elementals never occupy the game-breaking level of strength they had in the original game. On top of this, they have the vulnerability to AntiMagic spells damaging them.
195
196!!Spell Breaker
197[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/spellbreaker.gif]]
198 [[caption-width-right:163:''"I smell magic in the air..."'']]
199
200After the loss of their homeland, Blood Elf warriors have trained in the disruption of magical energies in the hope of defending the dying land of Lordaeron.
201
202Added in ''Frozen Throne''.
203----
204* AntiMagic: Their entire purpose. They are passively immune to spells, they can counter buffs and debuffs with Spell Steal, they can control summoned units with Control Magic, and their attacks passively burn mana and deal extra damage to units with mana pools.
205* DoubleWeapon: They wield a large double-bladed sword that they throw at a target.
206* EnemyExchangeProgram: Control Magic allows the Spell Breaker to take control of enemy summoned units.
207* HeavilyArmoredMook: Spell Breakers are covered in armor and carry large shields, giving them better protection than Footmen (except against melee attacks, due to their armor type) as well as spell immunity.
208* LuckilyMyShieldWillProtectMe: They carry large shields to protect themselves, though they don't actively use them. They do still have the animation for it and their scrapped Magic Defend ability is still available in the editor, working just like Defend but giving magic immunity in exchange for speed.
209* MageKiller: As indicated by their name, the Spell Breaker is an anti-magic specialist. They are immune to enemy spells, they can turn the enemy's magical buffs and debuffs against them, and their passive ability Feedback causes their attacks to remove mana from a target while damaging them for the same amount. Aside from killing magic-using units, this ability can be deadly against heroes with low mana.
210* ManaBurn: The Spell Breaker's attacks remove the target's mana and deal bonus damage equal to the burnt mana if applicable.
211* MindControl: Their Control Magic spell allows them to take control of summoned units. The cost of the spell is proportional to the target's remaining health.
212* 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.
213* PowerParasite: Their spell Spell Steal allows them to either steal an enemy’s buff and then give them to the Spell Breaker's ally or transfer an ally's debuff to the enemy.
214* StoneWall: Spell Breakers are durable units but deal low damage unless they are attacking something with mana to trigger their Feedback ability.
215* ThrowingYourSwordAlwaysWorks: Rather than hitting enemies with their swords, they throw them like glaives.
216
217!!Dragonhawk Rider
218[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/dragonhawk.gif]]
219 [[caption-width-right:163:''"Glory to the Blood Elves!"'']]
220
221Elven warriors ride a fast bird called a Dragonhawk, using their abilities to restrain enemy air units and blind enemy towers with fog so their allies can strike without fear of enemy defenses.
222
223Added in ''Frozen Throne'', though a High Elf version appears in the Scourge campaign in ''Reign of Chaos''.
224----
225* AntiAir: Their Aerial Shackles ability prevents an air unit from moving while damaging them for thirty seconds while damaging them unless the Dragonhawk Rider is interrupted.
226* AntiStructure: Their Cloud spell stops buildings with ranged attacks from firing.
227* ConcentrationBoundMagic: Both of the Dragonhawk Rider's spells must be channelled and will stop if the caster does anything else or is interrupted.
228* InescapableNet: Aerial Shackles is a magical equivalent, snaring the victim in a magical net that deals damage over time. Stunning, silencing, or killing the Dragonhawk Rider will interrupt the ability, though.
229* JoustingLance: They wield lances from which they shoot bolts of magic at their enemy.
230* SupportPartyMember: The Dragonhawk Rider lacks the raw power of the Gryphon Rider and the cheap cost of the Flying Machine, so it is not as good in frontal assaults. Instead, players are meant to rely on its spells to soften up/neutralize towers and flying units.
231
232!!Phoenix
233[[quoteright:163:https://static.tvtropes.org/pmwiki/pub/images/phoenix.gif]]
234
235A firebird created by the Blood Mage when he casts his Ultimate. Its searing flames burn everything nearby, including itself, and upon death, it leaves an egg that hatches into a new Phoenix.
236
237Introduced in ''The Frozen Throne''.
238----
239* AntiMagic: The Phoenix is immune to spells.
240* GlassCannon: On paper, the Phoenix’s stats would make it a LightningBruiser. Since it loses HP every second, it ends up a GlassCannon, since this weakness makes it far more vulnerable.
241* MechanicallyUnusualFighter: The Phoenix ignores the usual rules of summoned units, as it is not actually considered one. Rather than having a timed life until it expires like other summoned units, the Phoenix loses HP every second. Whenever it dies, either due to an enemy or because its HP runs out, it turns into a Phoenix Egg. If the egg isn’t destroyed within ten seconds, the Phoenix respawns.
242* NoSell: The Phoenix (in both flying and Egg form) is immune to spells.
243* PlayingWithFire: The Phoenix’s flames are so hot that just getting near it burns enemies. It also burns itself.
244* RequiredSecondaryPowers: Averted; the Phoenix has no protection from its flames, causing it to lose HP every second.
245* 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.
246* SoftWater: Inverted. The Phoenix if it dies over deep water (or cliffs with no pathing, same rules as the Goblin Zeppelin’s cargo units) will cause it to die without going into Egg form.
247* WreathedInFlames: The Phoenix burns enemies near it, inflicting a damage over time debuff to them.
248[[/folder]]
249
250[[folder:Orcish Horde Units]]
251
252!!Peon
253[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/peon.gif]]
254 [[caption-width-right:166:''"Ready to work."'']]
255
256Peons are the [[InformedFlaw allegedly]] stupid lowly workers of the Horde tasked with menial labor like gathering resources and construction. Nonetheless, their work is essential for the Horde to function.
257----
258* BorrowingFromTheSisterSeries: By virtue of being the only unit elligible to enter Burrows, they function like [[Franchise/StarCraft Terran Marines]] garrisoned inside Bunkers.
259* GarrisonableStructures: Peons are the only units capable of garrisoning Orc Burrows.
260* InformedFlaw: As usual, the descriptions of the Peons imply they aren't very smart even though they perform complicated construction work.
261* JavelinThrower: When garrisoned inside Burrows, Peons hurl spears at enemy units to protect their base. Additional peons increase the attack rate of the Burrows.
262* LootMakingAttack: Peons do benefit from the Pillage upgrade, allowing them to generate resources by hitting enemy buildings, though their weakness in combat means this is unlikely to be useful in practice.
263* NotTheIntendedUse: It's not unheard of for Orc players to bring Peons into battle alongside their armies, as they can serve as extra targets for the Spirit Walker's Spirit Link and thus distribute more damage away from their actual combat units.
264* SimpletonVoice: They have low-pitched, dopey-sounding voices to reflect their ([[InformedFlaw supposed]]) lack of intelligence.
265* ThisIsGonnaSuck: When ordered to attack an enemy, their quotes mostly show them as less than confident since they know they are not warriors.
266* WorkerUnit: They are the builder and resource gatherer for the Orcs.
267
268!!Grunt
269[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/grunt.gif]]
270 [[caption-width-right:166:''"My life for the Horde!"'']]
271
272The rank and file of the Horde's armies. Formerly characterized by their cruelty and thirst for blood, under the leadership of Thrall, they have returned to the savage, yet noble ways of their ancestors.
273
274Grunts are the strongest of the basic units by a wide margin, but also the most expensive.
275----
276* BarbaricBattleaxe: The Grunt wields an axe, a symbolic weapon of the Horde, compared to the Footman's sword, reflecting the Horde's NobleSavage characterization.
277* BoringButPractical: They're little more than basic melee fighters with a beefy health bar, but that's enough to make them perfectly respectable fighting unit throughout the game. Due to their high health and respectable damage, they are much better late game than comparable early game melee units.
278* HornsOfBarbarism: The Grunt wears a horned helmet as a savage contrast to the Footman's barbute-styled helmet.
279* LootMakingAttack: Researching the Pillage ability allows Grunts to gain resources by attacking enemy buildings.
280* MightyGlacier: They don't have the fastest movement speed or attack rate, but their attacks hit quite hard for a basic unit and they have a ton of health, halfway between basic units and late-game melee tanks. Berserker Strength makes them even more tough and damaging.
281* TookALevelInBadass: Warcraft III upped the strength of Grunts so they are now the strongest of the basic units as opposed to being the equal of the Footman. They have the most HP by a wide margin and the highest damage, and that is even before Berserker Strength is researched, which gives them almost as much HP as a Knight and increases their damage.
282* WalkingShirtlessScene: Unlike in the previous two games, Grunts have nothing covering their upper body besides a shoulder pad and the straps holding it on. Yet, they are more resilient.
283
284!!Troll Headhunter / Berserker
285[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/headhunter.gif]]
286 [[caption-width-right:166:''"Vengeance for Zul'jin!"'']]
287[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/berserker.gif]]
288 [[caption-width-right:166:Troll Berserker after being upgraded]]
289
290While the Horde's attempts at conquering Lordaeron failed, the oppressed Trolls of the continent have still found common cause with the Horde under Thrall's leadership [[note]]this lore from the manual is does not align with the game, where all the trolls that work for the Horde belong to the Darkspear Tribe and meet Thrall on an island between Kalimdor and the Eastern Kingdoms[[/note]]. Troll Headhunters are raised from birth to hunt and track wild beasts. In war, they will fight as the ranged troops of the Horde with their throwing spears.
291
292Berserkers were added in ''Frozen Throne'' as an upgrade to Headhunters that is available when the Great Hall reaches Tier-3 (Fortress). They can enter a berserk frenzy to throw their spears more quickly at the expense of taking more damage.
293----
294* TheArtifact: Headhunters speak with a Cuban accent, a trait belonging to forest trolls, even though they are supposed to be jungle trolls, who speak with a Jamaican accent. Early images of Warcraft III originally showed them as green-skinned forest trolls, while the final game showed them as blue-skinned jungle trolls. As a result, it doesn't make sense for jungle trolls to know or even care about Zul'jin. It also explains why the Battle.net description of the headhunters claims that they were "disenfranchised trolls of Northern Lordaeron," even though they belong to the Darkspear tribe that Thrall befriended on the Darkspear Island, which is far away from Lordaeron.
295* ArtifactMook: Weirdly enough, ''inverted''. In the original ''Reign of Chaos'' you'll see them for the first time among the ranks of Blackrock Clan before showing up as part of Thrall's Horde. ''Reforged'' averts this not just by fully restoring the prologue campaign, but also replacing them with Forest Troll Axethrowers in the missions with the Blackrock Clan.
296* AttackSpeedBuff: Berserk increases damage received by 40% in exchange for a 50% attack speed bonus.
297* BorrowingFromTheSisterSeries: Berserkers emulate [[Franchise/StarCraft Terran Marines]] with their Berserk ability, which temporarily boosts attack speed like the Marine's Stimpacks. The difference is that Berserk increases the Berserker's damage taken instead of inflicting direct damage on the user.
298* CompositeCharacter: Of both their predecessors. They're troll with a berserker upgrade like the Troll Axethrowers, but they instead throw spears, like the Orc Spearmen from the first game.
299* DoubleEdgedBuff: The Berserk ability they gain when upgraded to Berserkers increases their attack rate at the cost of increasing the damage they take.
300* {{Expy}}: Of the Spearman from the original game, being a ranged unit of the Horde that throws spears.
301* GlassCannon: Headhunters have low health, especially in ''Reign of Chaos'' (280, even less than Archers in the same game), but they deal more damage per attack, though at the cost of a slower attack speed. This makes them quite effective at focusing down a target in large numbers. Berserkers gain more health, but their Berserk ability gives them to option to become this by increasing attack speed in return for taking more damage.
302* JavelinThrower: They throw javelins at enemies.
303* HealingFactor: Most units in the game slowly regenerate HP, but Troll units stand out thanks to Troll Regeneration, an upgrade which increases their health regeneration.
304* OvershadowedByAwesome: Hilariously, Headhunters were outclassed by Shamans in their own role as ranged attackers in ''Reign of Chaos''; Shamans had about as much DPS as Headhunters, more health, and actual spells. ''Frozen Throne'' buffed the Headhunter quite a bit, added the Berserker upgrade, and changed Shamans to deal Magical attack damage, giving the Headhunter its role back.
305* ShedArmorGainSpeed: The Berserk ability they gain when upgraded to Berserkers increases their attack rate at the cost of increasing the damage they take.
306
307!!Catapult / Demolisher
308[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/demolisher.gif]]
309
310A staple of the Horde's armies, the Catapult hurls burning projectiles over great distances. It is the most powerful siege weapon of the Horde.
311
312In ''Frozen Throne'' the unit was renamed Demolisher.
313----
314* GlassCannon: It has the highest damage and HP of the long-range SiegeEngines, and also benefits from armor upgrades. However, its HP is still low.
315* LongRangeFighter: While it has a long-range, its minimum range keeps it from attacking units that get too close.
316* KillItWithFire: ''Frozen Throne'' changing the unit to the Demolisher also brought an upgrade that gives it the Burning Oil ability. This causes all of its attacks to light the ground on fire and slowly damage whatever was in the area they hit.
317* SiegeEngines: It is a long-range building destroyer that can set targets on fire for extra damage.
318* SuddenNameChange: Originally the Demolishers were called Catapults until ''Frozen Throne'', then the name was changed to Demolishers and the description treated them like they were always called that.
319* TheVoiceless: The unit has no visible crew, so it has no quotes.
320
321!!Raider
322[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/wolfrider.gif]]
323 [[caption-width-right:166:''"Ready to ride!"'']]
324
325Raiders 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, and can ensnare enemies with thrown nets.
326----
327* AntiAir: While they cannot attack air units, researching Ensnare allows them to force air units to the ground and render them immobile, making the target vulnerable to the Orcs’ powerful melee units.
328* 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.
329* AntiStructure: Raiders do Siege damage, which makes them better at destroying buildings than units since most buildings have Fortified armor which takes reduced damage from everything except Siege and Chaos damage. Their Medium armor also reduces the damage they take from most defensive structures.
330* {{BFS}}: The Orc on the wolf carries a sword that is as big as he is.
331* TheBusCameBack: After vanishing in Warcraft II, the Raiders make a return.
332* CanisMajor: Raiders ride on top of giant wolves that are as big as horses.
333* DivergentCharacterEvolution: They were heavy melee fighters in the 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.
334* FragileSpeedster: For an Orc unit, at least; while they still have good health compared to other factions' combat units, Raiders are Stronghold-tier units that have less health than basic Grunts, and their armor type makes them less effective against other frontline units. However, they're also fairly fast.
335* HitAndRunTactics: Groups of Raiders are often used to harass expansions, but due to their lackluster frontline power they run if defenders arrive.
336* HornsOfBarbarism: The Raider wears a horned helmet. By contrast, the Knight, who used to wear a horned helmet in ''Warcraft 2'', doesn't wear a helmet at all.
337* InescapableNet: The Raider can use Ensnare to throw a net at an enemy, preventing the target from moving (or 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.
338* LootMakingAttack: They can research the Pillage ability to generate resources while attacking enemy buildings, and their Siege attacks make them more efficient at doing so than the Grunt.
339* PottyFailure: A StopPokingMe quote shows that the wolves might not be house trained, much to the rider's disgust.
340-->"What's that smell? Oh, bad dog!" (wolf whimpers)
341* SimpleYetAwesome: The Ensnare ability just throws a net at the target, yet it's considered one of the best abilities in the entire game by its sheer number of uses it has: it can bring down air units to ground level, immobilize ground units (which is a great way to prevent weakened heroes from fleeing so you can finish them off), stop workers from repairing of hiding in structures (if they are able to), and even interrupt channeled abilities (including powerful ultimate spells like Starfall or Death and Decay). It also ignores Spell Immunity, cannot be dispelled, and can target mechanical foes.
342
343!!Kodo Beast
344[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/kodobeast.gif]]
345
346Kodo Beasts are huge creatures native to the plains of the Kalimdor. The Orcish Horde learned to use them as beasts of burden, carrying war drums to act as symbols of the Orcs' strength and valor and aiding the Orcs through their size and power.
347----
348* DefogOfWar: Used as a drawback; Kodo Beasts that have Devoured a unit will provide vision for the Devoured unit's controller and their allies until the unit is fully digested or the Kodo Beast is killed. This makes sneak attacks impossible while the Kodo remains with your forces, and can feed enemies information in exchange for removing their powerful unit.
349* EatingTheEnemy: The Kodo Beast's Devour ability lets it swallow any non-Mechanical, non-[[HeroUnit Hero]] land unit below level 6, after which the unit slowly takes damage until it dies or the Kodo Beast is killed. This is pretty useful if powerful melee units (Knights, Tauren) approach them.
350* MookCommander: The Kodo Beast has a weak attack, so its main purpose is to use its War Drums Aura to buff the damage of friendly units.
351* StoneWall: While the Kodo Beast is a slow support unit without a lot of damage output (barring the ability to Devour enemies), it's quite durable, with the most HP of the Orc units next to the Tauren.
352* ThrowingYourSwordAlwaysWorks: The rider of the Kodo Beast throws axes at the enemy.
353* TheVoiceless: While the Kodo Beast has an Orc rider, its voice responses are all grunts and noises from the Kodo Beast itself. The rider only speaks in one of its StopPokingMe quotes.
354
355!!Wyvern / Wind Rider
356[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/wyvernrider.gif]]
357 [[caption-width-right:166:''"Ready to soar, master!"'']]
358
359Impressed by the honor of the Orcs, the Wyverns of the Kalimdor willingly allied with the Horde and allowed the Orcs to ride them in the battle against threats to Kalimdor. The Wind Raiders hurl spears from the Wyverns at ground and air targets. Renamed “Wind Rider” in ''The Frozen Throne''.
360----
361* GlassCannon: They have the least health of the hard-hitting flying units (less than an Orc Grunt) and since they have Light armor, they take extra damage from attacks that do Piercing damage, and most units with AntiAir abilities inflict Piercing damage. They can, however, do a ton of damage with their Envenomed Spears (and amusingly, can kill ''themselves'' with it if targeting a Defending Footman).
362* PoisonedWeapons: Researching Envenomed Spears adds poison to their attacks, causing enemies to take DamageOverTime.
363* SuddenNameChange: They were originally called "Wyvern"(s) in ''Reign of Chaos''. It was likely changed due to the misleading name (making it sound like it was the beast without the rider). Kodo Beasts maintained the same name, though their rider is much less visible (not being seen on the portrait or icon).
364* OurWyvernsAreDifferent: The wyverns are flying creatures that share the same ancestry as dragons and gryphons. They join the Horde after Thrall and Cairne saved its herd from harpies. Their appearance, its lion's body, bat wings, and spiny tail, [[CallAPegasusAHippogriff makes it resemble]] less like a traditional wyvern, but more like [[OurManticoresAreSpinier a manticore]].
365
366!!Shaman
367[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/shaman.gif]]
368 [[caption-width-right:166:''"Storm, earth, and fire, heed my call!"'']]
369
370When Thrall became the Warchief of the Horde, he turned them away from the use of [[BlackMagic fel magic]] and towards the Shamanistic traditions of their ancestors. The Shamans of the Horde draw their power from the natural world and its elements to battle their enemies of the Horde and aid their allies.
371----
372* AttackSpeedBuff: Shamans can use Bloodlust to increase the attack and movement speed of friendly units.
373* BlessedWithSuck: Creative use of Lightning Shield causes it to become this for the enemy. It creates a shield of electricity that damages units near the target. Since it can be cast on enemy units, a popular tactic is to use it on fragile enemy units who are clumped together (and this tactic is often used by the AI).
374* MakeMyMonsterGrow: Bloodlust increases the size of the target, though this is purely cosmetic and doesn't affect their collision size.
375* {{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. The spell is, however, still powerful and can still easily turn the tide if cast on enough units before a fight.
376* 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 also had powerful spells, especially if they start spamming purge on any hero or unit that tries to 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.
377* ShockAndAwe: Aside from Bloodlust, their attacks and spells create lightning.
378* StatusBuffDispel: Their Purge spell removes all beneficial spells from a target, immobilizes them for a few seconds, and has the secondary purpose of damaging summoned units. It can also target trees to dispel Sentinel owls.
379* SupportPartyMember: The Shaman’s spells are meant to help units deal more damage, and he won’t be dealing much since he is meant to stay away from combat.
380* WolverineClaws: They wield claw-like weapons, though they're used for hurling balls of lightning rather than melee combat.
381
382!!Troll Witch Doctor
383[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/witchdoctor.gif]]
384 [[caption-width-right:166:''"Someone call for the doctor?"'']]
385
386The dangerous Troll Witch Doctors aligned with the Horde out of necessity, using their magic to manipulate the chemical processes in their allies to enhance their battle prowess.
387
388Witch Doctors are the Horde's other caster unit, who, rather than using spells that target units, set up magical wards that have special effects.
389----
390* DefogOfWar: The Witch Doctor's basic spell plants a Sentry Ward to give vision over an area.
391* HealingFactor: Like the Headhunter, the Witch Doctor’s HP regeneration is increased by researching Troll Regeneration.
392* 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 destroyed by attacks or dispels.
393* TheMedic: With his Healing Wards, the Witch Doctor acts as the main source of healing for the Orcs.
394* {{Nerf}}: Healing Wards used to have 200 Health in ''Reign of Chaos'', but it was reduced to 5 so it would die in one hit.
395* SupportPartyMember: The Witch Doctor acts as the Orcs’ healer and can set traps to hinder enemy units. Their abilities all plant various types of wards, so it's entirely viable for the Witch Doctor to do his thing and then back off far away from the action as he's not built for a straight fight.
396* TrapMaster: The Witch Doctor’s Stasis Trap is invisible and stuns enemies who get too close to it. Properly setting it up means it can cut off retreating enemies or slow them if they attempt to return to defend their base.
397* TrueSight: The Sentry Ward detects invisible enemies and is also invisible itself.
398* WitchDoctor: The Witch Doctors are Troll alchemists and spiritual leaders that aid the Horde with their magical inventions.
399
400!!Tauren
401[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/tauren.gif]]
402 [[caption-width-right:166:''"May my ancestors watch over me."'']]
