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    Human Guide by Shadow Chocobo

    Version: 1.3 | Updated: 12/17/03 | Printable Version | Search This Guide

    
    
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    Warcraft III:  The Frozen Throne
    ****************************************
    
    Human In-Depth FAQs
    
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    Version History (Updates)
    ******************************************************************************
    Version 1.0
    Started Guide on 12/9/03
    
    Version 1.1
    Added Human Units section on 12/10/03
    
    Version 1.2
    Completed Human Units section on 12/11/03
    
    Version 1.3
    Finished Human Units and began Human Buildings on 12/13/03
    
    ******************************************************************************No
    tes From Shadow Chocobo
    ******************************************************************************2n
    d attempt at a FAQs so I'm still pretty new.  All of this info is, in my
    opinion, very detailed and specific.  All of this comes from hours and hours
    playing (pathetic I know) but I guess that's good news for all of you that read
    this.  All suggestions can be sent to bigfish_littlefish15@hotmail.com.  If you
    would like me to add something just email me.
    
    ******************************************************************************Ta
    ble of Contents
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    1.  Introduction to the Humans
    2.  Human Advantages
    3.  Human Heroes
    4.  Human Units
    5.  Human Strategies
    6.  FAQ
    7.  Legal Stuff
    
    ******************************************************************************1.
    Introduction to the Humans
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    All of this section comes from personal experience.  The Humans are the most
    well-rounded race in Warcraft III:  The Frozen Throne.  They are a good mix of
    melee, anti-air, and siege.  The human magic boosts offense as well as defense,
    giving them extraordinary combinations in battle.
    
    As far as heroes go, Humans again have the most well-rounded kinds.  If your a
    magic lover, defensive player, or all out offensive, you'll find a hero to your
    liking.  It's not uncommon for a human player to have many groups with a
    specific hero for each.
    
    One thing i've noticed, is that the humans are a little better at rushing then
    countering.  You can easily make 5 footmen with defend take out an early Night
    Elf base...bringing backup of course.  Countering isn't as easy because human
    units just aren't as durable as those of other races.
    
    ******************************************************************************2.
    Human Advantages
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    Here i'll quickly discuss the distinct advantages the Humans have over the other
    3 races.
    
    Peasant Militia - I personally favor the militia to the other races defenses
    because they can add up to a few decent attack units in a very quick amount of
    time.  These few units can be the difference between stopping their attack and
    losing.  As soon as they're done with business, they can go right back to
    mining.
    
    Cooperative Building - One of the Human Exclusives is also my favorite.  By
    having 1 or more EXTRA peasants repair a structure being built, speeds up the
    building process considerably.
    
    Sturdy Construction - All Human buildings can have their armor and HP upgraded
    at the Lumber Mill with the Improved Masonry technologies.
    
    Improved Lumber Harvesting - Also at the Lumber Mill, you can research upgrades
    to increase the wood-carrying capacity of the peasants, which speeds up
    harvesting.
    