403
404In exchange for their aid against their mutual enemies the Centaur, the Tauren of Kalimdor have joined the Horde. While normally a peaceful culture, the Tauren are the strongest warriors of the Horde when they march onto the battlefield.
405----
406* AntiInfantry: Due to Pulverize and their greater stats, a group of Tauren will always crush another group of frontline melee units if they aren't debuffed.
407* ArmorPiercingAttack: Pulverize's damage type is Universal, the same as offensive ultimate spells. 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).
408* 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. Tauren themselves became Tier 2 units in 2024.
409* CarryABigStick: Tauren wield totem poles as massive clubs, fitting their size and overwhelming strength.
410* CriticalHitClass: Rather than dealing extra damage to its target (unless it is upgraded), their Pulverize ability has a chance to deal damage to enemies around the target.
411* EpicFlail: Before they were given totems as weapons, they wielded a more brutish iron ball with chain and the classic battle.net website still mentions them as wielding flails.
412* HerdHittingAttack: Pulverize gives Tauren a 25 percent chance of dealing area damage to land units. Between this and their high health, they are the most powerful land melee unit.
413* HornedHumanoid: Being bull men, they sport a nice big pair of horns. A gag response has them threatening to gore the player on them.
414* ImprobableWeaponUser: Tauren fight by hitting enemies with totem poles. ''Reforged'' makes the poles even bigger.
415* MightyGlacier: Tauren aren’t any slower than starting units, but their size does make them less mobile due to pathfinding issues. In exchange, they are the strongest non-hero non-creep land units before the Mountain Giants were added in Frozen Throne [[note]]most Heroes at level 10 will not have as much HP as Tauren[[/note]], and even then the Tauren win fights against Mountain Giants with equal resources [[note]]In addition to their [[HerdHittingAttack Pulverize]] ability, Tauren are cheaper and have a shorter cooldown on their attacks. Mountain Giants also have Medium armor, rather than Heavy armor so the Tauren doing Normal-type damage means the giants take extra damage from them.[[/note]].
416* OurMinotaursAreDifferent: They are a race of [[GentleGiant Gentle Giants]] who are even bigger than orcs.
417* SuspiciouslySimilarSubstitute: As the Ogres are no longer in the Horde's main army, Tauren replaces them in their role as the strongest melee warrior in their army.
418* TheUnfought: Weirdly enough, they're the only unit from ''Reign of Chaos'' that you never fight against in either the original or the expansion's campaigns. While you do fight against Thrall's Horde a couple times during the first Night Elf campaign, they never use Taurens against you, and the Horde never appears as an enemy in ''The Frozen Throne'' campaigns.
419
420!!Spirit Wolf / Dire Wolf / Shadow Wolf
421[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/direwolf.gif]]
422
423A spirit wolf created by the Far Seer.
424----
425* CanisMajor: All three wolves are as big as the one ridden by the Far Seer.
426* CriticalHitClass: The Dire Wolf gains its own version of the Blademaster’s Critical Strike, giving a chance for its attacks to deal more damage.
427* FragileSpeedster: Wolves at all three levels are fast, but not especially tough or hard-hitting.
428* StealthyMook: The Shadow Wolf is invisible unless it attacks an enemy.
429
430!!Troll Batrider
431[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/batrider.gif]]
432 [[caption-width-right:166:''"Blue troll here!"'']]
433
434Trolls riding on giant bats. Batriders are fast units with an obsession with fire and causing destruction with their deadly chemical concoctions.
435Added in ''Frozen Throne''.
436----
437* AntiAir: The Batrider's basic attack only hits ground enemies, but his main source of damage is Unstable Concoction, which only affects air units.
438* AntiStructure: Researching Liquid Fire gives the Batrider the ability to set buildings on fire, which in addition to dealing damage keeps them from being repaired and reduces their attack rate. They also deal Siege damage, making them slightly more effective against buildings.
439* GlassCannon: The Batrider doesn’t have much health, but using his Unstable Concoction allows him to do more burst damage than any other unit in the game.
440* HealingFactor: As Trolls, they benefit from the Troll Regeneration upgrade to increase their health regeneration.
441* MadBomber: They love setting things on fire and blowing them up in equal measure, and they carry around vials of explosives that are used both for committing arson and for ramming into enemy air units.
442* SuicideAttack: The Batrider's special ability Unstable Concoction allows it to deal massive damage against a single air unit and splash damage to any air units around the target at the cost of his own life.
443
444!!Spirit Walker
445[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/spiritwalker.gif]]
446 [[caption-width-right:166:''"Spirits of the earth, guide me."'']]
447
448Tauren born with white fur are believed to be omens of an incoming ill age and are held in reverence by the rest of their kind, becoming priests who search the land for kindred spirits.
449
450Tauren Spirit Walkers are a fairly strong caster unit who allow their allies to survive longer in battle by splitting up the damage their allies take, and can revive their fellow Tauren who fall in battle.
451----
452* BackFromTheDead: Ancestral Spirit allows the Spirit Walker to revive fallen allied Tauren - including other Spirit Walkers.
453* NoSell: When using Ethereal Form, the Spirit Walker is immune to everything except spells and Magic Damage, which do extra damage to them in this form. As another cost, they cannot attack in this state. They also have Resistant Skin, which means they gain [[ContractualBossImmunity hero-like resistance]] to spells, being immune to some like Polymorph and being affected for a much shorter duration.
454* NotTheIntendedUse: While Spirit Walkers are designed as support units, they can make a surprisingly good source of ranged damage as their basic attack is quite strong for a spellcaster and they have decent health (they end up serving a similar function to Shaman in ''Reign of Chaos'' before their nerf, though not to the same extent). This is also the Horde's only real source of Magical attack damage, since they lack a heavy air unit with that damage type.
455* SquishyWizard: Downplayed. The Spirit Walker has no armor, though, being a Tauren, he does have very high HP for a magic unit, actually possessing more than the basic land units of each faction, save the Grunt. Becoming Ethereal also removes the Squishy part unless facing magic-heavy opposition.
456* StatusBuffDispel: Disenchant allows them to remove all buffs and debuffs in an 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).
457* 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 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.
458* {{Synchronization}}: Their Spirit Link provides a beneficial example, connecting four units and dividing the damage they take between them.
459[[/folder]]
460
461[[folder:Undead Scourge Units]]
462
463!!Acolyte
464[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/acolyte.gif]]
465 [[caption-width-right:161:''"The damned stand ready."'']]
466
467Acolytes are human worshipers of Ner'zhul, intent on spreading the will of the Lich King. Utterly fantastical, they do not fear death, viewing it and becoming undead as the ultimate rewards for their service.
468----
469* BoisterousWeakling: Unlike the Peon and Peasant, Acolytes are oddly confident when sent to attack. To their credit, they ''do'' have better attack damage than other worker units and like other Undead they get decent regeneration on Blight, but they're still no match for actual military units. Granted, while Peasants and Peons are lowly workers and aware of it, Acolytes belong to a crazy ApocalypseCult.
470* BorrowingFromTheSisterSeries: Acolytes are similar to [[Franchise/StarCraft Protoss Probes]] by virtue of being able to "warp in" structures, after which the building will build itself while the Probe/Acolyte can go do something else.
471* InTheHood: Acolytes all wear hoods, and most of their faces are covered as well. Amusingly enough, one of their StopPokingMe quotes pokes fun at the practicality of wearing a very low hood:
472--> '''Acolyte:''' All I see is blackness! Oh, my hood's down.
473* NonActionGuy: Unlike the Peon and Peasant, the Acolyte has no way to defend himself aside from his weak basic attack, and unlike the Wisp, Acolytes cannot hide inside Gold Mines or other buildings. Even their transformation into Shades turns them into harmless invisible scouts. Fortunately, they can wall themselves off by summoning strategically placed structures, usually Ziggurats, a good idea for protecting your Haunted Gold Mine operations; they can later unsummon any structures that are no longer useful.
474* ResourceReimbursement: 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.
475* RevenantZombie: Worshipers who embraced Undeath, but retain their mental capabilities they had when living.
476* SummonMagic: Rather than constructing buildings, Acolytes use magic to summon them. They can also de-summon them to get some resources back.
477* WorkerUnit: They gather gold from Haunted Gold Mines, repair buildings and mechanical units, and summon Undead buildings. Unlike the other [[WorkerUnit Worker Units]], the Acolyte cannot gather lumber, must spend resources to haunt a Gold Mine before being able to mine from it (but does not need to deposit gold at a Necropolis), and only needs to start the construction of a building (which will then build itself), freeing up the Acolyte to create more buildings or gather gold.
478
479!!Ghoul
480[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/ghoul.gif]]
481
482Once a zombie makes the final transition into undeath, they become Ghouls. They are bloodthirsty creatures who revel in combat and will consume the flesh of those who fall in battle.
483
484Ghouls function as both the lumber gatherers and basic warriors of the Scourge. Of the basic warriors, they are the cheapest.
485----
486* AbsurdlySharpClaws: Their long claws are good for both cutting down enemies and chopping trees.
487* ExtremeOmnivore: Researching Cannibalize allows a Ghoul to eat a corpse to get back health, regardless of whether the corpse was a living or undead unit.
488* FragileSpeedster: Of the starting combat units, Ghouls have the lowest HP next to the Archer and the lowest damage next to the Footman, but compensate with a higher base attack speed than the others and decent foot speed (especially when accompanied by a Death Knight). Researching Ghoul Frenzy gives Ghouls a boost to their attack rate and speed, making them as fast as a Knight.
489* GlassCannon: Their fast attack speed gives them fairly good damage output compared to most basic units, but their health means they don't last very long against things that fight back. Ghoul Frenzy boosts their damage rate and mobility further and the Dreadlord's Vampiric Aura helps them survive but the latter can only do so much for them under heavy fire.
490* HorrorHunger: Ghouls are driven by a sort of hunger, and they can eat corpses to heal themselves. Their only non StopPokingMe where they speak is a simple "Must feed!".
491* InstantMilitia: Ghouls are designed to be both lumber harvesters ''and'' combat units, so pulling your lumber Ghouls works decently as a defensive measure against base raids.
492* OurGhoulsAreCreepier: They are ugly zombies with long claws who can eat almost anything.
493* SuddenlySpeaking: Their [[StopPokingMe gag responses]] will have them start to [[HulkSpeak say some simple phrases]], while all but one their default responses are growls and roars.
494* WorkerUnit: In addition to fighting, [[UndeadLaborers Ghouls are also used to gather lumber]]. Since Ghouls cost more than a WorkerUnit and take up more population space, they carry back twice as much lumber as normal, so fewer are needed to do so.
495* ZergRush: Ghouls are the cheapest of the basic land units and train slightly faster than others, so it is easy to mass them in large groups.
496
497!!Crypt Fiend
498[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/cryptfiend.gif]]
499 [[caption-width-right:161:''"The sleeper awakes..."'']]
500
501After the Scourge destroyed the spider kingdom of Azjol-Nerub, its inhabitants, the Nerubians, were raised as undead servants called Crypt Fiends. These spider creatures attack by summoning swarms of insects to kill their enemies and can use their webbing to pull flying units to the ground.
502----
503* AllWebbedUp: Their Web ability will draw flying units to the ground and can't be dodged. When affected, the air unit will look like it's wrapped up in a giant web ball. Though lacking the flexibility of the Raider's [[InescapableNet Ensnare]], Web can be auto-cast, so it does not require micromanagement, and Crypt Fiends are generally more versatile in an army than Raiders.
504* 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 than ground ones.
505* BigCreepyCrawlies: Undead BigCreepyCrawlies in this case, being mummified spiders.
506* MechanicallyUnusualFighter: Unlike typical AntiAir units, Fiends cannot directly attack air. Instead, they rely upon their webbing to ground their targets. This has the added perk of allowing ground-to-ground units to also attack. This can mean a swift death for the target.
507* MoleMonster: He would count since he can burrow. Though unlike most types of this trope, the Crypt Fiend cannot attack while burrowed, nor does he do a DigAttack when he comes out of Burrow.
508* NinjaPirateZombieRobot: Undead giant spiders with human torsos, giving them a centaur-like appearance.
509* NonHumanUndead: In life, Crypt Fiends were giant arachnids rather than humans.
510* RevenantZombie: Like Undead Humans, Crypt Fiends speak clearly and thoughtfully.
511
512!!Gargoyle
513[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/gargoyle.gif]]
514
515Gargoyles are evil creatures brought from Northrend by the Lich King. Normally they attack from the skies but can descend to the ground and harden their skin while regenerating their wounds.
516----
517* AntiAir: While they can attack ground and air units, they don't deal a lot of damage to ground units and their main use is to kill other air units. Since the Crypt Fiend's Web temporarily turns an air unit into a ground one, Gargoyles and Crypt Fiends are rarely chosen as AntiAir together.
518* BorrowingFromTheSisterSeries: Their function as a FragileSpeedster that is much better at AntiAir than anti-ground makes them akin to the [[Franchise/StarCraft Terran Wraith]]. The key difference is that they have Stone Form instead of Cloaking Field.
519* FragileSpeedster: Gargoyles are among the fastest units in the game, letting chase down ground units, but they're also fairly fragile, and deal pitiful damage against ground.
520* GlassCannon: Gargoyles are fast and can inflict a ton of damage when attacking other air units, but again have the second lowest health of all air units, behind the Flying Machine.
521* HealThyself: Using their Stone Form causes their HP to rapidly regenerate.
522* MundaneUtility: Gargoyles can use Stone Form to dispel debuffs from themselves and then quickly switch back to their flying form.
523* NoSell: When using their Stone Form, they are immune to spells.
524* OurGargoylesRock: They are flying undead creatures that can turn themselves to stone to heal their wounds.
525* StoneWall: Using their Stone Form causes their armor to skyrocket, turns them magic immune and gives them rapid health regeneration. However, in Stone Form they are immobile and cannot attack.
526* 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.
527
528!!Shade
529[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/shade.gif]]
530 [[caption-width-right:161:''"The damned return."'']]
531
532An Acolyte can be sacrificed at a Sacrificial Pit to create a Shade. A Shade acts as an invisible scout who can see other invisible units, though he cannot attack.
533----
534* BorrowingFromTheSisterSeries: As a low-health, low-cost, unarmed invisible scout unit and detector, Shades are a parallel to the [[Franchise/StarCraft Protoss Observer]]. They also both require dedicated structures to train (Observers require an Observatory in ''[=StarCraft=]'').
535* DefogOfWar: Shades have even less HP than the Acolytes sacrificed to create them, and they cannot attack. Instead, they are used as scouts since they are permanently invisible and can see invisible units. Voice lines for the Shades attacking exist in the game, implying that originally, they were going to be able to attack but the ability was cut for balance purposes. The lines still play when a Shade is selected along with other units, and the whole group is ordered to attack.
536* FragileSpeedster: Shades are fast to help with spying on the enemy, but if spotted, they die to a stiff breeze.
537* {{Invisibility}}: Shades are permanently invisible.
538* NotTheIntendedUse: Shades originally had a collision box, even if they were invisible, so sometimes they saw use to block off narrow platforms or they could be used to surround an enemy hero and trap them. They were eventually patched to not have any collision while invisible. The campaigns still have Shades with collision, so it can still be used as an AIBreaker.
539* TrueSight: Shades can see invisible units.
540
541!!Necromancer
542[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/necromancer.gif]]
543 [[caption-width-right:161:''"The shadows beckon."'']]
544
545Formerly aspiring mages of Dalaran, the Necromancers were tempted by the promise of power and knowledge by Ner'zhul. In service to the Scourge, they use their magic to create and command various forms of Undead and hinder their enemies.
546----
547* AnimateDead: Their Raise Dead spell allows them to create two skeletons from a corpse.
548* DoubleEdgedBuff: The Necromancer's Unholy Frenzy almost doubles the attack rate of the target, at the cost of draining their HP, and is usually used on Abominations, which can shrug off the damage but get a lot of mileage from the attack rate boost. Thankfully both Undead Auras (Vampiric and Unholy) are built around regaining health, Obsidian Statues can help heal back lost health, and the Banshee's Anti-Magic Shell blocks the health loss too.
549* EvilCounterpart:
550** Like the Necrolytes before them, they are evil versions of Priests (whose predecessors are Clerics). Instead of [[{{InvincibilityPowerUp}} Unholy Armor]] they have Unholy Frenzy (+75% attack haste) and in a twist, have a brand new super-debuff ability called Cripple that incapacitates similar to a mix of Slow and Polymorph. However, their main members are Human Magi who gave into the temptation to study Necromancy and joined the Lich King to indulge themselves.
551** They are also evil counterparts to Human Magi as they were once Human Magi themselves and Ner'zhul drew them to his side with his promises of power and knowledge.
552* EvilSorcerer: They are human mages who chose to fight for the Lich King in exchange for power.
553* {{Necromancer}}: It is in their name and creating armies of skeletons is their main purpose.
554* RevenantZombie: They're former Human Magi who embraced Undeath to study Necromancy under Ner'zhul.
555* SquishyWizard: Necromancers are poor fighters and need friendly units to keep the enemy away from them.
556* SupportPartyMember: Necromancers are frail, so they are meant to stay behind the sturdier units while creating an army of Skeletons, using Unholy Frenzy on a powerful friendly unit and using their Cripple spell to weaken a strong enemy.
557* YouHaveResearchedBreathing: A patch in ''Reforged'' changed Cripple into their basic spell and Raise Dead to their tier 2 ability, meaning Necromancers need additional research to actually perform necromancy. This was eventually reverted back so that Necromancers could Raise Dead from the start once again.
558* WeCanRuleTogether: After Ner'Zhul's Dark Horde losing the Second War to the Human Alliance as well as their Magi, Ner'Zhul began subverting Lordaeron and Dalaran by using his newly granted Lich King powers to tempt Human Magi into his Scourge to learn new powers and knowledge under his command.
559
560!!Skeleton Warrior and Skeletal Mage
561[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/skeleton.gif]]
562[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/skeletalmage.gif]]
563
564Skeleton units summoned by a Necromancer. They are melee and Ranged skeletons respectively.
565Skeleton Mages were added in ''Frozen Throne''.
566----
567* AchillesHeel: Before ''Frozen Throne'' introduced the Skeleton Mage, the masses of Skeletons had no way of dealing with air units. Even with that they still have a weakness to AntiMagic spells since the low health of the Skeletons means such spells will mow them down faster than the Necromancers can create new ones.
568* AntiAir: Skeletal Mages can attack air units and from afar, to offset their lower damage compared to the Skeleton Warrior's.
569* ArbitraryHeadcountLimit: Each player is limited to 25 Necromancer skeletons at a time (though there's no cap on the number of skeletons that can be summoned by each individual Necromancer); summoning more than that will cause existing ones to die off.
570* CannonFodder: Skeletons are fragile and do not do much damage. Their strength is that it only takes a spell from the Necromancer that can be set to autocast to create them, making them excellent for throwing at enemies in hordes or feeding to a Death Knight or Lich.
571* ClownCarGrave: The Necromancer's Raise Dead somehow summons two skeletons from a single corpse.
572* DemBones: They are Skeletons animated by Necromancers.
573* GameplayAndStorySegregation: Skeletal Mages do not cast spells and do not have Magic damage despite visibly blasting enemies with green fireballs.
574* ShieldsAreUseless: Skeleton Warriors carry shields, which serve no purpose.
575* ZergRush: Raise Dead can create two skeletons from any corpse. This allows Necromancers to easily amass an army, especially if they have Meat Wagons to supply them.
576
577!!Banshee
578[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/banshee.gif]]
579 [[caption-width-right:161:''"Let my cries chill the living..."'']]
580
581Some Night Elf women murdered by the Burning Legion remained in the world for thousands of years as vengeful spirits. When the Lich King became aware of these spirits, he convinced them to serve him in exchange for the chance to exact their vengeance on the living. They are granted terrible voices that they can use as weapons, striking enemies with sonic force and wielding magic to weaken them. If need be, they can drive out the spirit of a living being and take the body for their own.
582----
583* AntiMagic: Their Anti-Magic Shell stops a set amount of magic damage. This makes it quite appealing on heroes who are prone to being targeted by nukes. It is also used on Frost Wyrms to counter Unstable Concoction and Aerial Shackles. Originally, it granted its target Spell Immunity, except it could be dispelled.
584* AwesomeButImpractical: While Possession can be utterly devastating if it manages to steal the enemy's heavy-hitters, it's a pretty big "if", since the Banshee and her target are both marked while casting the ability, and it has to be channeled for 4 seconds to complete. During those four seconds, the already squishy Banshee is completely defenseless and takes increased damage, meaning she dies if the enemy so much as sneezes in her general direction. It also cannot target air units, and Banshees do not spawn with enough mana to use Possession immediately after being trained.
585* EnemyExchangeProgram: Using Possession allows the player who is controlling the Banshee to take control of an enemy ground, non-hero unit under level 6 at the cost of losing the Banshee.
586* GrandTheftMe: The Banshee's Possession spell drives out the soul of the target unit, letting her take control of it and by extension, the Banshee's controller.
587* InstantExpert: Banshees that complete Possession will gain the (non-combat racial) upgrades they had. For example, if they possess a Footman with Defend, they will have Defend. This is a potentially nice way to get upgrades without paying for them if facing an enemy who is also playing Undead.
588* OurBansheesAreLouder: They are ghosts of elves with lethal screams and the ability to wield magic.
589* SuperScream: They attack using screams.
590* SupportPartyMember: Banshees have relatively weak attacks and are largely a supportive unit that specializes in shutting down the enemy's damage output, whether by Cursing them to miss attacks, protecting key units from magic damage, or simply removing powerful enemy units from the equation entirely and giving them to you.
591
592!!Meat Wagon
593[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/meatwagon_6.gif]]
594
595Unusual contraptions resembling catapults, the Meat Wagons are used to collect and store corpses from the battlefield so they can later be raised as undead warriors. In combat, the Meat Wagons fling diseased corpses at enemies.
596----
597* GlassCannon: Meat Wagons have the highest damage of the siege units next to the Demolisher but have low health and die easily if they come under fire.
598* GrievousHarmWithABody: These catapults fling corpses at the enemy.
599* LongRangeFighter: Like the other long-range siege units, the Meat Wagon cannot attack targets that are too close.
600* {{Plaguemaster}}: Along with Abomination and a Death Knight's animated dead, they are a source for spreading the Disease Cloud debuff.
601* SiegeEngines: An odd building destroyer that flings dead bodies at the enemy. It can be upgraded to release a cloud of germs wherever its projectiles land.
602* WorkerUnit: In the sense that they gather and preserve corpses for later use. They also have the upgrade Exhume Corpses, which allows them to generate Corpses in their cargo bay (Ghouls or Crypt Fiends, depending on the version).
603
604!!Abomination
605[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/abomination.gif]]
606 [[caption-width-right:161:''"Us hear and obey."'']]
607
608By sewing together the various body parts from different corpses, the Scourge creates massive warriors called Abominations. These brutes delight in hacking apart enemies with their huge meat cleavers and giant hooks. Being made of several bodies sewn together, the Abominations are dull-witted creatures who think about little besides murder.
609----
610* BodyHorror: It is a huge zombie made from multiple corpses sown together very crudely as it has a patch of flesh with no skin covering it.
611* DegradedBoss: Unusually for a non-hero unit, the first Abomination that appears in the third mission of the Human campaign is treated as a boss, although it is not difficult to beat. In the fourth mission, they're present in limited numbers, and starting from the fifth mission, they can be trained normally by the enemies.
612* DumbMuscle: Abominations are so dim they can barely use words.
613* EliteZombie: Of the brute variety, acting as the strongest of the Undead's land units.
614* ExtremeOmnivore: Like Ghouls, Abominations benefit from Cannibalize, allowing them to regain HP from eating corpses.
615* FleshGolem: It is a monstrous fusion of corpses stitched together.
616* HulkSpeak: They have very simplistic speech patterns to show their DumbMuscle nature.
617* IAmLegion: In their quotes, the Abominations always refer to themselves as "we" or "us", likely stemming from them being made from multiple bodies sewn together.
618* InformedFlaw: Abominations are described as slow in the manual, but in-game they are not any slower than the average unit.
619* MightyGlacier: Like the Tauren, Abominations aren't any slower than the average unit, but their bulk means they have path-finding issues. In exchange for the lack of mobility, they hit hard (though their attack speed is somewhat slow) and have high HP. Their specialty is being yet another spreader of Disease Cloud like the Meat Wagon and Death Knight's reanimated units.
620* {{Plaguemaster}}: Their Disease Cloud upgrade causes them to inflict a Plague debuff onto nearby living enemy units that drains health over time.
621
622!!Frost Wyrm
623[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/frostwyrm.gif]]
624
625In the past, Dragons in their twilight years would fly to Northrend to die, leaving massive graveyards full of the bones and skulls of long-dead Dragons. When Ner'zhul took full control of Northrend he raised the skeletons as undead servants called Frost Wyrms who only think of serving the Lich King. Infused with cold power, they breathe blasts of frost.
626----
627* AntiInfantry: The Frost Wyrm's high damage, magical attack type, and splashing (on land only) slowing attack makes it extremely powerful against heavily armored melee units. They can literally kill groups of Footmen in 2-3 hits.
628* AntiRegeneration: Buildings affected by the Frost Wyrm's Freezing Breath cannot be repaired.
629* AntiStructure: The Freezing Breath upgrade causes the Frost Wyrm's attack to fully immobilize buildings hit, halting all production, research, attacks and repairs. Due to having magic damage however, the Frost Wyrm's actual damage output against buildings leaves much to be desired.
630* AwesomeButImpractical: Frost Wyrms are the Scourge's most powerful unit in terms of raw stats. They also cost an arm and a leg, only reviving a high-level hero or hiring a Dragon costs more than a Frost Wyrm, and only a Dragon takes up more population space, so they are a huge investment that is difficult to create in significant numbers. On top of their cost and long build time, they require their own unique structure to build, so if an enemy scouts an Undead base and see a Boneyard(s), they can easily see the Frost Wyrms coming. Despite their high HP, they are still very vulnerable to AntiAir attacks due to their poor armor and slow speed. Due to their magic attack type, they also cannot damage spell immune units. As a result, they do not see much use outside of team games where it is easier to amass the resources needed to produce them and your allies can cover your early game and tailor their strategy to provide your Frost Wyrms with the necessary support.
631* BossInMookClothing: Due to their high cost and relative GlassCannon status, Frost Wyrms are often given as much care as a hero. They are regularly stacked with a huge amount of buffs, sometimes more than the Undead heroes. The Banshee's Anti Magic Shell helps them against certain nuke spells (Unstable Concoction and Aerial Shackles especially), the Necromancer's Unholy Frenzy greatly increases their damage, and they are good targets for the Lich's Frost Armor spell, especially if being focused by melee air units. Death Knights are just as likely to Death Coil a Frost Wyrm as a fellow hero due to their heavy resource cost, and the time it takes to replace one being comparable to reviving a hero.
632* BreathWeapon: Being skeletons doesn't stop the Frost Wyrms from blasting enemies with their icy breath.
633* CallBack: To the Dark Horde's Dragons and their Dragon Roosts. After Ner'zhul founded The Scourge, he replaced the former with Frost Wyrms and reanimated them using Boneyards in lieu of Roosts.
634* DracoLich: Reanimated skeletons of dragons.
635* EvilCounterpart: To the live Dragonflights, particularly the blue dragons. Like Lich heroes, they wield deathly-cold blasts, and can even temporarily freeze structures solid with an upgrade.
636* GiantFlyer: The largest flying units players normally have access to outside of the occasional (living) dragon.
637* GlassCannon: For their cost, Frost Wyrms are this. They deal massive damage, but despite having some decent health, they have poor armor value. They also still have the Light armor class that almost all other flying units have, which does not resist any damage types and takes 200% damage from the abundant piercing type and 125% from magic. On normal flying units that are much cheaper this is a fair balance measure for the superiority of flying movement, and how much more easily they can be replaced, but with the slow Frost Wyrm and its hefty resource and time cost, this armor type is a very risky liability. This was even more pronounced in ''Reign of Chaos'' where they only had 1100 health and took longer to build.
638* HarmlessFreezing: Buildings affected by Freezing Breath are trapped in a large block of ice and can't function or be repaired. However, they don't take any damage from it and will instantly defrost in a couple seconds if left alone.
639* HerdHittingAttack: When attacking land units, their attack has a small AOE.
640* AnIcePerson: The name should be a clue. They attack using their icy breath, which can slow enemies hit, and with an upgrade can freeze buildings solid.
641* StatusInflictionAttack: Their attacks will slow any enemy units hit, reducing their movement and attack speed. With the Freezing Breath upgrade, they can also inflict a full freeze on buildings.
642* SupportPartyMember: If you keep even a single Frost Wyrm with your army, they can simply support your army by slowing enemies (preferably an enemy hero) or freezing a key structure like an Altar or a defensive structure. It's not as flashy as massing Frost Wyrms but ''less'' risky financially and might even trick an opponent into overcompensating with AntiAir.
643
644!!Infernal
645[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/infernal.gif]]
646
647Near mindless amalgamations of [[BlackMagic fel]] energy created by the Burning Legion and summoned by a powerful Dreadlord with his ultimate.
648----
649* AntiInfantry: Due to its massive stats and Permanent Immolation, a single infernal can fight and kill a large number of weak land units.
650* AntiMagic: The Infernal is immune to spells.
651* 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).
652* 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.
653* DynamicEntry: When summoned by abilities such as the Dreadlord's ultimate, the Infernal falls to earth as a FlamingMeteor that damages and stuns nearby enemies on impact.
654* 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).
655* InfinityPlusOneElement: Infernals inflict Chaos damage, making it quite effective against buildings and heroes.
656* LightningBruiser: Infernals have the highest HP of any non-hero or Creep unit next to the Mountain Giant, hit almost as hard as a fully upgraded Mountain Giant per attack, and their Permanent Immolation ability damages any enemy touching it. Unlike most late-game melee units, they have a short cooldown on their attacks and are fast.
657* MundaneUtility: Infernals can attack trees and will knock them down with a single punch (rarely two, if it gets a low damage roll). This makes the giant hellfire golem excellent at clearing patches of trees to open up new areas or attack paths.
658* MyRulesAreNotYourRules: Infernals are sometimes encountered as Creeps or built by the enemy during the campaign. In both cases, they are not considered summoned units and have no timed life.
659* ScissorsCutsRock: Infernals are immune to spells, so the various AntiMagic spells that inflict heavy damage to summoned units do not work on them.
660* WreathedInFlames: They're shrouded in fel fire, and continuously burn enemies around them.
661
662!!Obsidian Statue
663[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/obsidianstatue.gif]]
664
665Obsidian Statues are magic statues used at the forefront of Undead armies thanks to their ability to restore health and mana to friendly units.
666
667Introduced in ''The Frozen Throne''.
668----
669* LivingStatue: Floating sphinx-like statues that can move around, although their limbs don't.
670* MagikarpPower: Their attack is negligible, and they aren't intended to do anything but restore friendly units, but they can turn into the very powerful Destroyers.
671* MechanicallyUnusualFighter: No pun intended, they're essentially Mechanical Priests who provide healing without the need for blighted ground and have a mode that restores mana like a makeshift Brilliance Aura. Similar to Priests, they can dispel magic but only when they irreversibly transform into Destroyers.
672* TheMedic: Their Essence of Blight spell restores HP to nearby units.
673* StoneWall: Originally, they had 800 health (still visible if you play the Scourge campaign, which uses an older version of each unit). This was quite a lot for a unit that costs 3 food. It was nerfed down to 700, then 550, then later 500, averting the trope and turning them into {{Squishy Wizard}}s.
674* SupportPartyMember: Filling a role the Undead were missing, the Obsidian Statue can heal units without them returning to blighted ground and restore mana to magic units and heroes.
675* WeakButSkilled: Keep them behind your army formation as they only have an average amount of health yet are large, tempting targets. They have a generous amount of armor points, helping soften the blows, but their attack is like a gentle breeze. However, they are both healers and mana batteries, and can permanently transform into Destroyers which is a very good skill for making them offensively strong, especially when they can devour the opponent's magic.
676
677!!Destroyer
678[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/destroyer.gif]]
679
680Terrible creatures are held within Obsidian Statues. Once these Destroyers are released, they cannot be bound again. The beasts have an insatiable hunger for magic that they aim to sate by consuming any magic they come across on the battlefield, while using the magic they consume to rain destruction on the enemies of the Scourge.
681
682Introduced in ''The Frozen Throne''.
683----
684* AntiMagic: While a Destroyer can do fairly high damage with its Orb of Annihilation spell, since it doesn't regenerate mana, it has to gain it from allies and enemies with its Absorb Mana and Devour Magic abilities, the latter of which also removes buffs and debuffs, and damages summoned units. This allows it to fill a hole in the Undead’s roster as the Necromancer and the Banshee had no spells that could do this, unlike the magic units of other factions.
685* DiscardAndDraw: Transforming an Obsidian Statue into a Destroyer completely and irreversibly changes its role.
686* JackOfAllTrades: Destroyers have a reputation for being almost everything a player would want in a single unit. It is a fast-moving spell immune air unit with an AOE dispel (which is unique, as all other units with dispel fall under SquishyWizard). It is durable and gains some respectable damage with Orb of Annihilation. Despite this, Destroyers are not MasterOfAll due to their usually lackluster damage and are more of a very durable support unit for real damage dealers like Frost Wyrms or Abominations (which can benefit from Unholy Frenzy while Destroyers cannot).
687* 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.
688* MechanicallyUnusualFighter: Unlike most units that start with their mana partially full and slowly regenerate it, the Destroyer starts with 0 mana and has negative mana regeneration, meaning that any mana it receives will drain over time. Aside from Orb of Annihilation, its spells give its mana back instead of costing it. They are also unaffected by Fountains of Mana.
689* NoSell: The Destroyer is immune to hostile spells.
690* OneWingedAngel: The creature sealed inside an Obsidian Statue breaks free to give a player a Destroyer. Once this happens, the Destroyer cannot change back.
691* StoneWall: A Destroyer has high HP and high armor for a flying unit. However, its damage is relatively low for its cost unless it uses Orb of Annihilation, which turns it into a LightningBruiser thanks to its speed.
692
693!!Carrion Beetle
694[[quoteright:161:https://static.tvtropes.org/pmwiki/pub/images/scarab.gif]]
695
696Beetles created by a Crypt Lord.
697----
698* 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.
699* BigCreepyCrawlies: They are not as big as the Crypt Lord that creates them, but these beetles are still big and resemble stag beetles.
700* GlassCannon: While the Level 1 version is basic CannonFodder, the Level 2 and 3 beetles have relatively high attack damage but still have low health.
701* 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 stationary observers to spy on key areas, and relocate them to new areas as needed.
702[[/folder]]
703
704[[folder:Night Elf Sentinels Units]]
705!!Wisp
706[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/wisp.gif]]
707
708Wisps are ancient nature spirits that inhabit Kalimdor's forests, said to be disembodied spirits of Night Elves. Working together with the Night Elves, the Wisps animate various trees and expand them into structures, or strengthen sentient trees known as Ancients.
709----
710* ActionBomb: While they can't fight back against enemies, they can Detonate themselves to [[StatusBuffDispel dispel magical effects]], harm summoned units, and [[ManaBurn drain mana from enemies]].
711* BetterToDieThanBeKilled: Due to Wisps having no ability to fight back, the Wisp's best bet when under fire is to Detonate, which denies enemies experience and damages their mana. This is particularly useful against heroes that specialize in harassing workers like Blademaster or Blood Mage.
712* BorrowingFromTheSisterSeries: Like [[Franchise/StarCraft Zerg Drones]], Wisps transform themselves into Ancients. It is thus prudent to plan ahead, since you'll have to spend a Wisp per Ancient in addition to its costs. The difference is that Wisps can build non-Ancient buildings (Moon Wells, Altar of Elders, Hunter's Hall and Chimaera Roost) like normal, whereas Zerg Drones have no such exceptions.
713* TheSpeechless: Instead of speaking, Wisps can only make ethereal beep sounds. Building announcements are instead made by a Huntress.
714* WorkerUnit: Wisps build Night Elf structures, gather gold from Entangled Gold Mines and harvest lumber from trees without cutting the tree down. They do not need to return to drop sites but gather lumber more slowly to compensate.
715
716!!Archer
717[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/archer.gif]]
718 [[caption-width-right:169:''"I stand ready."'']]
719
720The rank and file of the Sentinel army are the Archers. These women are experts with their bows and firing from the concealment of the forests of Kalimdor. At night, they can employ a technique called Shadowmelding where they become invisible when holding still.
721----
722* AmazonBrigade: All Archers are women.
723* AntiAir: Upgraded Archers are some of the most cost-effective ground-based anti-air units. Their high sustained piercing damage allows them to tear down air units.
724* ArmoredButFrail: They have the Elune's Grace passive ability, which reduces incoming Piercing and magical damage to let them better trade hits against other ranged attackers and offset their pitiful health.
725* GlassCannon: The only basic combat unit to be ranged and they deal much higher damage than their counterparts in other factions. As a drawback, they also have the lowest health (only slightly more than most workers), and their armor type makes them very vulnerable to melee damage.
726* InvisibilityWithDrawbacks: Using Shadowmeld lets Archers become invisible, but it only works at night and while not doing anything.
727* MsFanservice: The Archers wear very revealing clothes that expose their cleavage and midriff. This is more apparent in their more detailed models in ''Reforged''.
728* ZergRush: Archers are the cheapest of the basic warrior units next to the Ghoul, so it's easy to amass them in large numbers.
729
730!!Huntress
731[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/huntress.gif]]
732 [[caption-width-right:169:''"Goddess, light my path."'']]
733
734Huntresses are the elite of the Sentinels, riding on the backs of giant cats called Nightsabers and hurling glaives at their enemies. Their mounts give them greater speed than their companions on foot, and they can Shadowmeld at night.
735----
736* AmazonBrigade: All Huntresses are women.
737* ArmoredButFrail: An inversion, as they've got a respectable health pool by early game standards and can Shadow Meld at night to break focus fire and potentially save themselves from dying, but their armor type means that they resist no damage types and are dangerously weak to [[LongRangeFighter ranged units]] with Piercing and Siege weapons. They got two native armor points to soften the blows but as armies start getting larger and more advanced, [[CrutchCharacter their value starts to wane]].
738* BorrowingFromTheSisterSeries: Huntresses are like more versatile [[Franchise/StarCraft Firebats]] due to them being short-ranged durable warriors who have an edge over early-game melee troops thanks to their multi-target projectiles. As with Firebats, they fare poorly against ranged troops and wane in value during the late game.
739* CrutchCharacter: They are effective in rushes if the opponent is not expecting them and only has basic melee troops, but their value goes down if the opponent has anticipated the rush and unlocked ranged troops to snipe them down. As the match progresses, they ultimately get replaced by Druids of the Claw in Bear Form. They do however retain debatable utility for their Sentinel Owl ability to create a DefogOfWar over trees near key points of the map, until the opponent starts felling the trees or spamming dispels to counter this.
740* DefogOfWar: Their Sentinel ability deploys a magical owl to a tree that gives vision over the surrounding area.
741* FragileSpeedster: They are a fast-moving unit with good attack, but their armor type is unarmored, making them vulnerable from other range attacks.
742* HorseOfADifferentColor: The Huntress rides a giant cat like a horse.
743* InvisibilityWithDrawbacks: Like the Archers, they can use Shadowmeld to become invisible at night while holding still.
744* ItOnlyWorksOnce: The Sentinel ability can only be used once by each Huntress.
745* LightningBruiser: Huntresses are faster than the land units of other factions. They have fairly high HP and their attacks can damage multiple units. However, their attacks have a shorter range than Archers, and their higher health is offset by their weak armor type.
746* MechanicallyUnusualFighter: Unlike the other early game units with the Normal attack type (Ghouls, Grunts, Footmen), the Huntress does not have the Heavy armor type, and is actually [[MutualDisadvantage just as weak to the type of enemies she’s countering as they are to her]]. She also is not a melee fighter, but short ranged, which benefits well with the Priestess of the Moon’s Trueshot Aura.
747* MisidentifiedWeapons: The Huntress' glaive doesn't look like what it's insisted to be. It instead looks more like a large shuriken.
748* MutualDisadvantage: Due to her unique combination of Normal damage and Unarmored armor type, Huntresses both deal and take increased damage against most other ranged units (which tend toward Piercing attacks, which deal bonus damage to Unarmored units, and Medium armor, which takes increased damage from Normal attacks).
749* NoSell: As a balance factor, their ranged attack is unaffected by the Footmens' Defend, to provide an early-game counter to this ability that is otherwise absent[[note]]despite being ranged, the Huntress's attack deals Normal damage, which is the same attack type used by most melee units; Defend only blocks Piercing attacks, thus ''any'' ranged attack that isn't Piercing also bypasses Defend[[/note]].
750* PantheraAwesome: Huntresses ride on giant panthers called Nightsabers.
751* PinballProjectile: The Huntress's glaive attack bounces to an additional unit after hitting its main target, which means she outputs a lot of overall damage if there are enemies to bounce to. The Moon Glaives upgrade increases the number of bounces.
752* TrueSight: The owl created by their Sentinel ability can see invisible units.
753
754!!Ballista / Glaive Thrower
755[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/glaivethrower.gif]]
756
757The long-range siege weapon of the Sentinels, the Ballista is constructed from sturdy ashenwood trees and flings bolts of iron with deadly precision.
758
759''Frozen Throne'' changed the unit to the Glaive Thrower, retaining the same role but swapping the bolts with massive three-pronged glaives.
760----
761* BoringButPractical: They're not the flashiest siege unit between the [[StuffBlowingUp Mortar Teams]], [[AbnormalAmmo Meat Wagons]], and [[KillItWithFire Demolishers]], but you can unlock them at Tier 1 and they only lack the ability to fell trees right out of the gate, until you research Vorpal Blades at Tier 2. This gives the Night Elves the option to surprise an opponent with an early-game siege on their base or more easily fight against defensive structures being using offensively.
762* DiscardAndDraw: A patch for ''Frozen Throne'' in 2019 changed the Vorpal Blade ability for the Glaive Thrower so that rather than hitting units in a line, it increases the speed of the Glaive Thrower's projectile.
763* 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.
764* 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.
765* SiegeEngines: The Night Elves' long-range AntiStructure unit. Compared with such units of other factions, its abilities help with killing units.
766* TheVoiceless: Being a war machine with no visible crew, it never speaks.
767
768!!Dryad
769[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/driad.gif]]
770 [[caption-width-right:169:''"Ah, the great outdoors!"'']]
771
772Dryads are the daughters of the Night Elf demigod, Cenarius, who resemble Night Elf women from the waist up and fauns from the waist down. While normally playful and abhorrent of violence, they will defend Kalimdor with their lives if the need arises.
773----
774* AntiMagic: The Dryad is the Night Elves' AntiMagic specialist. They are immune to spells and their Abolish Magic spell can be set to autocast to dispel buffs and debuffs, though it has to be manually targeted to be used on summoned units. It can also target trees to dispel Sentinel owls.
775* CripplingOverspecialization: They are extremely good AntiMagic units and offer an effective slow and great movespeed for killing heroes, but their health, damage, and armor are very low for their cost, they have a poor armor type, and Slow Poison does much less total damage than Envenomed Spears [[note]]though the damage over time is the same so functionally the two abilities deal the same damage in combat; Envenomed Spears simply lingers for longer outside of combat[[/note]].
776* FragileSpeedster: Dryads are fast but fragile, and their Unarmored armor type gives them no defensive advantages. Their attacks don't do high damage, though their Slow Poison means they can do heavy DamageOverTime, especially since their attacks slow their target.
777* NoSell: Dryads are immune to harmful spells.
778* OneGenderRace: Dryads are an all-female race.
779* PoisonedWeapons: Their Slow Poison gives their attacks a passive bonus that deals damage over time while slowing the target.
780* OurCentaursAreDifferent: They are [[OneGenderRace all women]] and are half deer as opposed to half horse.
781
782!!Druid of the Claw
783[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/druidclaw_6.gif]]
784 [[caption-width-right:169:''"The sleeper has awakened."'']]
785
786Druids of the Claw are druids who adopted the totem of the Bear and use its powers to defend their home. Their spells enhance the fighting prowess of their allies, but they can also assume the form of mighty bears.
787----
788* AbsurdlySharpClaws: The Druids of the Claw in their Bear form use their claws to attack, and deal damage comparable to more heavily armed equivalent late game melee units.
789* AnimalMotifs: Bears. Aside from their design, their StopPokingMe quotes result in bear-related [[ShoutOut pop culture references]].
790* BearsAreBadNews: Druids of the Claw can turn into bears, trading in their magic for fighting prowess.
791* DualModeUnit: In their Night Elf form they have spells that help friendly units in combat. In their bear form, they cannot use spells [[note]]researching Mark of the Claw lets them use Roar in Bear Form[[/note]] and their mana regeneration is slower, with the Druid becoming a powerful melee unit instead.
792* TheMedic: In their Night Elf form they can cast Rejuvenation, which slowly restores a large amount of HP over time.
793
794!!Hippogryph
795[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/hippogryph.gif]]
796
797Ancient magical beasts who resemble a cross between ravens and stags. They patrol Kalimdor's skies and attack any enemy they come across. In honor of the demigod Cenarius, the Hippogryphs give their allegiance to their Night Elves.
798----
799* AntiAir: Hippogryphs can only attack other air units. Thanks to their speed and great damage along with a decent health total, they are very good at it.
800* CripplingOverspecialization: Hippogryphs excel at killing air units but are harmless against anything on the ground. Fortunately, an Archer can mount them if there is nothing in the air to attack.
801* GlassCannon: The Hippogryphs are fast, do heavy damage, and have no natural armor.
802
803!!Hippogryph Rider
804[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/hippogryphrider.gif]]
805
806During a battle, Night Elf Archers can mount Hippogryphs and fire their bows from their backs, aided by the speed and mobility of their flying allies.
807----
808* DiscardAndDraw: Having an Archer mount the Hippogryph means the Hippogryph's powerful AntiAir attack is traded in for the Archer's bow, which can attack ground and air units. The mounted Archer also has far more HP than the Hippogryph alone, though since the Hippogryph is carrying an Archer it is slower, albeit still very fast.
809* LightningBruiser: Combining the Hippogryph's fast speed and attack rate with the Archer's long-range damage output and merging their health pools makes the Hippogryph Rider a fast and highly damaging unit, though less than a Gryphon or Wind Rider.
810* MountedCombat: Formed by [[HorseArcher having an Archer mount a Hippogryph and fire arrows from its back]]. In ''Frozen Throne'', the Archer can dismount, allowing mount and rider to fight separately.
811
812!!Druid of the Talon
813[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/druidtalon.gif]]
814 [[caption-width-right:169:''"From the great winds, I come."'']]
815
816Druids of the Talon are druids who adopted the Crow totem. Within Night Elf society they act as spies. In battle, they can transform into Storm Crows to act as flying scouts. In their Night Elf forms, they can channel the powers of the wind.
817----
818* 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 allows them to use Faerie Fire to lower the target's armor.
819* BlowYouAway: Their Cyclone spell, which temporarily removes a unit from combat.
820* DamageIncreasingDebuff: Faerie Fire, their basic spell, inflicts a debuff that reduces the target's armor and [[DefogOfWar grants vision over it]].
821* DualModeUnit: In Night Elf form, they possess disruptive spells and serve as an offensive spellcaster. In Storm Crow form, they gain the ability to fly and become a powerful air-to-air specialist.
822* GlassCannon: Their Storm Crow form is faster, has more HP, and deals much greater damage than their Night Elf form. Even with the added HP, however, they still have low health.
823* HornedHumanoid: The Druid of the Talon's official portrait on the battle.net site (shown on the right here) depicts him with antlers like Malfurion despite not having them in the actual game. This is because the model was originally meant for the scrapped Arch Druid hero, which was then reused for the Druid of the Talon unit with the antlers removed, but the portrait wasn't updated to reflect the change.
824* LockedOutOfTheFight: Cyclone lasts a good 20 seconds and prevents affected units from doing anything or taking damage for its duration.
825* SupportPartyMember: The Druid of the Talon is a caster whose spells are aimed at hindering the enemy. Using Cyclone removes an enemy unit from combat, and their Faerie Fire spell lowers a unit's armor.
826
827!!Chimaera
828[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/chimaera.gif]]
829
830The Chimaera of Ashenvale Forest are territorial beasts who have nonetheless formed bonds with Night Elves. The flying two-headed creatures breathe bolts of lightning from one head and corrosive acid from the other.
831----
832* AchillesHeel: The Chimaera is the only air unit incapable of attacking other air units, besides Troll Batriders (which does not really count because they have Unstable Concoction).
833* AirborneArtillery: Chimaera outrange defensive structures with Corrosive Breath and thus can act as an alternative to Glaive Throwers that can also devastate heavy armor targets with lightning, but they require support against air-to-air threats.
834* AntiInfantry: The Chimaera's attack against land units splashes and deals extra damage to enemies with the heavy armor type, which means the Chimaera could demolish groups of these types of heavy melee units. However, unlike Frost Wyrms and Gryphon Riders, it could also damage allies, so if you had your own melee tanks (Bears, Mountain Giants), they could be hit by friendly fire. This was eventually patched out.
835* 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. The Siege attack has a range of 900, outranging all towers.
836* BreathWeapon: Two of them. One head breathes [[ShockAndAwe lightning]] against ground units and the other spits [[HollywoodAcid acid]] against buildings.
837* GlassCannon: Like the Frost Wyrm, they're relatively fragile for their cost; their 1000 health goes down very quickly considering that almost all anti-air attacks deal bonus damage to their Light armor, and Chimaeras are not fast or cheap to deploy and cannot fight back against other air units. They're effectively flying artillery platforms capable of dealing huge area of effect damage against ground troops and sieging bases from long range, but they need to be defended while they do their work.
838* MultiplayerOnlyItem: In ''Reign of Chaos'', the Chimaera is the only unit that is never given to the player to use or introduced in the plot of the campaign, because the mission they would be used in was cut. They are playable in ''The Frozen Throne'' campaign, however.
839* MultipleHeadCase: The Chimaera has two heads, each with a unique attack.
840* MixAndMatchCritters: The Chimaera resembles a cross between a bird and a two-headed dragon.
841
842!!Treant
843[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/ent.gif]]
844
845Walking trees created by the Keeper of the Grove.
846----
847* CannonFodder: Treants are summoned in groups of two to four, depending on the level of Force of Nature. Regardless of the level, they are weak units.
848* StoneWall: They are slow and don’t output much damage. They mostly are meat shields for the early game Night Elf units. Nature’s Blessing can make them faster and give them some more armor, but they still aren’t tanky or fast.
849* WhenTreesAttack: They are living trees created by the Keeper of the Grove's Force of Nature spell.
850
851!!Ancients
852
853Ancients are demigod-like trees who ally with the Night Elves. Night Elf structures that are classified as Ancients can uproot themselves and act as units until they are rooted again.
854----
855* BalanceBuff: ''The Frozen Throne'' gave Ancients the ability to attack while rooted.
856* BaseOnWheels: Except for the Moon Well, Hunter's Hall and Chimaera Roost, all Night Elf buildings are classified as Ancients, giant trees that can uproot to move around. This means a Night Elf player can uproot a Tree of Life and walk it over to an expansion instead of building a new one.
857* DualModeUnit: When rooted, Ancients can perform all of a building's standard functions, but are immobile and rarely in any position to fight (except the Ancient Protector, the only one to possess a ranged attack). When uprooted, they can move around to engage enemies in exchange for being unable to create units, research technologies and sell items (for the Ancient of Wonders).
858* HealingFactor: Unlike other buildings, Ancients will slowly regenerate health at night.
859* HealThyself: They can eat a tree to heal themselves, which can save resources from a Wisp having to repair them.
860* MightyGlacier: Uprooted Ancients have as many hit points as they did while they were buildings, which, aside from the Ancient of Wonders is a lot, and also inflict heavy damage. The downside is that they are by '''far''' the slowest units in the game and lose their Fortified armor, so they are mostly good for defense.
861* 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 experience.
862* WhenTreesAttack: Ancients are all giant trees that can uproot to attack enemies. The Ancient Protector can also throw rocks as a ranged attack while rooted.
863
864!!Mountain Giant
865[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/mountaingiant.gif]]
866
867When the world was young, the Titans crafted giants of living stone. These Mountain Giants are docile and solitary creatures who awaken to defend their world when its tranquility is threatened. The giants' rock skin and sheer bulk make them exceptionally durable, and their sheer size gives them great strength.
868
869Added in ''Frozen Throne''.
870----
871* AntiStructure: Their War Club deals Siege damage, which is effective against structures and unarmored targets.
872* BatteringRam: With War Club, they gain Siege damage, which makes them ideal for charging at towers and crushing them into dust. Especially with Hardened Skin, which reduces damage they take by 8. Their armor type (Medium) also resists the most common tower attack type (Piercing).
873* BreakableWeapons: A tree can be uprooted by the giant for use as a war club but will break from repeated attacks.
874* DrawAggro: Their Taunt ability forces enemies to attack them.
875* GameplayAndStoryIntegration: Being Giants made of stone, they will take up 4 slots on a transport.
876* HeavilyArmoredMook: The Mountain Giant has one of the highest armor values of any non-hero unit, at 6. They can also research an upgrade to gain a flat damage reduction to all attacks that hit them, making units with weak attacks like Ghouls and Footmen almost useless against them.
877* ImprovisedWeapon: Their War Club ability lets them uproot a tree and use it as a weapon. The tree does more damage than its fist but breaks after enough swings.
878* NoSell: Resistant Skin gives the Mountain Giant the same ContractualBossImmunity that heroes and creeps above level 5 enjoy, making them immune to Polymorph, Possession and weakening certain debuffs.
879* OurGiantsAreBigger: They are gentle creatures made of stone and are the biggest land unit in the game.
880* OvershadowedByAwesome: Mountain Giants are very effective at tanking, can be upgraded with a special armor that makes them even harder to kill, and can serve as a substitute for hiring a strength hero from a tavern, but hiring a strength hero from said tavern at tier 1 can still be preferred. Doing the later gives you a tanking method without having to reach tier 2, and using heroes grants extra offensive and defensive options not available with Mountain Giants. At tier 3, Druids of the Claw may also be upgraded to morph into Bears who provide superior damage output and still have good bulk, which can make them overshadow Giants as well. This can change in team games however, where teammates can cover your weaknesses from focusing your play around Mountain Giants tanking.
881* StoneWall: Mountain Giants are extremely durable and can Taunt enemies into attacking them, giving the Night Elves a decent damage-sponge unit. However, their attack damage is mediocre for their resource and population cost, and they attack very slowly, so they're a lot better at taking damage than dishing it out.
882* TelephonePolearm: They may uproot a tree and wield it as a makeshift war club. This tree eventually breaks from repeated use.
883* WeaksauceWeakness: Taunt forces enemies to attack the Mountain Giant but does nothing to make them ''focus'' on it, meaning it can be immediately overridden by simply ordering the taunted unit(s) to do literally anything else. However, the taunts can be chained with multiple Mountain Giants to create a more effective nuisance.
884
885!!Faerie Dragon
886[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/faeriedragon.gif]]
887
888Despite their name, Faerie Dragons are not actual dragons. They are instead mystical creatures who patrol the Emerald Dream and protect it from harmful magic. To aid this effort, they are immune to spells.
889----
890* AntiMagic: The Faerie Dragon is immune to spells, and their Mana Flare spell allows them to harm enemies who use spells themselves.
891* DualModeUnit: By default, the Faerie Dragon is an airborne FragileSpeedster with moderate attack power for its cost that uses Phase Shift to periodically avoid hits. When channeling Mana Flare, however, it gains a lot of armor and becomes stationary, trading its basic attacks and Phase Shift for the ability to zap enemies that cast spells in its presence. Unlike the Druids' form-changing abilities, Mana Flare has a limited duration and relatively long cooldown, so the Faerie Dragon can't switch forms as freely.
892* FairyDragons: They are lizard-like creatures with butterfly wings and are much larger than they would be depicted in later appearances. Despite their name, they are not actual dragons.
893* MageKiller: Spell immunity and Mana Flare make Faerie Dragons very dangerous to spellcasters in their vicinity.
894* NoSell: They are immune to spells, and when using Phase Shift they are immune to damage.
895
896!!Avatar of Vengeance
897[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/avatarofvengeance.gif]]
898
899A unit summoned by the Warden's ultimate.
900----
901* AntiMagic: The Avatar is immune to spells.
902* 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.
903* LightningBruiser: While not as strong as the Infernal or Doom Guard, the Avatar of Vengeance is still powerful, durable, and fast. However, its damage output primarily comes from its Spirits of Vengeance as the Avatar's own attack is weak for an ultimate summon.
904* LivingShadow: It appears as a large, shadowy version of the Warden.
905* {{Necromancer}}: The Avatar of Vengeance can raise Spirits of Vengeance from the corpses of other units. Unlike the Undead's Necromancer, the Avatar is limited to summoning six units.
906* NoOntologicalInertia: If an Avatar of Vengeance dies or expires, its summoned Spirits of Vengeance die as well.
907* ScissorsCutsRock: Being immune to spells, the Avatar of Vengeance is not countered by AntiMagic spells.
908* TheUnintelligible: The Avatar's responses are all unintelligible growls, achieved by heavily slowing and distorting snippets of the Crypt Fiend's voicelines.
909
910!!Spirit of Vengeance
911[[quoteright:169:https://static.tvtropes.org/pmwiki/pub/images/spiritofvengeance.gif]]
912
913When an Avatar of Vengeance comes across a corpse, it can use its Spirit of Vengeance spell to create this unit. While their attacks aren't especially strong, the Spirits of Vengeance are immune to all attacks.
914----
915* InvincibleMinorMinion: A Spirit of Vengeance is immune to all forms of attack: they only die when their timed life expires or the Avatar that created them dies.
916* TheJuggernaut: While their attacks are not especially powerful, a Spirit of Vengeance can only be stopped if its timed life runs out or when the Avatar that created it dies.
917* ScissorsCutsRock: Like the Avatar that created them, normal counters to summoned units do not work on a Spirit of Vengeance.
918* SdrawkcabSpeech: Their voice responses are composed of Maiev's voicelines played backwards.
919* StoneWall: Their attacks are not especially strong, only hitting slightly harder than an un-upgraded Archer. A necessary drawback, since enemies cannot hurt them in return.
920[[/folder]]
921
922!Neutral Units and Creeps
923
924[[folder:Neutral Units]]
925Goblins left the Horde after the Second War and now offer their services to whoever pays. Goblin units are hired at a Goblin Laboratory or a Goblin Shipyard in the case of the Transport ship.
926----
927* 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 all players can hire a Transport Ship.
928
929!!Goblin Sappers
930->''"Hello!"''
931
932A team of three Goblins armed with explosives, they can detonate themselves to damage units and destroy trees.
933----
934* ActionBomb: They have no standard attacks and fight by blowing themselves up with their Kaboom! ability instead.
935* AntiStructure: Their Kaboom! ability inflicts heavy damage normally and gets a massive damage bonus against buildings.
936* GlassCannon: Their Kaboom! does heavy damage, but the Sappers have less health than a WorkerUnit.
937* SuicideAttack: Kaboom! is this. Not that the Sapper seems to mind.
938
939!!Goblin Zeppelin
940->''"I laugh in the face of danger! HAHAHAHAHA!"''
941
942An airship with a Goblin pilot, the Zeppelin can transport up to 8 units by air.
943----
944* CoolAirship: While not very durable, the Zeppelin is the only way to get land units over otherwise impassible terrain.
945* ComingInHot: If a Zeppelin dies, all units fall out and get slowed for a duration. If the Zeppelin dies over deep water or unpathable terrain (cliffs or many trees), all units inside die.
946* DefenselessTransports: Like in ''Warcraft II'', the Zeppelin cannot attack.
947* GameplayAndStoryIntegration: Siege Weapons and Kodo Beasts take up 2 slots of space in a Zeppelin, while a Siege Engine or Mountain Giant takes 4.
948
949!!Goblin Shredder
950
951A large, efficient lumber-harvesting machine. Shredders' saws are also potent for fending off attackers.
952----
953* ChainsawGood: Or buzzsaw in the Shredders' case. They are designed to harvest wood and are equipped with saws to cut down trees. They can do decent damage to enemies as well.
954* MoneyMultiplier: The money in this case is lumber. Shredders gather an insane amount of lumber and allow the player to get lumber needed for buildings and research quickly.
955* SuperpoweredRobotMeterMaids: Shredders are built to harvest wood, but they are well-armored and pack a heavy punch. Their high cost, however, keeps them from seeing much use in combat.
956* WorkerUnit: A specialist worker meant for gathering lumber. They gather lumber much faster than any of the normal resource gatherers, bringing back enough to cover their lumber cost twice over in a single trip.
957
958!!Transport Ship
959
960On the water maps introduced in ''The Frozen Throne'', a player can hire a ship from a Goblin Shipyard.
961----
962* CosmeticallyDifferentSides: Transport Ships look different depending on the side that buys them, but their stats are identical.
963* DefenselessTransports: Transport Ships are designed as transports for land units and cannot attack.
964[[/folder]]
965
966[[folder:Creeps]]
967* AntiMagic: Creeps often have spell-using variants with spells that remove buffs, debuffs, and heavily damage summoned units, most commonly Abolish Magic (which can also be used by the Dryad).
968* ContractualBossImmunity: Creeps above level 5 are immune to the Kodo Beasts' Devour, the Banshees' Possession, the Sorceress’ Polymorph and many instant-kill type skills like Charm or Transmute.
969* EliteMook: High level creeps in the same line are always bigger but tend to look fancier or have more unique colors. The campaigns have literally dozens of "elite" variations on creeps that are stronger than even the strongest version of the creeps in the melee game.
970* TheGoomba: Many maps feature weak creep camps that do not guard any neutral buildings or gold mines, but instead simply serve to help the players' starting heroes level up.
971* HealingFactor: Creeps regenerate health more quickly than standard units, so if they are left alone, they will recover from any damage inflicted on them.
972* InescapableNet: If the Creep has "hunter" or "trapper" in its name, it will have the Ensnare ability.
973* InfinityPlusOneElement: In ''Frozen Throne'' all Creeps level 7 and higher deal Chaos damage.
974* TheMedic: Many of the Creeps that use spells have some type of healing spell, the Priests' Heal being the most common.
975* MercenaryUnits:
976** Some maps have Mercenary Camps, which allow any player to hire certain Creeps. While some of the available Creeps have useful abilities, the ones the Mercenary Camps provide are underpowered compared to the units the player normally has access to (compare, for example, the Ogre Mauler to the Grunt - both have roughly the same stats but the Mauler is more expensive and costs more food), so they are often not worth hiring unless you need the backup immediately; their main advantage is having no training time or tech requirements, making them useful for [[CrutchCharacter giving your army an early boost]]. However, creeps with healing abilities like the Furbolg Shaman or the various Troll Priests can be pretty useful, especially for the healing starved Orc faction.
977** Maps that can support six or more players have Dragon Roosts that allow the player to hire Dragons. The fully-grown Dragons are easily the strongest units outside of the campaign, and also the most expensive units in the game by a wide margin.
978* MoneySpider: Killing Creeps gives a player gold, regardless of whether or not it made any sense for the unit in question to have any money in the first place.
979* MookCommander: High-level Creeps often have auras to buff their allies, which includes an aura the player doesn't get access to called Command Aura (effectively the same aura as the Kodo Beast’s War Drums) that boosts the damage of friendly units.
980* NeutralsCrittersAndCreeps: Creeps are hostile to all players, guard gold mines and neutral buildings, drop items, and serve to help heroes level up before fighting actual enemies.
981* OptionalBoss: Most melee maps have a "boss" type encounter, where the strongest creep camp(s) hangs out, sometimes guarding a valuable neutral building (Gold Mine, Marketplace, or even more rarely, a Dragon Roost). These are usually near the center of the map, but occasionally may be tucked away in some corner of the map. Though most maps are sensible with the strongest encounters on the maps fitting the estimated length of the game (for example 1v1 maps rarely have creeps over level 7), some smaller maps have disproportionally powerful and high-level creep camps. They often serve as a way to get powerful items, but there's a decent chance that if you're engaging often with your enemy or enemies, you will never get a chance to kill these "boss" encounters, as [[AwesomeButImpractical they simply take too much effort to kill]] when a player has to worry about being attacked by another enemy, and there's a greater fear of being ambushed by the other player while fighting the hard creeps.
982* PaletteSwap: Most Creeps of a certain type use the same model, and their appearance is set apart with different colors or greater sizes. Others use the models of units from the main factions.
983* PoisonousPerson: It is common for certain Creeps to have Envenomed Weapon, which causes their attacks to have a short DamageOverTime effect.
984* RankScalesWithAsskicking: The higher the status a Creep has, the stronger it is.
985* StarterVillain: The neutral creeps are this in melee games. If a player isn't trying to rush their enemy, players will be fighting creeps to level up their heroes, grab potentially useful items, and seize control of Gold Mines before trying to engage with their opponent(s). Creeps end up becoming an afterthought once players become fixated on trying to fight each other.
986* VanillaUnit: Numerous creeps, especially low-level ones, do not have any passive or active abilities whatsoever.
987
988!!Arachnathid
989Scorpion-like creatures from Northrend. They appear to work with Nerubians.
990
991Introduced in ''The Frozen Throne''
992----
993* BewareMyStingerTail: They are scorpions and have stingers they attack with in addition to their claws.
994* BigCreepyCrawlies: They are giant scorpions of varying sizes depending on their level.
995* ExtraEyes: Being arachnids, they have lots of extra eyes.
996* MisplacedWildlife: Despite being native to the cold wastelands of Northrend, they can also be found in Dustwallow Marsh, a hot swamp in central Kalimdor during Rexxar's campaign.
997* PutOnABus: They are nowhere to be found in ''VideoGame/WorldOfWarcraft''.
998* ScaryScorpions: They are giant scorpions who will attack anything that gets too close to them.
999
1000!!Bandits
1001Human criminals. The melee ones carry an axe and shield while the ranged ones throw spears. The Bandit Lord rides a horse. They are invisible and do not sleep at night.
1002----
1003* BlackKnight: Bandit Lords are literally darker PaletteSwaps of the Alliance's Knights.
1004* BrutishCharacterBrutishWeapon: The Bandit, Rogue and Enforcer are armed with hatchets/axes and they are ruthless highwaymen.
1005* DarkIsEvil: Bandit Lords, the leaders of gangs of violent thieves, wear black armor.
1006* InTheHood: ''Reforged'' gives Assassins hoods to make them more visually distinct from the Brigands.
1007* InvisibilityWithDrawbacks: They all possess the Shadowmeld ability, allowing them to become invisible at night as long as they stand still.
1008* JavelinThrower: Brigands and Assassins are armed with javelins, with the ones used by Assassins being envenomed.
1009* LightIsNotGood: The Bandit Lord has the Paladin's Devotion Aura and Divine Shield spells, but having a Paladin's spells doesn't mean that he isn't a murderer and a thief.
1010* PaletteSwap: The Bandit Lord is a reskin of the Knight with a red and black color scheme. The same goes for the regular hatchet/axe-wielding bandits, who use the same animations as the Footman[[note]]They even have a defend animation although it's unused[[/note]].
1011* PoisonedWeapons: Assassins carry envenomed javelins (although their tooltips erroneously refer to them as envenomed bolts).
1012* StealthyMook: All bandit types have Shadowmeld, letting them turn invisible when idle at night. As they also do not sleep at night, this means they will always get the first hit in if engaged at nighttime.
1013
1014!!Blue Dragonspawn
1015Centauroid blue dragon-type creatures that wield spears. They are native to Northrend.
1016
1017Introduced in ''The Frozen Throne''
1018----
1019* AnIcePerson: Dragonspawn Sorcerers can cast Frost Nova, freezing and damaging enemies.
1020* BreathWeapon: Dragonspawn Overseers have an ability called Breath of Frost where they breathe ice of an area that damages and causes a short DamageOverTime effect. It is essentially the Pandaren Brewmaster's Breath of Fire, with ice instead of fire, and with the Drunken Haze DamageOverTime built in, instead of being a combo ability.
1021* OurCentaursAreDifferent: Dragonspawn have humanoid-shaped bodies from the waist up and are four-legged creatures from the waist down.
1022
1023!!Centaurs
1024Half-man half-horse people that are mostly found in The Barrens. Prominent enemies in “The Founding of Durotar”.
1025----
1026* ArchEnemy: To the Tauren, having hunted the Bloodhoof Tribe to near extinction before the arrival of the Orcs.
1027* ArrowsOnFire: Centaur Impalers can use the Priestess of the Moon's Searing Arrows spell to enhance the damage of their bows.
1028* EvilCounterpart: The Centaur Khan notably shares three of the Tauren Chieftain's abilities (War Stomp, Endurance Aura, and Reincarnation), befitting the rivalry between their respective races.
1029* FantasyCounterpartCulture: They take influences from Mongols, with many of the Centaurs using bows and their leaders being called Khans.
1030* FragileSpeedster: As one might expect, given they are part horse, all Centaurs are fast. Most of them aren't especially strong.
1031* GuysSmashGirlsShoot: In ''Reforged'', the ranged Sorcerers and Archers were made female, while the melee warriors remain male.
1032* LightningBruiser: Centaur Khans are a bit slower than other Centaurs but hit harder than most late-game melee units while having a lot of HP, and Reincarnation (an ability they share with Tauren Chieftains) means they have to be killed twice.
1033* OurCentaursAreDifferent: They are a violent all-male race (though some of them are female in ''Reforged'').
1034
1035!!Corrupted Treants
1036Treants that have fallen under the influence of Fel Magic from the Burning Legion or Satyrs, becoming evil in the process.
1037----
1038* DarkIsEvil: The corruption caused by the Burning Legion's magic turned the Treants evil, and their darker colors as Corrupted Treants reflect it.
1039* PaletteSwap: Of normal Treants, with their appearance altered to show their corruption by the Burning Legion.
1040* PoisonousPerson: Poison Treants have Envenomed Weapons, causing their attacks to do extra damage to their targets.
1041* {{Plaguemaster}}: Plague Treants carry Disease Cloud, dealing DamageOverTime to non-Undead enemies that come in contact with it.
1042* WhenTreesAttack: Like regular Treants, they're animate tree-men, though unlike normal Treants they're often poisonous.
1043
1044!!Dragon
1045Flying reptilian beasts 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”.
1046
1047Introduced 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''.
1048----
1049* 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 expect 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 the Undead 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.
1050* AirborneMook: All units in the Dragon-line are flying, though Drakes and Dragons are quite dangerous and would be more than just a Mook.
1051* 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.
1052* 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.
1053* 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.
1054* FragileSpeedster: Dragon Whelps are fast but have little health and damage.
1055* GiantFlyer: Dragons are the largest creep (by the width of their model) and they fly.
1056* 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.
1057* 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.
1058* 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.
1059* 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.
1060* 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.
1061* NoSell: Dragons are immune to spells.
1062* 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]].
1063* 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.
1064* SummonMagic: The Red Drake Egg consumable item can be used to temporarily summon a Red Drake (''Reforged'' changed it to a Blue Drake in later patches).
1065
1066!!Draenei
1067A native race of humanoids on Outland that is being hunted by the Fel Orcs. 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''.
1068
1069Introduced in ''The Frozen Throne''.
1070----
1071* PlayingWithFire: Draenei Darkslayers can cast Immolation, creating flames around them that damage enemies while the spell is active.
1072* SinisterScythe: All Draenei melee units use scythes as their weapons. Draenei who use magic fight unarmed, instead relying on their magic to attack.
1073* StatusBuffDispel: Draenei Harbingers have a unique spell called Ray of Disruption, which bounces between multiple targets dispelling any magic effects.
1074
1075!!Furbolgs/Polar Furbolgs
1076Bear-people that live in Kalimdor (mostly Ashenvale forest) and Northrend.
1077----
1078* AbsurdlySharpClaws: Being bear-like creatures, they attack with their claws.
1079* 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.
1080* 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.
1081* 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.
1082* LightningBruiser: Most Furbolgs have good speed, and the higher levels are extremely durable.
1083* TheRedMage: Polar Elder Shamans have a damaging spell in Frost Nova and a healing spell in Healing Wave.
1084* 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.
1085* ShockwaveStomp: The Furbolg Ursa Warrior has the War Stomp ability, allowing it to stomp the ground and stun nearby units.
1086* 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.
1087
1088!!Ghosts
1089
1090Ghosts 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.
1091----
1092* DemonicPossession: Like the Banshee, they can take control of units through the Possession spell.
1093* PaletteSwap: Of the Undead's Banshee. The only thing setting them apart in appearance, aside from size, is their colors.
1094
1095!!Gnolls
1096Hyena-men that are often raiders.
1097----
1098* 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.
1099* EpicFlail: Except for the Gnoll Warden in ''Reforged'' and Gnoll Assassin, all Gnolls wield large flails.
1100* HeinousHyena: They are hyena men who are very violent.
1101* PoisonedWeapons: Gnoll Assassins have Envenomed Weapons, causing a small DamageOverTime on their attacks.
1102* SillyReasonForWar: In the manual, they are described as fighting for dumb reasons like who has the bigger shadow.
1103* 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.
1104
1105!!Golems
1106Golems made of rock. They do not sleep at night.
1107----
1108* AntiMagic: All Golem units are immune to spells, as their creators don't want other wizards using magic to take control of them.
1109* BoulderBludgeon: Rock and Granite Golems have the Hurl Boulder ability, which deals magic damage and stuns a target, akin to Storm Bolt. They also passively throw physical, non-stunning boulders at air units.
1110* DishingOutDirt: The Stone Golem and Granite Golem can launch magic rocks that stun their targets.
1111* {{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.
1112* 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.
1113* 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.
1114* NoSell: They are all Spell Immune.
1115* PutOnABus: Rock Golems do not return in ''VideoGame/WorldOfWarcraft'', for some reason.
1116* SummonMagic: The Stone Token is a consumable item that allows players to summon a timed-life Rock Golem.
1117
1118!!Harpies
1119Flying bird-women from the Barrens.
1120----
1121* AirborneMook: All harpies are air units.
1122* AlwaysChaoticEvil: All harpies encountered in ''Warcraft III'' are evil creatures who kill for fun.
1123* BlowYouAway: Harpy Queens can cast Cyclone to temporarily remove enemies from combat.
1124* CombatMedic: Harpy Queens have the Rejuvenation spell which they can use to heal themselves or their minions.
1125* FragileSpeedster: Weaker harpies are not especially tough or hard-hitting, but they are fast.
1126* 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.
1127* OneGenderRace: All harpies are female.
1128* PointyEars: ''Reforged'' added pointed ears to the Harpies' portraits to match their appearance in ''VideoGame/WorldOfWarcraft''.
1129* {{Stripperiffic}}: Harpies have nothing beyond a few strips of cloth for clothing.
1130
1131!!Heretics
1132Evil human priests that dabble in the dark arts.
1133----
1134* AnimateDead: Heretics can cast Raise Dead to create Skeleton Warriors.
1135* InTheHood: As they are {{PaletteSwap}}s of Acolytes, the Heretics all wear hoods.
1136* 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.
1137
1138!!Hydras
1139Three headed water dwelling dragon-like creatures. They spit acid and are amphibious.
1140
1141Introduced in ''The Frozen Throne''.
1142----
1143* 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.
1144* ExtremeOmnivore: The Ancient Hydra has Devour, letting it swallow and digest any organic unit.
1145* 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.
1146* MightyGlacier: Ancient Hydras might be slow, but they have the same HP as a Mountain Giant and hit harder than a siege unit.
1147* MultipleHeadCase: All Hydras have three heads.
1148* OurHydrasAreDifferent: They are three-headed amphibious reptiles. They have a Dragon's voiceset, which kind of implies they are akin to water dragons.
1149* 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.
1150
1151!!Jungle Stalker
1152Large, green bipedal beasts. As their name suggests, they are from the jungles.
1153
1154Introduced in ''The Frozen Throne''.
1155----
1156* 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).
1157
1158!!Kobolds
1159Small rat-men. They are often digging tunnels and fight with shovels.
1160----
1161* CriticalHitClass: Kobold Tunnelers and Taskmasters have the Bash ability, giving their attacks a chance to stun the target and deal bonus damage.
1162* 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.
1163* 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.
1164* ShovelStrike: Kobolds tend to wield shovels as weapons.
1165* 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.
1166
1167!!Makrura
1168Lobster-men found in tropical locations.
1169
1170Introduced in ''The Frozen Throne''.
1171----
1172* AquaticMook: Makrura appear on maps with a lot of water. [[GameplayAndStorySegregation Despite being a lobster, it cannot cross deep water]].
1173* 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 makes them vulnerable to magical casters.
1174** The Makrura Tidecaller's skillset is made to take advantage of this. It has Frost Armor, which adds 3 more armor to its target, and it uses Heal, which is highly effective because each Makura's health point is very hard to deplete.
1175** This is perhaps 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 to all nearby allies.
1176* ElementalArmor: Makrura Tidecallers can cast Frost Armor to boost the durability of themselves and their allies.
1177* EnemySummoner: Makrura Deepseers can summon the weaker Makrura Prawns to temporarily fight for them.
1178* GiantEnemyCrab: Or giant lobsters in their case. They have a humanoid upper body, but four lobster legs below the waist.
1179* HerdHittingAttack: Makrura Tidal Lords have the Pit Lord's Cleaving Attack, causing their attacks to damage enemies in a small radius.
1180* 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.
1181
1182!!Mammoths
1183Elephant-like creatures from Northrend.
1184
1185Introduced in ''The Frozen Throne''.
1186----
1187* FasterThanTheyLook: Like real-life elephants, they are faster than they appear.
1188* MammothsMeanIceAge: Mammoths are only found in the icy regions of [[GrimUpNorth Northrend]].
1189* VanillaUnit: Aside from impressive stats, they don’t have any abilities.
1190
1191!!Magnataur
1192Centaur-mammoths from Northrend.
1193
1194Introduced in ''The Frozen Throne''.
1195----
1196* 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.
1197* AntiMagic: All Magnataurs are immune to spells.
1198* LightningBruiser: Even the basic Magnataur Warrior has high HP, and all of them are FasterThanTheyLook.
1199* OurCentaursAreDifferent: Magnataurs are giants from the waist up and mammoths from the waist down.
1200
1201!!Mur'gul
1202An odd cousin to the Murloc. The Mur’gul appear to be mutated and more powerful.
1203
1204Introduced in ''The Frozen Throne''.
1205----
1206* AquaticMook: Mur'guls only appear on maps with a lot of water and can cross water like land.
1207* ForcedTransformation: Mur'gul Shadowcasters can use the Shadow Hunter's Hex to temporarily turn enemies into harmless critters.
1208* MoreTeethThanTheOsmondFamily: They have a mouth full of pointed teeth.
1209
1210!!Murloc
1211->''Aaaaaughibbrgubugbugrguburgle!''
1212Fish men. Often very weak.
1213----
1214* 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.
1215* EarlyInstallmentCharacterDesignDifference: They had fins on their backs in ''Reign of Chaos'', but they were changed to spikes in ''Frozen Throne''.
1216* TheGoomba: Murlocs are some of the first enemies encountered in the tutorial campaign and are easily among the weakest Creeps.
1217
1218!!Mutants
1219Mutated humans or humanoids.
1220
1221Introduced in ''The Frozen Throne''.
1222----
1223* 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.
1224* PaletteSwap: Of the campaign-only Zombie unit. The Dalaran Mutant's skin is much more rotten looking and horrific.
1225
1226!!Nerubians
1227Spider people from Northrend.
1228----
1229* 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.
1230* AnimateDead: Many of the Nerubians can cast Raise Dead to create Skeleton Warriors from corpses.
1231* AsteroidsMonster: Some Nerubians spawn smaller Spiderlings when they die. The Mercenary Camp says it's because they carry their young into battle.
1232* GiantSpider: Massive centaur-like spiders, in their case.
1233* PaletteSwap: Of Crypt Fiends, as Crypt Fiends are undead Nerubians.
1234* TheRemnant: Nerubians encountered as Creeps are what remains of an empire wiped out by the Scourge.
1235
1236!!N'raqi
1237
1238A race of squid-faced humanoids from Northrend. They are worshippers of the Old Gods, called Faceless Ones by the Nerubians. They have two distinct creep lines, the low-level orange skinned "Unbroken" creeps and the high-level purple skinned "Faceless One" creeps.
1239
1240Introduced in ''The Frozen Throne''.
1241----
1242* AnimateDead: Faceless One Deathbringers can cast the Death Knight's Animate Dead to bring fallen units under their control: friend or foe.
1243* CarryABigStick: N'raqui carry large maces.
1244* 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.
1245* EveryoneCallsHimBarkeep: Their given name isn't revealed until ''VideoGame/WorldOfWarcraft'', so they are only known by the label given by the Nerubians.
1246* 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.
1247* NonindicativeName: They are called Faceless Ones by the Nerubians, even though they have eyes, and therefore faces.
1248
1249!!Ogres
1250->''"[[ComicBook/FantasticFour It's clobbering time!]]"''
1251Large, brutish humanoids, often with two heads. They used to be part of the Horde.
1252----
1253* AttackSpeedBuff: As the original caster of Bloodlust in ''Warcraft II'', the Ogre Magi can buff an ally's attack speed for increased offense.
1254* CarryABigStick: As opposed to using their fists like in Warcraft II, all Ogres carry large clubs.
1255* DemotedToExtra: Originally the Horde's hard-hitting brutes, they are now neutral creeps that would fight even their former allies.
1256* ElaborateEqualsEffective: In ''Reforged'', the more powerful the Ogre, the fancier their club gets.
1257* 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.
1258* MultipleHeadCase: Most Ogres have two heads, which are prone to arguing with each other.
1259* ShouldersOfDoom: The Ogre Lord in ''Reforged'' has massive armor plates on his shoulders.
1260* 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.
1261
1262!!Polar Bears
1263Amphibious white bears in Icecrown. They are durable and strong but have no abilities.
1264
1265Introduced in ''The Frozen Throne''.
1266----
1267* BearsAreBadNews: Being Creeps, these bears will attack any units the player sends near them.
1268* PaletteSwap: They use the model of the Druid of the Claws' Bear Form and Beastmaster’s Bear, only they are colored white.
1269* VanillaUnit: Aside from being strong and able to swim, they have no abilities.
1270
1271!!Quillboar
1272Pig-Men native to the Barrens.
1273----
1274* CombatMedic: As their name implies, Razormane Medicine Men can heal their allies by summoning Healing Totems, on top of being decent melee fighters.
1275* MixAndMatchCritters: Quillboars are essentially [[PigMan humanoid boars]] with spines, like porcupines.
1276* PigMan: They are a race of humanoid boars who can fire quills.
1277* SummonMagic: Razormane Medicine Men can use Feral Spirit, though rather than summoning wolves, they summon boars.
1278
1279!!Renegade Wizards
1280Human wizard criminals. Often paired with the Bandit line of creeps.
1281----
1282* AnIcePerson: Rogue Wizards can cast Frost Armor to boost the armor of other units.
1283* AnimateDead: The Dark Wizard can cast Raise Dead to create Skeleton Warriors.
1284* ForcedTransformation: The Dark Wizard can cast Polymorph, temporarily keeping targets from attacking or using abilities.
1285* GrumpyOldMan: They all share audio with the Archmage, so their quotes paint them as total grouches.
1286* LightningBruiser: The Dark Wizard is much faster than the weaker creeps of this type, on top of being the strongest.
1287* 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.
1288* ShockAndAwe: The Renegade Wizard uses Purge and Lightning Shield, both spells involving electricity.
1289
1290!!Revenants
1291
1292Independent undead spirits bound to suits of evil-looking armor and imbued with themed magical abilities.
1293----
1294* AnimatedArmor: They are animated suits of armor and have no visible bodies.
1295* 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.
1296* CarryABigStick: Revenants wield huge metal clubs.
1297* 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.
1298* ElementalPowers: Aside from the Death Revenant, Revenants use different spells depending on their element.
1299** [[PlayingWithFire Fire Revenants]] use Immolation, burning units around them.
1300** [[ShockAndAwe Lightning Revenants]] cast ChainLightning and Purge, the latter being an AntiMagic spell that electrocutes the target.
1301** [[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.
1302** [[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''.
1303* ElementalZombie: Effectively what Revenants are, being hybrid Undead and Elemental beings, though they are more like ghosts than zombies.
1304* TheFaceless: Revenants have no visible face beneath their helmets, though since they are spirits, they likely don't have faces at all.
1305* 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.
1306* LightningBruiser: Death Revenants are fast, have as much HP as an Infernal, hit hard, and have a high attack speed.
1307* {{Necromancer}}: Death Revenants cast Raise Dead, creating Skeleton Warriors, and AnimateDead, reviving fallen units.
1308* OurGhostsAreDifferent: Revenants in ''Warcraft III'' are undead spirits bound to elemental armor, rather than a RevenantZombie.
1309* TheSpeechless: They have no actual dialogue; all of their responses are non-verbal noises.
1310* SummonMagic:
1311** 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.
1312** The Ice Shard item allows players to summon a temporary Ice Revenant.
1313
1314!!Salamanders
1315Large, mostly red stegosaurus type creatures that breathe fire.
1316----
1317* BreathWeapon: They breathe fire.
1318* DinosaursAreDragons: Salamanders have the overall appearance of a Stegosaurus, apart from their horns, and they breathe fire.
1319* ExtremeOmnivore: Salamander Lords can use Devour to consume any organic unit.
1320* FierySalamander: They are huge firebreathing lizards that resemble the Stegosaurus.
1321* HerdHittingAttack: Attacks from Salamanders have a small area of effect.
1322* 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.
1323* PaletteSwap: They're red versions of the green Thunder Lizards (except the Vizier Salamander, which is purple for some reason).
1324* 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.
1325
1326!!Sasquatch
1327Brown furry bipedal beasts that live in the forests.
1328----
1329* BigfootSasquatchAndYeti: They are large furry humanoid creatures with big horns.
1330* HornedHumanoid: They have huge horns.
1331* 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.
1332* SummonMagic: All types of Sasquatch above the basic one can cast Force of Nature to summon Treants.
1333
1334!!Satyrs
1335->''"The shadows call!"''
1336Corrupted Night Elves that joined the Burning Legion, turning into goat-like people.
1337----
1338* FaunsAndSatyrs: A villainous example. Satyrs were originally Night Elves who sided with the [[LegionsOfHell Burning Legion]] and changed into their current form.
1339* GenderFlip: In ''Reforged'', Satyr Shadowdancers were changed from male to female.
1340* LightningBruiser: Satyr Hellcallers, in addition to being the strongest type of Satyr, are also the fastest.
1341* ManaBurn: Satyr Soulstealers can use the eponymous spell to drain mana and deal damage.
1342* {{Necromancer}}: Satyr Soulstealers can cast Raise Dead to create Skeletons from corpses. Hellcallers instead use AnimateDead, temporarily reviving dead units.
1343* TheQuisling: Satyrs aided the Burning Legion in their first invasion and continue to aid them in the second.
1344
1345!!Sea Giants
1346Anchor wielding amphibious extremely bulky fish-like humanoids, but distinct from the Naga or Murlocs.
1347
1348Introduced in ''The Frozen Throne''.
1349----
1350* AnchorsAway: Fitting their sea theme, they use giant anchors as weapons.
1351* OurGiantsAreBigger: They are large, teal-skinned humanoids. Though compared to some other Creeps, they are not that big.
1352* 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.
1353
1354!!Skeletal Orcs
1355Reanimated Orc skeletons.
1356
1357Introduced in ''The Frozen Throne''.
1358----
1359* DemBones: Reanimated skeletons of orcs from the Old Horde.
1360* MagicKnight: Skeletal Orc Champions can cast Death Coil, damaging living units and healing undead ones, in addition to the strongest creep of their kind.
1361* NonHumanUndead: They are undead orcs, as opposed to undead humans.
1362
1363!!Skeletons
1364Skeleton Warriors and Archers that aren’t part of the Scourge.
1365----
1366* AnnoyingArrows: The basic Skeleton Archer does not do a lot of damage. The stronger versions of it avert this trope.
1367* ArrowsOnFire: Burning Archers can enhance the damage of their bows by casting Searing Arrows.
1368* DemBones: Skeletons animated by necromancy.
1369* 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.
1370* SummonMagic: The Book of the Dead item allows players to summon a pack of Skeleton Warriors and Skeleton Archers.
1371* TrickArrow: Skeletal Marksmen have the Cold Arrows ability, giving bonus damage to their attacks and slowing enemies with them.
1372
1373!!Sludge Beasts
1374Slime-like monsters.
1375----
1376* AsteroidsMonster: A KingMook sludge in the ''Frozen Throne'' bonus campaign splits numerous times.
1377* BlobMonster: Originally, they were the game's take on Slime monsters, though they are considerably more horrific than the average fantasy slime.
1378* CombatTentacles: The primary method of melee combat for the Sludge Minions and Monstrosities is to strike a target with slimy tentacles.
1379* 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.
1380* MoreTeethThanTheOsmondFamily: ''Reforged'' trades in their ExtraEyes and adds extra rows of teeth to their portraits.
1381* 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.
1382
1383!!Spiders
1384Giant Spiders. Some spit poison and others attack up close.
1385----
1386* AsteroidsMonster: Brood Mothers split into two smaller spiders upon death.
1387* BigCreepyCrawlies: Massive spiders of varying sizes.
1388* ExtraEyes: Being spiders, they have more eyes than a human.
1389* GiantSpider: Nothing fancy about their appearance, they are just really big spiders.
1390* 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.
1391* PoisonousPerson: Giant Spiders, Spitting Spiders and Brood Mothers have Envenomed Weapon, which inflicts a short DamageOverTime effect.
1392
1393!!Spider Crabs
1394Giant Crabs.
1395
1396Introduced in ''The Frozen Throne''.
1397----
1398* GiantEnemyCrab: They are giant crabs. Oddly, they only have six legs.
1399* TheGoomba: Of the Sunken Ruins tileset, being a VanillaUnit that comes in large numbers.
1400* 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.
1401* VanillaUnit: None of them have any abilities. Unlike some of the others in the Sunken Ruins tileset they also are not amphibious.
1402
1403!!Stormreaver Warlocks
1404Evil Orc warlocks of the Stormreaver Clan (where Gul’Dan is from).
1405
1406Introduced in ''The Frozen Throne''.
1407----
1408* TheBusCameBack: After being absent in ''Warcraft II'' and ''Reign of Chaos'', Necrolytes make a return in ''The Frozen Throne'', though as neutral creeps.
1409* 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.
1410* {{Necromancer}}: Stormweaver Warlocks can cast AnimateDead, reviving as an undead unit any dead unit that leaves a corpse.
1411* TheRemnant: They are survivors of the Stormreaver Clan after Doomhammer had it crushed.
1412* 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.
1413* SquishyWizard: The Apprentices and Hermits are weak and do not have much HP. Averted with the Necrolyte and Warlock who can take some punishment.
1414
1415!!Thunder Lizard
1416Green skinned lightning spitting stegosaurus creatures.
1417----
1418* BreathWeapon: They breathe bolts of lightning.
1419* 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.
1420* MightyGlacier: The Storm Wyrm is as slow as the two weaker types but has more than double their HP and almost double their damage.
1421* ShockAndAwe: As their names imply, they attack with electricity. Lightning Lizards can cast [[AntiMagic Purge]], and Storm Wyrms can cast ChainLightning and Lightning Shield.
1422* ShockwaveStomp: The Thunder Lizard can cast Slam, stomping the ground to damage and slow nearby units.
1423* SwallowedWhole: Storm Wyrms have the ability to Devour organic units, digesting them gradually for DamageOverTime.
1424
1425!!Trolls (Forest/Ice/Dark)
1426->''"Let the killing begin!"''
1427Tribal humanoids with elongated features, formerly part of the Horde. They are all ranged units.
1428----
1429* CombatMedic: All Troll variants have a Level 2 Priest and Level 4 High Priest capable of using the Heal spell.
1430* 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.
1431-->'''Thrall''': Forest trolls! I still can't believe they were ever a part of the Horde.
1432* 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.
1433* ThrowingYourSwordAlwaysWorks: Like the Trolls in ''Warcraft II'', they throw axes at enemies.
1434
1435!!Turtles
1436Sea Turtles, amphibious land units that all have Spiked Shells to return damage to melee attackers.
1437
1438Introduced in ''The Frozen Throne''.
1439----
1440* 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.
1441* ExtremeOmnivore: Dragon Turtles can use Devour to eat and digest any organic unit.
1442* LawOfChromaticSuperiority: The red Dragon Turtle is much stronger than the green Giant Sea Turtles, who are stronger than the blue baby sea turtles.
1443* 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.
1444* StrongerWithAge: Implied since the weakest of their type is the Sea Turtle Hatchling, and the stronger types keep getting bigger and bigger.
1445
1446!!Tuskarr
1447Walrus-men from Northrend.
1448
1449Introduced in ''The Frozen Throne''.
1450----
1451* BarbaricBattleaxe: Melee Tuskarr units use icy one-handed axes.
1452* JavelinThrower: Ranged Tuskarr units throw spears.
1453* WilyWalrus: They are walrus men who are hostile to units controlled by players.
1454
1455!!War Golems
1456Golems made of armor, instead of rock. They do not sleep at night.
1457----
1458* AnimatedArmor: Unlike the Golems carved from earth, War Golems are animated suits of armor.
1459* AntiMagic: Like Golems built from earth, War Golems are immune to spells.
1460* 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.
1461* 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]].
1462* NoSell: Immune to magic, just like the rock-based golems.
1463* 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)
1464
1465!!Water Elementals
1466Rogue water elementals, not tied to an Archmage.
1467----
1468* AnIcePerson: Berserk Elementals can cast Frost Nova.
1469* MakingASplash: They are Water Elementals and attack by throwing masses of water at their enemy.
1470* NoSell: Enraged and Berserk Elementals are immune to spells.
1471
1472!!Wendigo
1473Powerful bipedal beasts from Northrend.
1474----
1475* AbsurdlySharpClaws: They attack with huge claws on their hands.
1476* 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.
1477* {{Wendigo}}: They are fur-covered humanoids with moderate-sized horns.
1478
1479!!Wildkin (known as Owlbears in ''Reign of Chaos'')
1480Bipedal bear men with bird heads.
1481----
1482* CriticalHitClass: The Berserk Wildkin has Bash, which means its attacks can stun. Combined with War Stomp, they can potentially stun lock a target for over 4 seconds.
1483* EarlyBirdBoss: In contrast to the Human Campaign of ''Reign of Chaos'' having a bunch of weak Gnolls as the targets of an optional quest, the first mission of the Sentinels Campaign in ''The Frozen Throne'' has a very strong Berserk Wildkin as the first optional quest objective. It can easily kill the level 2 Maiev if the player is not careful and shows the increase in difficulty from the original game.
1484* LightningBruiser: All Wildkin move and attack fast. The Berserk Wildkin has a lot of HP and hits like a truck.
1485* MixAndMatchCritters: They have bodies like bears, but the heads of owls. Before ''Frozen Throne'', they were called Owlbears, but the developers were forced to change the name.
1486
1487!!Wolves
1488Wild wolves, found in both forests and cold, frosty areas.
1489----
1490* CanisMajor: These wolves are as big as the ones ridden by the Orc Raiders.
1491* CriticalHitClass: Giant and Dire Wolves have Critical Strike.
1492* GlassCannon: None of the wolf creeps are durable, but due to their fast attack rate and 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.
1493* FragileSpeedster: All the wolves are fast, though even the strongest are not particularly powerful.
1494* PaletteSwap: Of the wolves summoned by the Far Seer, their color scheme indicates they are flesh and blood as opposed to spirits.
1495
1496!!Demons
1497
1498The 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.
1499----
1500* InfinityPlusOneElement: Most Demons, regardless of level, deal Chaos damage so their attacks inflict full damage to all armor types. Infernal Machines, Sayaadi, and Voidwalkers are exceptions, where their low-level creeps have normal or piercing attack types instead.
1501* 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.
1502
1503!!!Doom Guards
1504A tall, winged, red-skinned humanoid that wields a giant burning sword. Despite appearing to be a warrior, he has several powerful spells.
1505----
1506* BigRedDevil: Taking the place of the Daemon, they act as the traditionally huge red demon with bat wings.
1507* BossInMooksClothing: Doom Guards are strong enough to take on low-level heroes one on one and expect to win.
1508* CallBack: Despite not being called Daemons, they visually resemble the equivalent ''Orcs and Humans'' summon and fill a similar role as an ultimate fighter. Unlike the returning Water Elementals, summoned Doom Guards are in a class of their own with nearly twice the amount of health of a level 3 Water Elemental and an array of spells to support an army.
1509* DoomyDoomsOfDoom: They are called Doom Guards, and they live up to the name.
1510* EliteMook: They are elite warriors of the Burning Legion.
1511* HerdHittingAttack: Their attacks have a small AOE, and they have the Tauren Chieftain's War Stomp spell, which damages enemies around them.
1512* JackOfAllTrades: 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.
1513* MagicKnight: They are strong warriors who can also use an array of spells.
1514* 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.
1515* NamesToRunAwayFromReallyFast: They are called Doom Guards. If that isn’t enough to make one run, seeing them fight will be.
1516* 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.
1517* 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.
1518* WingsDoNothing: They have an impressive pair of wings on their backs, but like the Dreadlord and Pit Lord, they're incapable of flight.
1519
1520!!!Fel Hound/Stalker
1521A four-legged demonic beast. In ''Frozen Throne'', the Fel Hounds became their own Creep type for certain maps and were renamed Fel Stalkers.
1522----
1523* FragileSpeedster: The Fel Beasts are fast but have little health and damage.
1524* LightningBruiser: Fel Stalkers and Ravagers have the Fel Beasts' speed and none of their fragility.
1525* ManaBurn: Fel Stalkers can cast Mana Burn to remove some of the target's mana and damage them.
1526* StatusBuffDispel: The Fel Ravager's Devour Magic removes buffs and debuffs in an area and converts them into health and mana for the Ravager.
1527* SummonMagic: The Spiked Collar item can be consumed to summon a Fel Stalker to do the user's bidding.
1528
1529!!!Infernal
1530
1531Near mindless amalgamations of [[BlackMagic fel]] energy created by the Burning Legion. On some maps, they appear as Creeps.
1532
1533For tropes that apply to this unit, see the Undead folder.
1534
1535!!!Eredar Warlocks
1536Demonic sorcerers that work for the Burning Legion.
1537
1538Introduced in ''The Frozen Throne''.
1539----
1540* BadassCape: They all sport impressive-looking capes, except the Warlocks in ''Reforged'', who trade the cape in for a pair of wings.
1541* 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.
1542* BlackSpeech: Their voice lines are not in English but rather in [[https://wowpedia.fandom.com/wiki/Eredun Eredun (also known as Demonic)]].
1543* 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]].
1544* HerdHittingAttack: All of their attacks damage units in a radius.
1545* PaletteSwap: Of the Warlock hero from the campaign.
1546* 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.
1547* 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.
1548* SummonMagic: Diabolists have their own version of Parasite that summons Lesser Voidwalkers if the infected target dies.
1549* WingedHumanoid: Warlocks in ''Reforged'' have a pair of wings that serve no purpose.
1550
1551!!!Felguards
1552Demonic warriors that wield large oddly shaped swords.
1553
1554Introduced in ''The Frozen Throne''.
1555----
1556* HerdHittingAttack: Bloodfiends and Overlords have the Pit Lord’s Cleaving Attack, causing their attacks to damage enemies in a small radius.
1557* SpikesOfVillainy: Felguards have massive spikes growing out of their backs.
1558
1559!!!Infernal Machines
1560Fel-blasting machines. They have splashing attacks and are classified as mechanical.
1561
1562Introduced in ''The Frozen Throne''.
1563----
1564* {{BFG}}: All of them mount large cannons.
1565* EnemySummoner: Infernal Juggernauts can cast Inferno, summoning [[LightningBruiser Infernals]].
1566* HerdHittingAttack: All of their attacks splash in a radius.
1567* MechanicallyUnusualFighter: No pun intended, but Infernal Machines are the only neutral creep line that is mechanical instead of organic, which gives them immunity to a lot of spells.
1568* 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.
1569* PlayingWithFire: The Infernal Machine can use Breath of Fire to damage enemies and burn them for a DamageOverTime effect.
1570
1571!!!Sayaadi
1572->''"Get a load of these."''
1573An all-female group of demonic sadists, also called Succubi. They do not sleep at night.
1574
1575Introduced in ''The Frozen Throne''.
1576----
1577* CharmPerson: The Queen of Suffering has the Dark Ranger's Charm spell, allowing her to MindControl units.
1578* DualWielding: They attack with a pair of large daggers.
1579* 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.
1580* LifeDrain: The Maiden of Pain has the ability to channel Life Drain.
1581* 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.
1582* MsFanservice: All of them wear a leotard that shows off their ample cleavage.
1583* 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.
1584* WingsDoNothing: Like Doom Guards and Dreadlords, despite having wings they cannot fly.
1585
1586!!!Voidwalker
1587Apparently demonic spirits seen in Outland.
1588
1589Introduced in ''The Frozen Throne''.
1590----
1591* AnIcePerson: Voidwalkers can cast Cold Arrows to enhance the damage of their attacks and slow targets. Greater Voidwalkers instead cast Frost Armor
1592* DarkIsEvil: They are creatures of shadow seen fighting for the Burning Legion.
1593* EarlyInstallmentCharacterDesignDifference: In their original ''Warcraft III'' appearance, Voidwalkers had angular, skeletal features. ''World of Warcraft'' redesigned them into amorphous blobs with arms.
1594* 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.
1595* ShockAndAwe: Greater Voidwalkers cast ChainLightning. Elder Voidwalkers cast Forked Lightning instead.
1596[[/folder]]
1597
1598!Campaign Only Units
1599
1600[[folder:Ships]]
1601In the campaigns of Frozen Throne, in addition to the Transports that can be hired, warships will also appear.
1602----
1603* CoolBoat: They are heavily armed warships.
1604* CosmeticallyDifferentSides: While the ships of the various factions look wildly different, their stats are identical. The transports for the Orcs and Undead even look identical.
1605* {{Expy}}: Of the warships from ''Warcraft II'', the Frigates are stand-ins for Destroyers, and the Battleships are stand-ins for the heavier ships.
1606* TheVoiceless: Unlike the ''Warcraft II'' ships, they have no voice lines.
1607
1608!!Tropes exclusive to the Frigates
1609----
1610* AntiAir: Frigates are the only ship that can attack air units. However, they have the Normal Attack type, which is not the ideal attack to counter most Air Units.
1611* GlassCannon: Frigates have powerful attacks and are fast, but not especially high HP and no armor.
1612* MutualDisadvantage: Frigate have light armor, which is weak to Piercing and Magic, the two main attack types that flying units use on ground units.
1613
1614!!Tropes exclusive to the Battleships
1615----
1616* AntiStructure: Battleships inflict Siege damage, doing extra damage to structures.
1617* MightyGlacier: Battleships pack far more of a punch than Frigates, with higher HP and heavy armor, but are slow and can’t hit air units.
1618[[/folder]]
1619
1620[[folder:Human Campaign Units]]
1621
1622!!Captain
1623
1624In a few missions, a more powerful version of the Footman appears, sometimes acting as a messenger, and other times as an obstacle to the player. The main one that appears in much of the story is Falric, who is second in command to Arthas through the entire ''Reign of Chaos'' human campaign, though he is not named in the campaign and only in later media.
1625
1626For information about his character see [[Characters/WarcraftTheAllianceLordaeron this page]].
1627----
1628* 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. Said battle cry is "For King Terenas!" .[[/note]]
1629-->'''Captain:''' Foul beast!
1630* BlingOfWar: The Captain's armor is far more ornate than the regular Footmen, featuring gold decorations and a winged helmet.
1631* CoolHelmet: The Captain wears a magnificent golden helmet with wings.
1632* HeavilyArmoredMook: He has fancier armor than Footmen and a slightly higher armor value, which puts him in the range of above average for a basic melee unit.
1633* KnightlySwordAndShield: Like the Footmen they are based on, the Captains are heroic medieval soldiers covered in full plate who wields shining swords and shields. Their officer status possibly makes them closer to actual knights as well.
1634* MookLieutenant: They are stronger versions of Footmen who act as officers in Human armies.
1635
1636!!Swordsman
1637
1638The Elven armies do not use Human Footmen. Instead, they use a similar unit called the Swordsmen. Despite differences in name and appearance, it and the Footmen are otherwise the same unit.
1639----
1640* KnightlySwordAndShield: The Swordsman wields a sword and shield like the Footmen they are based on. In ''Reforged'', their sword becomes a falchion while their shield resembles the icon of Silvermoon.
1641* PaletteSwap: In the original game they use the same model as the Captain, but ''Reforged'' gives them their own model without a helmet.
1642* SuspiciouslySimilarSubstitute: To the Footmen, as the High Elf and Blood Elf armies are comprised largely of units based on Humans.
1643
1644!!Villager
1645
1646Human and High Elf villagers appear in a few missions. As they are not combatants or laborers, they must either be protected or killed, depending on whose side the player is on.
1647----
1648* NonActionGuy: They have low HP and cannot attack. Their purpose in a mission is either for the player to help them or to act as targets for the player to kill.
1649
1650!!Archer
1651
1652Elven armies lack the Dwarf Riflemen, so Archers take their place in missions where High Elves and Blood Elves appear.
1653----
1654* AmazonBrigade: These Archers are all women.
1655* PaletteSwap: Of the Night Elf Archers. Compared to the Archers of the Night Elves, these have higher HP and higher maximum damage, but also lower minimum damage, so they are less reliable. They also cannot attack air units.
1656* SuspiciouslySimilarSubstitute: To the Elven Archers from ''Warcraft II'', acting as ranged troops who use a bow.
1657* VanillaUnit: Unlike the Night Elf version, High Elven Archers don't have Shadowmeld, or indeed any ability at all.
1658
1659!!Dragon Hawk
1660
1661The High Elves leaving the Alliance means when faced with the Scourge, the Gryphon Riders are not there to aid them. To fill the hole in the unit roster, the Dragonhawk takes the Gryphon Riders' place. They have the Ensnare ability.
1662----
1663* InescapableNet: The Dragon Hawk can use Ensnare to immobilize foes and confine aerial ones to the ground.
1664* JoustingLance: The Dragonhawk's rider wields a lance which they use to shoot bolts of magic.
1665* SuspiciouslySimilarSubstitute: To the Gryphon Rider in "Path of the Damned" when the player is facing the High Elves, as the High Elves do not have any dwarves coming to their defense. They end up becoming a full unit in ''The Frozen Throne''.
1666
1667!!Worker
1668
1669-> ''"I'm on the job."''
1670
1671Workers for the Elves who take the role of the Human Peasants.
1672----
1673* SuspiciouslySimilarSubstitute: To the Peasant during "Path of the Damned" and "Curse of the Blood Elves", where High Elves and Blood Elves are factions modeled after humans. Unlike Peasants, though, they can't turn into Militias.
1674* WorkerUnit: They take the place of the Peasant as WorkerUnit for Elves.
1675
1676!!Blood Elf Engineer
1677Extremely intelligent Elves that specialize in discovering new technologies and constructing powerful towers. They only appear in the secret mission "The Crossing" for "The Curse of the Blood Elves" campaign. During said mission, engineers are used to construct special towers that protect the portal allowing the Blood Elves to escape into the Outlands.
1678----
1679* {{Foil}}: While Human Peasants are more dopey, dull-witted and down-trodden, the Elven Engineers are haughtier and speak in {{Technobabble}} almost constantly.
1680* InsufferableGenius: In contrast to the dull-witted Peasants, the Engineer is a genius who thinks very highly of himself.
1681* ItWillNeverCatchOn: One of his quotes will comment that tower defense is a silly idea and it would never work, despite that being his ''speciality''.
1682* SuspiciouslySimilarSubstitute: To the Worker during "The Crossing", however this is downplayed as Engineers specialize in creating defensive towers instead of being able to create almost all of the Blood Elves structures.
1683* {{TechnoBabble}}: One of his StopPokingMe quotes has him engage in [[Franchise/StarTrek Treknobabble]].
1684
1685!!Blood Elf Lieutenant
1686
1687Elite Swordsmen who Kael finds imprisoned in "The Dungeons of Dalaran".
1688----
1689* CoolHelmet: With their model based on the Captain, the Lieutenant wears a winged helmet which carries over to their ''Reforged'' model.
1690* HeavilyArmoredMook: Like the Human Captain, they are covered head to toe in plate armor.
1691* KnightlySwordAndShield: Like the Captain they are based on, the Lieutenant is a heroic officer who wields a sword and shield which are modified to look more appropriately elven, particularly the sword becoming a single-edged falchion.
1692* NoSell: Just like the Spellbreakers, Blood Elf Lieutenants are immune to negative spells.
1693* PaletteSwap: Downplayed, unlike the Swordsmen that are just resized Captains, Blood Elf Lieutenants sport modified models. Their weapons are the same yet slightly different, with their kite shields having a different design and their sword being single-edged, closer to a falchion.
1694* SuspiciouslySimilarSubstitute: To the Human Captain during Curse of the Blood Elves. Compared with the Human unit, the Lieutenant is superior in every respect aside from speed.
1695
1696!!Jailor Kassan
1697An underling of Lord Garithos meant to keep Kael’thas and the Blood Elves imprisoned until they could be executed. He is not happy about having to do the work.
1698----
1699* AlmightyJanitor: No one would expect a mere jailor to have such absurd stats and skills (6000 HP, Chaos damage, Spell Immunity, a variety of spells that deal area of damage and/or stun).
1700* ArtEvolution: He looks like a normal melee Bandit in ''The Frozen Throne'', but ''Reforged'' gives him a distinct model with a [[EpicFlail flail]] and wearing a chainmail hood.
1701* ComboPlatterPowers: He has War Stomp, Bash, and Chain Lightning, which seems to suggest he’s [[MagicKnight part warrior part mage]].
1702* InfinityPlusOneElement: His attacks deal Chaos damage. Thankfully it's not very high.
1703* LargeAndInCharge: Averted. He is not given a larger model than a normal Enforcer (second strongest Bandit unit) and does not visually stand out among his troops. This is likely why he's given a brief cutscene talking to Kael'thas before fighting him.
1704* NoSell: He’s immune to spells.
1705* PunchClockVillain: He doesn't want to fight Kael and the two have some history in the Kirin Tor but will follow Garithos' orders.
1706* StoneWall: Despite having 6000 health, he only deals 42 damage a hit on average which is not a lot.
1707
1708!!Milita Captains and Militia Commanders
1709
1710Elite units working for the surviving Paladins that escorted the fleeing human refugees who tried to escape the Lordaeron Capital.
1711
1712Milita Captains are ranged fighters that use the model of a Brigand/Assassin, and have the Critical Strike, Command Aura and Envenomed Weapons abilities. Militia Commanders are horseback {{Magic Knight}}s that use the model of the Bandit Lord, and have the Healing Wave, Hardened Skin and Devotion Aura abilities.
1713----
1714* EliteMooks: Much stronger than any of the regular units the Alliance can field.
1715* 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.
1716* InfinityPlusOneElement: Milita Commanders deal Chaos damage.
1717* MookCommander: The two of them have auras that increase either the defense or offense of their allies.
1718* ThePaladin: Implied with the Militia Commanders, given that they're horseback knights (which use the Bandit Lord model probably to set themselves apart from the regular Knights) that can use healing spells and project defensive auras, plus the fact that they work for the Silver Hand.
1719* UniqueEnemy: They only appear in the "King Arthas" mission.
1720
1721!!Elite troops from Kul Tiras
1722The Elite soldiers that Daelin Proudmoore brought to Theramore to destroy the horde once and for all.
1723----
1724* BadassArmy: They are the same as human units, but with improved stats.
1725* PurposefullyOverpowered: The Kul'tiras forces are thought to be a threat to Rexxar and his party who at this point are high level heroes, all with outrageously powerful items, thus having much higher stats than standard human units.
1726
1727!!!Chaplain
1728
1729Admiral Proudmoore's forces lack High Elf priests, so Chaplains appear in their place.
1730----
1731* PaletteSwap: Of the Priests used by the Human Alliance. Compared to the Priests, the colors on the Chaplains are darker and more muted.
1732* SuspiciouslySimilarSubstitute: They are Admiral Proudmoore's equivalent of Priests, since he has few High Elves in his army.
1733
1734!!!Hydromancer
1735
1736Mages who specialize in water magic under the command of Admiral Proudmoore.
1737----
1738* MakingASplash: They can cast Crushing Wave, which releases a wave of water that damages enemies in front of them.
1739* PaletteSwap: Of the Archmage, trading in most of the hero's white and blue colors for red and black.
1740
1741!!!Admiral's Elite Guard
1742
1743Elite guards under the command of Admiral Proudmoore. They are the final non-hero enemies of Rexxar's campaign.
1744----
1745* BodyguardingABadass: Downplayed. Individually they are much weaker than his boss The Admiral Proudmoore, but they are still tough warriors who can keep waves of enemies at bay.
1746* BossInMookClothing: Despite looking like Foot Soldiers, they are the Admiral's most powerful troops, being able to destroy a Tauren in seconds.
1747* EliteMooks: They are the most powerful non-hero units in the Admiral's army, being even stronger than the Tauren of the horde.
1748* PraetorianGuard: They protect the Admiral from the waves of the horde.
1749* TheWorfEffect: These troops often show they are serious when they kill a Tauren in seconds.
1750
1751[[/folder]]
1752
1753[[folder:Orc Campaign Units]]
1754
1755!!Slave Master
1756
1757The leader of the Orcs of the Blackrock Clan who launched a raid to collect captives for a ritual sacrifice.
1758----
1759* CarryABigStick: The Slave Master wields a spiked mace, fitting for a brutish warlord.
1760* CoolHelmet: The Slave Master wears a black and gold helmet with antlers, similar to what Blackhand is depicted as wearing in ''Warcraft I''.
1761* LightningBruiser: He has good HP and speed, and hits hard.
1762* StarterVillain: He is the first noteworthy adversary Arthas encounters in the Human campaign, being a Lieutenant to the Blademaster of the Blackrock Clan who leads the attack on Stranhbrad.
1763* TinTyrant: A brutish orc warlord clad in full plate with an antlered helm. ''Reforged'' removes some of the armor, but they still retain the helm and are overall more armored than most orcs.
1764* UniqueEnemy: This type of horse-mounted, red skinned orc (which is pointedly ''not'' a Fel Orc) wielding a mace appears in "The Defense of Strahnbrad" and never appears again. Originally the model was meant to be used for an Orc hero unit called the Warlord, but it was scrapped during development.
1765* WarmUpBoss: While he has good stats, he has no spells or abilities, so he is less of a threat than the [[HeroUnit Hero Units]] players will encounter after him.
1766
1767!!Fel Orcs
1768
1769Orcs who are tempted by the power of the Burning Legion drink the blood of a powerful demon. This act grants power to the Orcs, at the cost of them falling under the control of the demon.
1770----
1771* AntiStructure: One of the most noticeable quirks about Fel Orcs is that buildings melt under them due to their Chaos attack type.
1772* ArtifactMook: While it made sense for the Warsong Clan to field Fel Orc Kodo Beasts, the Fel Horde of Draenor shouldn't be able to since Kodo Beasts only live in Kalimdor, a place they wouldn't be able to reach. Presumably this was done to not reduce the already small Fel Orc tech tree even further.
1773* BlessedWithSuck: Drinking demon blood makes the orcs more powerful, at the cost of the demon who provided the blood enslaving them. Chaos Damage also is not all it's cracked up to be because they miss out on some of the TacticalRockPaperScissors benefits they could get.
1774* HealingFactor: On top of increased stats and Chaos damage, Fel Orcs also regenerate health no less than four times faster than their green skinned counterparts.
1775* InfinityPlusOneElement: All Fel Orcs deal Chaos damage as opposed to whatever damage type their normal counterparts had, which deals full damage to all targets, even ones with Divine that causes all other attacks to do ScratchDamage.
1776* LawOfChromaticSuperiority: The Fel Orcs grew stronger by drinking the blood of a powerful demon and turning from green to red.
1777* SpikesOfVillainy: In ''Reforged'', Fel Orcs have spikes of varying sizes growing out of them.
1778
1779!!Warlock
1780
1781Rather than using Shamans, the Blackrock Clan and Fel Orcs use Warlocks.
1782----
1783* ArmorIsUseless: Despite carrying a shield, they have 0 armor and the "unarmored" armor type.
1784* 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.
1785* TheBusCameBack: After being absent in the second game, the Warlocks make a return in ''Warcraft III'', albeit only in the campaigns.
1786* GlassCannon: Warlocks inflict much higher damage than the caster units the player normally gets access to, though their main source of damage is that they can cast Firebolt. They still die easily if they come under attack.
1787* MovesetClone: Two of their three spells are lifted from the Necromancer.
1788* PaletteSwap: The Warlock comes in a non-fel version (used by the Blackrock Clan) and a fel version (used by Fel Orcs). The two versions have the exact same stats, and the only difference is skin colour (green vs red).
1789* PlayingWithFire: Warlocks can cast Firebolt, which is like the Mountain King's Stormbolt, only it uses a fireball instead of a hammer. This is the only time in the campaign the player gets a unit with this spell.
1790* PurposelyOverpowered: The player only gets to use Warlocks in one level, and it is easy to see why: on top of their Chaos Damage, they have access to the Firebolt spell, whose damage and stun duration are comparable to the level 1 version of the Mountain King's Storm Bolt. With enough Warlocks set up to hit a target with Firebolt, they can lock it into a CycleOfHurting where it cannot attack.
1791[[/folder]]
1792
1793[[folder:Undead Campaign Units]]
1794
1795!!Zombie
1796
1797Humans exposed to the plague of the Undead Scourge are turned into Zombie slaves to the Scourge.
1798----
1799* CannonFodder: Zombies are weak units, even more so than Ghouls, hence they only appear as enemies in the campaign.
1800* OurZombiesAreDifferent: They are standard zombies with no notable abilities.
1801
1802!!Skeleton King
1803A gigantic skeleton defending a base of Corrupted Ancients in Felwood.
1804----
1805* KingMook: A massive skeleton. It's even in the name.
1806* 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.
1807* MagicKnight: A powerful warrior with multiple spells (Shockwave, Thorns Aura, Raise Dead and Animate Dead) at its disposal.
1808* 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.
1809* MookCommander: It carries Thorns Aura.
1810* {{Necromancer}}: It can use both Raise Dead to summon Skeleton Warriors and AnimateDead to revive fallen units.
1811* OptionalBoss: The Skeleton King does not need to be killed to beat the mission.
1812* 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.
1813* UniqueEnemy: There's only one Skeleton King, which appears in the "A Destiny of Flame and Sorrow" mission.
1814
1815!!Sky Barge
1816
1817An 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.
1818----
1819* CoolAirship: Very cool-looking. It allows the Undead to send their attack waves to separate islands.
1820* DefenselessTransports: It cannot attack at all and is very fragile.
1821
1822!!The Butcher
1823
1824->''Ahhhh, fresh meat!''
1825
1826A massive abomination found in the depths of Magtheridon's Black Citadel (known as the Black Temple in ''The Burning Crusade'' onwards).
1827----
1828
1829* 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.
1830* ArtifactMook: Since Magtheridon doesn't seem to have any other undead units, it's rare for him to have an abomination among his forces.
1831* GiantMook: A gigantic Abomination like Bloodfeast in the Scourge Campaign, but way more powerful.
1832* 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.
1833* LegacyBossBattle: His entire purpose is to essentially be Warcraft III's version of The Butcher from ''VideoGame/Diablo1997'', with even the same voice line.
1834* 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.
1835* OptionalBoss: You can finish the mission he appears in without fighting him. Killing him nets you some nice rewards, though.
1836* ShockwaveStomp: Has the War Stomp ability.
1837* ShoutOut: To the boss of the same name of ''VideoGame/Diablo1997''. It even drops the item "Wirt's Other Leg".
1838
1839!!Bloodfeast
1840
1841->''Small king no escape. Slay! Rend! Feast!''
1842
1843A 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.
1844----
1845* ArmoredButFrail: Inverted. It has the same base armor of 2 as a normal abomination, but a whooping 3000 HP.
1846* GiantMook: Much bigger than a regular abomination.
1847* StoneWall: Despite its massive healthpool, it has the same attack stat as a regular abomination. Though it has the Shockwave spell for some area damage.
1848
1849!!Sapphiron
1850
1851A blue dragon that Arthas slew and then enslaved into becoming a Frost Wyrm upon his return to Northrend.
1852
1853For information about his character see [[Characters/WarcraftTheScourge this page]].
1854----
1855* CrutchCharacter: He shows up in the first mission with Anub’arak, who is still low leveled. Finishing his sidequest makes the mission much easier, since he adds the power of a 12-14 food unit without having to spend any of that food. He does not return for the upcoming Arthas missions.
1856* DracoLich: Even more than Frost Wyrms, since he can actually cast Frost Nova and do some burst damage.
1857* GiantFlyer: A behemoth, he is the largest flying unit in the campaigns.
1858* KingMook: He is a unique, bigger and stronger Blue Dragon (when alive) and Frost Wyrm (as undead).
1859* OneManArmy: Sapphiron is the strongest non-hero unit the player gets to control in any of the RTS style maps. Unlike most unique campaign units, Sapphiron is affected by upgrades. Additionally, he gains much more armor (3 instead of 2) and damage from upgrades than most units. He deals massive damage in an area every attack (roughly 30-50% more than a normal Frost Wyrm), has impressive armor (it starts at 6 and goes up to 15 with upgrades, versus a normal Frost Wyrm which goes 1-7), Resistant Skin (so he can’t be targeted by spells like Polymorph), and 2750 health (which is around twice as much of a normal Frost Wyrm). Due to his light armor type he can still fold easily to AntiAir (Couatl are an especially large threat). Besides his armor type the only other thing stopping him from being TheJuggernaut is not having Spell Immunity.
1860* OptionalPartyMember: In “The Return to Northrend”, with overlap with GuestStarPartyMember, recruiting him is an optional quest, but he makes it quite a bit easier. Though not technically a hero, he is as strong as one and shares some of their immunities with Resistant Skin. Additionally, he appears in the opening cutscene of Arthas’ next mission, [[CuttingOffTheBranches whether you actually went to kill him or not]].
1861* ReadingsAreOffTheScale: His living form is Level 15 in a campaign where heroes and units max out at Level 10.
1862* RandomizedDamageAttack: His damage spread starts around 70 and goes up to 130 as he gets upgraded, which gives a significant variety between his highest and lowest damage.
1863
1864[[/folder]]
1865
1866[[folder:Night Elf Campaign Units]]
1867
1868!!Shandris Feathermoon
1869Tyrande Whisperwind’s second in command in The Sentinels. She is effectively just a stronger and more durable Archer in terms of combat.
1870
1871For information about her character see [[Characters/WarcraftTheAllianceDarnassus this page]].
1872----
1873* BackForTheFinale: Shandris is playable in the first mission of the Night Elf campaign (in ''Reforged'' only, in the original it's just a normal Archer), becomes an NPC in the second mission, and returns playable in the final mission.
1874* BottomlessMagazines: She wonders in one of her StopPokingMe quotes how is that she never runs out of arrows
1875* EarlyInstallmentCharacterDesignDifference: A very unusual case since it happens in the same campaign. Shandris has the model of a normal Archer and when the mission starts and you control her, she is just a simple Archer unit. The very next mission she appears and looks like the Night Elven ranger with the hood. ''Reforged'' fixes this, so that Shandris has the correct model and is the correct unit from the first mission.
1876* PaletteSwap: Of the living Sylvanas Windrunner. She looks the same except she has the Night Elven skin tone.
1877
1878!!Naisha
1879Maiev Shadowsong’s second in command in The Watchers. She is effectively just a stronger and more durable Huntress in combat. She also has infinite owls available for her Sentinel spell.
1880----
1881* CrutchCharacter: More or less by design. Maiev is very weak early on in the campaign and Naisha is there to help her absorb damage in the micro-based missions and help fight the extremely powerful Naga troops. She is killed off in the third mission and Maiev gets the help of the level 10 Tyrande and Malfurion not long after.
1882* 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 repeatedly after a cooldown, unlike the other Huntresses' which are single use.
1883* SuspiciouslySimilarSubstitute: To Shandris, serving the same story role to Maiev as Shandris to Tyrande, and having the same gimmick of being a stronger version of a basic unit.
1884
1885!!Night Elf Runner
1886
1887A messenger sent by Maiev to get the mainland to send reinforcements.
1888----
1889* HealingHands: Because they are meant to be as far away from battle as possible. They can use the Priest's healing ability in order to support her allies while they protect her.
1890* IronicName: Despite her name and purpose being to deliver a message, the Runner is very slow, especially compared to the generally speedy units of the Night Elves.
1891
1892!!Warden
1893
1894Night Elf watchers responsible for the prisoners in the Barrow Deeps, encountered by Tyrande in her quest to free Illidan. Not to be confused with the Warden hero in ''The Frozen Throne''.
1895----
1896* 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.
1897* InTheHood: Fitting for what was originally meant to be an assassin, they wear a large hood that partially shadows their face.
1898* OrnamentalWeapon: They carry a blowgun on their back, but they don't use it in combat.
1899* StockNinjaWeaponry: Since they were originally assassins, they are essentially elven ninjas and used throwing stars to attack enemies in the original game.
1900* 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.
1901
1902!!Sentry
1903
1904Melee troops for the Barrow Deeps Watchers, encountered by Tyrande in her quest to free Illidan. ''Reforged'''s version of the Terror of the Tides campaign also lets you train them.
1905----
1906* RingsOfDeath: Like the Warden hero, the Sentries wield what appears to a large chakram, though unlike the Warden theirs has a gap in the ring.
1907[[/folder]]
1908
1909[[folder:Naga Units]]
1910A 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.
1911----
1912* 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.
1913* DiscOneNuke: Nagas have a very simple tech tree, which means that you can start training tier 2 and tier 3 units pretty much from the start and ignore the Mur'gul Reavers.
1914* FishPeople: Both Naga and their Mur’gul minions are this. This comes with the main quirk of being able to cross deep water.
1915* InvisibilityWithDrawbacks: A few Naga Units (Snap Dragons, Myrmidons, Royal Guards) can learn to Submerge, which will allow them to turn invisible when standing on deep water, at the cost of being completely unable to do anything.
1916* MasterOfAll: Many of them have abilities lifted from other units, some of which are overpowered but balanced by being on a unit that is weak for its cost. Examples would be Slow Poison and Abolish Magic, which is balanced by being on the weak stat Dryad, is given to the relatively normal stat Snap Dragon and extremely overpowered stat Couatl respectively. Ensnare is given to the Raider, which is specialized towards HitAndRunTactics and is poor for direct combat but also the Naga Myrmidon, which has the stats of an Abomination.
1917* PurposelyOverpowered: As Nagas do not appear as a faction outside of the campaign and map editor, they are not designed with game balance in mind. All of their units can cross water, they can build structures on the water, and their units are too powerful for their cost.
1918
1919!!Mur'gul Slave
1920
1921The Nagas' WorkerUnit. Unlike the other Naga units, they have no notable stats or abilities. Their build style is “internal” (hides the worker) like Peons and Wisps, and they can carry 20 lumber like ghouls.
1922----
1923* 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.
1924* WorkerUnit: They are the Nagas' builders and resource gatherers.
1925
1926!!Mur'gul Reaver
1927
1928A basic warrior the Naga can produce from their starting structure, Temple of the Tides.
1929----
1930* OvershadowedByAwesome: Reavers can be built out of the gate and are tied with Ghouls as the cheapest combat unit in the game, while having better stats than Ghouls. However, due to Naga not requiring any tech levels, the units produced from their other structures are so much better that Reavers aren't worth using.
1931* VanillaUnit: The Reaver is an unimpressive unit that doesn't have any abilities (passive or active) whatsoever, not even splash damage.
1932* ZergRush: Reavers are as cheap as Ghouls and are produced from the Nagas' starting building.
1933
1934!!Naga Myrmidon
1935
1936-> ''"From the murky depths, I come."''
1937
1938Hulking snake men who wield giant spears. They are the rank and file of the Naga armies. They cost more than the basic warriors of other factions but have stats comparable to late-game units while being cheaper than the units in question.
1939----
1940* AntiAir: Myrmidons cannot target air units, but they can force them to the ground using Ensnare.
1941* 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.
1942* DiscOneNuke: Nagas have a very simple tech tree, with the ability to construct the building that produces Myrmidons out of the gate. Despite costing less than Knights or Druids of the Claw, the Myrmidons have higher HP, damage[[note]]their damage is on the level of the more expensive Abominations[[/note]], and HP regeneration.
1943* EliteMooks: Despite being trainable right from the start, they are about as strong as a late-game unit.
1944* InescapableNet: The Myrmidon can use Ensnare to throw a net at an enemy that functions the same as the Raider's version. This gives the Myrmidon a huge amount of utility for a heavy combat unit.
1945* MultipleReferencePun: Myrmidons are subordinates who carry out orders without any hesitation and are typically unscrupulous. However, it is also applied here to a ''merman''-like creature, so it can be read like a pun too.
1946* ProngsOfPoseidon: Myrmidons wield massive tridents.
1947
1948!!Snap Dragon
1949
1950Four-legged lizard creatures who act as the Nagas' ranged troops.
1951----
1952* AntiAir: Snap Dragons can attack ground and air targets.
1953* BackForTheFinale: After being absent in ''World of Warcraft'' for over a decade, they finally return as mobs in Nazjatar, as the naga are defeated for good.
1954* PoisonousPerson: Snap Dragons have the Dryads' Slow Poison, which causes their attacks to slow their targets' movement and attack speed while dealing a slow DamageOverTime effect.
1955
1956!!Dragon Turtle
1957
1958Giant turtles the Naga use as their siege units. They are much weaker than the Dragon Turtle Creeps but are still resilient and powerful units.
1959----
1960* AntiStructure: Dragon Turtles do '''insane''' damage against buildings, more than any other unit.
1961* AttackReflector: Their Spiked Shell passive reflects some of the damage they take back at the attacker.
1962* BatteringRam: They take the close ranged approach to sieging and smash through buildings through raw power and tanky protection rather than long range. Though they aren't as much this as Siege Engines or Mountain Giants, since they have respectable range, it's just less than your average tower.
1963* DamageReduction: Their Hardened Skin ability reduces the damage of all attacks against them.
1964* DiscOneNuke: Nagas do not need to tech up like other factions to get access to new units, so they can produce their powerful building destroyers well before other factions get their siege units.
1965* ExtremeOmnivore: They can use Devour, letting them consume any unit, removing them from combat until Devour's DamageOverTime kills them, or the Dragon Turtle is killed.
1966* SiegeEngines: They are the Nagas' siege units. While they lack the absurd HP of their creep variant and the range of other factions' siege units, they have the highest damage against buildings of any unit while still being decent fighters if they come under attack. They are also one of the few siege units that is organic, instead of mechanical, so they regenerate HP naturally.
1967
1968!!Naga Siren
1969
1970-> ''"My song echoes from the deeps."''
1971
1972Female Naga that wields magic. Their unique ability is Parasite, which deals damage over time and spawns a small Mur’gul (called a Watery Minion) from their corpse. The rest of their abilities (Frost Armor and Cyclone) are lifted from other spellcasting units.
1973----
1974* BlowYouAway: They can cast Cyclone.
1975* AnIcePerson: Sirens can cast Frost Armor to enhance the durability of allies.
1976* MultiArmedAndDangerous: They have four arms. Not that they use them for combat, since their basic attack is a magic projectile.
1977* SpawnBroodling: Their Parasite spell infects an enemy with a long-duration damage over time effect. If the victim dies, the spell spawns a Watery Minion with timed life from their corpse.
1978* SquishyWizard: They can survive a bit more punishment than most spellcasters due to Frost Armor, but that's not saying much.
1979* SupportPartyMember: Naga Sirens lack the raw damage of the Myrmidons, but they have a spell called Parasite. This can be set to autocast and causes a DamageOverTime effect that lasts a very long time. If it kills any enemy unit, it creates a free unit called a Watery Minion. They can also temporarily remove enemy units from combat with Cyclone and buff the armor of friendly units with Frost Armor.
1980
1981!!Couatl
1982
1983Winged snake creatures who act as the Nagas' flying units.
1984----
1985* AntiMagic: Couatls can cast Abolish Magic, causing their attacks to remove buffs and debuffs and deal extra damage to summoned units.
1986* GlassCannon: Couatls have decent HP, slightly lower than a Wind Rider (though the Nagas' fast HP regeneration gives it greater survivability), but very high damage, in-between that of a Wind Rider and a Gryphon Rider. All while being as fast as a Hippogryph Rider.
1987* PutOnABus: Unlike other naga units like snapdragons, couatls aren't featured in ''VideoGame/WorldOfWarcraft'', not even in their capital Nazjatar.
1988* ZergRush: The biggest advantage the Couatl has over the flying units of other factions is that it is cheap and only takes up two food vs four taken up by the Wind Rider and Gryphon Rider. Only the Hippogryph and Gargoyle cost less and also take up two food. Both of them are dedicated AntiAir units, so they lack the Couatl's flexibility.
1989
1990!!Naga Royal Guard
1991
1992-> ''"I come to you now, at the turn of the tide."''
1993
1994Elite Naga warriors who are so powerful the player never gets to build them even in the missions where they control Naga units. They have comparable stats to a Doom Guard, have versions of spells typically only found on heroes, and are fast and benefit from faction upgrades.
1995----
1996* BossInMooksClothing: Naga Royal Guards take everything dangerous about Doom Guards and put it into a package that is faster, has better armor, and benefits from armor and damage upgrades, on top of arguably having a better selection of spells, since the Royal Guards have more straightforward damage spells which include the ability to stun targets.
1997* EliteMooks: They are upgraded versions of the Myrmidons, though since the Myrmidons can be considered elite (being as strong as a late-game unit), then the Naga Royal Guard would be a BossInMookClothing as it has abilities to rival heroes and high-level creeps.
1998* AnIcePerson: They can cast Frost Bolt, which deals damage and stuns an enemy with ice.
1999* InfinityPlusOneElement: Royal Guards inflict Chaos damage, so their attacks deal full damage to all targets regardless of armor type.
2000* LightningBruiser: Royal Guards have as many hit points as a Frost Wyrm, hit harder than the elite land units of other factions, and, unlike such units (aside from the Knight) they are fast.
2001* MagicKnight: On top of their high stats, Royal Guards have an array of spells, two of which (Crushing Wave and Frostbolt) are offensive in nature.
2002* MakingASplash: They can cast Crushing Wave, which sends out a wave of water over several units in front of them.
2003* MasterOfAll: Royal Guards have more HP than a Tauren, higher damage than a Mountain Giant, the armor of a Knight, can attack air units, and are fast.
2004* MyRulesAreNotYourRules: Players do not get to build Naga Royal Guards in the missions where they control Naga units. The AI in the final Undead mission has [[TheComputerIsACheatingBastard no such restrictions]].
2005* ProngsOfPoseidon: Like Myrmidons, they wield tridents.
2006* PurposelyOverpowered: Even compared to the Nagas' other units, the Royal Guard is massively overpowered, as it has everything one would want in a land unit and can cast spells that help it in combat. It is like the Doom Guard, only worse, since it benefits from the Nagas' armor and damage upgrades. Quite tellingly, when the player does control Nagas as a faction, they still cannot build Royal Guards, and are only given a limited number in a few missions.
2007* SummonMagic: Royal Guards can cast Summon Sea Elemental, creating a unit that is slightly more powerful than a basic Water Elemental.
2008* SuperpoweredMooks: They are basically myrmidons but with hero-like stats and spells.
2009
2010!!Naga Summoner
2011
2012Extremely 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.
2013
2014----
2015* 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 its duration. Malfurion can beat the mission with repeated suicide charges without ever having to destroy Illidan's base.
2016* GameplayAndStorySegregation: Not only do they not summon minions or anything like that, but they also 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.
2017* NonIndicativeName: Despite being called "Summoners", they don't summon anything. It would be more accurate to call them "Channelers".
2018* 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''.
2019* TimeLimitBoss: All four of the Summoners have to be killed within 30 minutes.
2020* 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.
2021[[/folder]]
2022
2023[[folder:Draenei Units]]
2024
2025Appearing in ''Curse of the Blood Elves'' is a special Draenei race in Outland with distinct units from the default Draenei creep line.
2026
2027!!Draenei Laborer
2028
2029The Draeneis' WorkerUnit.
2030----
2031* WorkerUnit: They act as resource gatherers and builders for the Draenei. They appear to exclusively harvest lumber, as the one Draenei base that's seen has no gold mine.
2032
2033!!Draenei Stalker
2034
2035An invisible Draenei warrior who relies on stealth to get in position to land his powerful attacks.
2036----
2037* GlassCannon: Stalkers are not especially durable, but they hit hard and are invisible when not attacking.
2038* ForceAndFinesse: The Finesse to the Vindicator's Force. The Stalker is less durable, but hits harder and is invisible, so it requires more micromanagement on the player's end to reach a target but can deal greater damage than the Vindicator is used properly.
2039* StealthExpert: Stalkers are invisible until they attack an enemy.
2040
2041!!Draenei Vindicator
2042
2043The hardier Draenei warrior, who is armed for a frontal assault.
2044----
2045* ForceAndFinesse: They are the Force to the Stalker's Finesse. The Stalker is a stealth unit that inflicts greater damage, while the Vindicator has a weaker attack but higher armor and HP.
2046* VanillaUnit: They have no abilities (not even the invisibility most of their brethren have), but they have pretty good stats.
2047
2048!!Draenei Seer
2049
2050A powerful Draenei spellcaster.
2051----
2052* HealingHands: Has the Healing Wave spell.
2053* SupportPartyMember: He can heal with Healing Wave, debuff enemies with Slow, and increase the mana regeneration of your other spellcasters and heroes with Brilliance Aura.
2054
2055!!Draenei Saboteur
2056
2057A support warrior that's especially good at taking down buildings.
2058----
2059* AntiStructure: On top of dealing Siege damage, they have the Liquid Fire passive ability, which deals damage over time to buildings, prevents them from being repaired and greatly increase the time they take in training units.
2060* HealingHands: Has the Healing Wave spell.
2061* StealthExpert: Saboteurs are invisible until they attack an enemy.
2062
2063!!Draenei Elite Assassin
2064
2065A stealthy draenei warrior with a high damage output.
2066----
2067* CriticalHit: They have a 20% chance of dealing twice their attack damage.
2068* GlassCannon: Like Stalkers, Elite Assassins aren't especially durable, but they can hit hard with Critical Hit and are invisible when not attacking.
2069* MagicKnight: Downplayed. They're a melee unit with invisibility and one spell, Howl of Terror.
2070* StealthExpert: Elite Assassins are invisible until they attack an enemy.
2071
2072!!Salamander
2073A ranged dinosaur creature that fights with the draenei. Appears to be based on the normal Salamander unit line. Visually is purple like the Salamander Vizier (unlike the more common red salamanders) but is much weaker.
2074----
2075* ShockAndAwe: They have a lightning attack that slows enemies.
2076
2077!!Draenei Demolisher
2078[[ExactlyWhatItSaysOnTheTin A demolisher, like the orcs have, but used by the Draenei.]] Serves as their siege weaponry.
2079----
2080* ArtEvolution: In ''Reforged'', the model looks more like the Draenei ballistas from ''Warlords of Draenor'', instead of looking the same as the Orc Demolisher.
2081
2082[[/folder]]
2083
2084[[folder:Neutral Campaign Units]]
2085''Note: There are a huge number of Elite versions of normal creeps that are in the campaigns, most of them extremely minor. For simplicity this folder will only discuss the most notable of them.''
2086
2087!!Murloc Guardian and Murloc Seacultist
2088Exclusive to the ''Reign of Chaos'' demo's cut missions, they are elite Murloc cultists that serve the Sea Witch in the Underworld Minions. Both are ranged spellcasters with the spell Cripple. The Seacultist also has the ability Heal.
2089----
2090* SupportPartyMember: They are not powerful damage dealers, but they are effective support casters.
2091* VersionExclusiveContent: They only appear in the cut missions of the ''Reign of Chaos'' demo campaign. The missions are playable as the generic custom campaign in ''The Frozen Throne'' and are actually restored in ''Reforged''.
2092
2093!!Siege Golem
2094The anti-structure unit of the Underworld Minions that 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.
2095----
2096* AchillesHeel: Raiders. Their Siege attack deals extra damage to the Golems fortified armor and the Raiders can ensnare them before they get close to any buildings.
2097* AntiStructure: Their entire purpose is to charge through your troops and target your buildings. This makes them a huge threat in the HoldTheLine mission they appear in.
2098* BatteringRam: The Siege Golem deals Siege damage and can only attack buildings, so it will run around all units to try to attack them. Due to its very high damage, it can tear apart buildings with each strike. It does have Slam however, so it is still a threat to troops.
2099* BossInMooksClothing: Despite seeming like the weaker golems fought earlier in the campaign, the Siege Golem is so much more durable and dangerous than any of the Murloc troops that it feels like fighting a hero.
2100* HerdHittingAttack: It has Slam, which causes it to deal damage and slow to land units in an area around it.
2101* LightningBruiser: It moves and attacks quickly, while also being very durable. Thus, the best way to counter them is to ensnare them or use your units to block their pathing before they reach your buildings.
2102* {{Nerf}}: In each of their appearances.
2103** 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.
2104** ''Reforged'' reduces their health from 800 to 640, making them less of a pain to kill.
2105* NoSell: It is immune to spells.
2106* UniqueEnemy: They only appear in the last mission of the Prologue Campaign.
2107* VersionExclusiveContent: Just like the Murloc casters, the Siege Golem does not appear in vanilla ''Reign of Chaos'' and is only partially restored in ''The Frozen Throne''. It becomes part of the campaign in ''Reforged''.
2108
2109!!Searinox
2110A black drake encountered in the second mission of the ''Reign of Chaos'' Human campaign. He is far weaker than a normal black dragon.
2111----
2112* AcidAttack: Unlike all other Black Dragons, Searinox spits out an acid breath.
2113* OptionalBoss: He is the target of an optional quest, so fighting him is not required.
2114* RandomizedDamageAttack: His attacks deal between 25 and 100 damage a hit. He has a damage spread of 75, so each attack of his can tickle or burn.
2115* WarmUpBoss: He mostly exists as a sidequest early on to introduce the player to the concept of fighting air units (which Arthas cannot attack due to being a melee unit, but the Riflemen given to the player can).
2116
2117!!The Guardian
2118An extremely powerful Revenant that guards [[ArtifactOfDoom Frostmourne]] in Northrend.
2119----
2120* AnIcePerson: His two spells are Frost Nova and Frost Armor, both ice themed.
2121* DecapitatedArmy: All his minions die if he dies, so you can just aim for him to end the encounter as quickly as possible.
2122* DiscOneFinalBoss: He is the last obstacle before reaching Frostmourne, but the player still has to destroy Mal'Ganis afterwards.
2123* KingMook: He is larger and stronger than Ice Revenants, which he has the same model as.
2124* GoodAllAlong: Despite seeming like an evil monster, the Guardian in his dying breath begs Arthas to turn back.
2125--->'''The Guardian:''' Turn away... before it's... too late.
2126--->'''Arthas:''' Still trying to protect the sword, are you?
2127--->'''The Guardian:''' No... trying to [[WhamLine protect you... from it]].
2128* HeroAntagonist: He is ultimately this since he is not serving the Lich King and appears to be trying to stop his plans, [[GoodAllAlong though it's revealed as a twist]].
2129* MiniBoss: His encounter is relatively straightforward, and he has a bit of health, but he is not a long or difficult fight.
2130
2131!!Satyr Pyromancer
2132A Satyr that attacked Grom Hellscream on his way to the Well of Chaos.
2133----
2134* PlayingWithFire: As his names implies, he has the spells Firebolt and Rain of Fire.
2135* UniqueEnemy: There is only one Satyr Pyromancer in the entire game.
2136
2137!!The Largest Panda Ever
2138A gigantic Panda found underground in the Barrow Dens.
2139----
2140* GameplayAndStoryIntegration: It has no abilities except passive Spell Immunity and when defeated, it drops a Necklace of Spell Immunity, which implies it was spell immune because it was wearing the necklace.
2141* LethalJokeCharacter: Despite being extremely silly and a gag enemy, it is stronger than all other standard level 10 creeps.
2142* OptionalBoss: He is found as an EasterEgg and can be killed, but he drops a Necklace of Spell Immunity, an overpowered item that greatly helps in the final mission.
2143
2144!!Flesh Golem
2145A campaign exclusive enemy, horrific experiments in Dalaran and Lordaeron. They are golems that are part AnimatedArmor and part flesh. They are not actually undead despite their appearance, and unlike most golems they don’t have spell immunity. They usually have Cripple and Shockwave.
2146----
2147* ArmoredButFrail: Inverted. The Flesh Golem has a giant stack of health, but no defense at all and no Spell Immunity.
2148* ArtEvolution: In their reappearance in ''Reforged'', they no longer look like the horned Armor/Flesh War Golems and bear more of a resemblance to the ''World of Warcraft'' Flesh Giants and Flesh Titans that are seen in Naxxramas.
2149* FleshGolem: Obviously. Though they are also part AnimatedArmor. ''Reforged'' makes them more of this trope by removing the AnimatedArmor part of them.
2150* KingMook: The Flesh Golem is often fought with smaller, weaker Lesser Flesh Golems.
2151* ReadingsAreOffTheScale: Flesh Golems are level 11, one greater than the normal cap of 10.
2152* RecurringBoss: They are fought on 3 separate missions, as MiniBoss encounters in “The Dungeons of Dalaran” and “Flight From Lordaeron”, and as an OptionalBoss for Lord Garithos in “A New Power in Lordaeron”.
2153* StoneWall: Besides his large health pool, he deals pretty negligible damage for a high-level creep, dealing about 48 damage a hit, which is less than a Granite Golem or Infernal.
2154* SlasherSmile: They have one of these permanently in both their model and icon.
2155* 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 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.
2156
2157!!Master of Pain and Mistress of Torment
2158
2159Master of Pain and Mistress of Torment were the 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 his Black Citadel.
2160
2161----
2162* 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.
2163* CoDragons: They are the secondary leaders of Magtheridon's forces and must be killed to gain access to him.
2164* 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.
2165* FlunkyBoss: They are accompanied by other demon units.
2166* HerdHittingAttack: They have a lot of skills that are area or chain based.
2167* KingMook: They are stronger versions of a Doom Guard and a Queen of Suffering respectively.
2168
2169!!Queen Nezar'Azret
2170A 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.
2171----
2172* TheBusCameBack: She appears in ''World of Warcraft'' as an Undead Crypt Lord during the Culling of Stratholme, which [[ContinuitySnarl takes place before she was killed in The Frozen Throne.]]
2173* EliteMook: She has 2350 health; more health than a dragon. She outputs slightly more damage than a normal Nerubian Queen.
2174* HardModeMook: She only appears as an enemy in Hard difficulty. However, she doesn't drop any unique items.
2175* MiniBoss: Despite being exclusive to Hard Mode, she really is just a minor boss in the level as a whole. The boss of the level is still the Mountain King Baelgun and he is far more dangerous than her.
2176
2177!!Forgotten One
2178
2179A mysterious, lovecraftian monster fought by Arthas and Anub’arak in Azjol-Nerub. It appears to be leader of the Faceless Ones (N'raqi), and seems to be related to the Old Gods, which would come later.
2180----
2181* CombatTentacles: It can summon these, though its normal attack is a fireball.
2182* 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.
2183* FlunkyBoss: It summons tentacles in its fight, and when the encounter starts, Faceless Ones begin to spawn from a cave behind the player too.
2184* HealingFactor: It regenerates 10 health a second, not as much as an Ancient Hydra but still very quick.
2185* MarathonBoss: On Hard mode it has 8000 health. Due to its HealingFactor, this means the battle takes quite a bit of time. On normal mode, it only has 4000, which is not negligible but is not quite this trope.
2186* MechanicallyUnusualFighter: The Forgotten One is a building but has Heavy armor instead of fortified. It is organic instead of mechanical as well, so it can be damaged by Locust Swarm.
2187* NoSell: It has spell immunity.
2188* PlayingWithFire: Its default projectile is a fireball. It also has the abilities Firebolt and Flame Strike.
2189* ReadingsAreOffTheScale: It is level 15 while your heroes can only reach level 10.
2190* StationaryBoss: The only one in the game. It cannot move because it is a building after all. Additionally, the minions it summons (tentacles) are also stationary.
2191
2192!!Stonemaul Ogre
2193Special one-headed Ogre Warriors that appear in ''The Founding of Durotar'', working as the main melee unit of the Stonemaul Clan, and is used by the player and the computer to fight the forces of Kul'Tiras. They have more health and damage than a Grunt, but less than a Tauren.
2194----
2195* 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.
2196* InescapableNet: They have the Ensnare ability, which gives them the option to deal with air units while being a better frontline unit than a Raider.
2197* MultipleHeadCase: An aversion. Stonemaul Ogres have one head, while all of the standard creep Ogres have two heads.
2198* OvershadowedByAwesome: At a glance, the Stonemaul Ogre restores the badass status Ogres had in the past and would be a possibly valuable part of an Orc techtree. However, they are in ''The Founding of Durotar'', which is not only not an RTS, but also a campaign where each hero is immensely overpowered. Even as part of a techtree, they are still much weaker frontline units than Tauren.
2199
2200!!Kor'gall
2201The tyrannical leader of the Stonemaul Clan in the Dustwallow Marsh. Rexxar joins the clan and challenges him to leadership in order to force the clan to join the fight against Kul'Tiras. Notable for having the only true BossBattle in any of the campaigns.
2202----
2203* BossBattle: Kor'gall is the only encounter in all of the campaigns that can be considered a traditional boss battle.
2204** Most of the other "bosses" are just a HeroUnit joining an attack wave, or a very tough EliteMook (that can be freely disengaged with). Kor'gall is a DuelBoss, fought in an arena where the player can't flee and that has dynamic rune spawning. He himself has 8 active abilities [[note]]Divine Shield, Faerie Fire, Summon Wolves, Roar, Rejuvenation, Healing Wards, Serpent Wards, Stasis Trap[[/note]] and 2 passive ones [[note]]Bash, and an unnamed passive lifesteal skill[[/note]], which is far more than the average 4 that heroes have.
2205** Also, unlike all other opponents in ''The Founding of Durotar'', where if you die, you will quickly respawn at the nearest Resurrection Stone, losing to Kor'gall will force the player to start the encounter over. He even has a cutscene where he taunts you about being too weak and that you should train to challenge him again. They still have infinite tries and no penalties for failing, but his encounter cannot be beaten just by brute force.
2206* DuelBoss: The boss battle with Kor'gall is fought only with Rexxar, though both can summon beasts (and in the case of Kor'gall, wards), and Rexxar is not allowed to use items. There are also neutral Thunder Lizards that will be unleashed to attack both sides.
2207* DamageIncreasingDebuff: He has Faerie Fire, which greatly increases the damage that his target takes.
2208* HealThyself: He has Rejuvenation to recover health, and he also has Healing Wards, which heals far greater (due to its percentage-based healing).
2209* PuzzleBoss: Without all their fancy items, the player will get demolished if they charge into Kor'gall with their summons and call it a day. The fight is greatly focused on smartly engaging and disengaging.
2210* SummonMagic: He can summon organic looking Dire and Elder wolves.
2211* TrapMaster: He can summon damaging Serpent Wards, AOE stunning Stasis Traps, and the supportive Healing Ward. This all keeps the player moving so they don't stay in one place during the fight.
2212
2213!!Eldritch Deathlord
2214An optional opponent in the main Act II map of ''The Founding of Durotar''. A giant Death Revenant, he has the honor of being the most powerful enemy in any of the campaigns.
2215----
2216* BraggingRightsReward: It drops the Shield of the Deathlord, an item that grants armor, some health and mana, and permanent Immolation.
2217* MadeOfIron: He has an armor value of 120, much more than any other enemy. This gives him 88% resistance to incoming damage. Only Divine Armor beings reduce more (95% for non-chaos attacks).
2218* MarathonBoss: The Eldritch Deathlord 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 long--an eternity in a RTS game.
2219* ReadingsAreOffTheScale: It is level 20 in a campaign where heroes can only reach level 15. The stage he's fought, your heroes can only reach level 12.
2220* ShockAndAwe: He can cast ChainLightning, and his minions are Lightning Revenants.
2221* 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, only rivalled by some of the Outland Arena challenges.
2222
2223!!Talnivarr the Sleeper, Destroyer Zardikar, and Sinstralis of the Pain
2224
2225A 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.
2226
2227See their folder on [[Characters/WarcraftTheBurningLegion this page]], which describes their encounter(s) as a whole.
2228
2229[[/folder]]
2230

Top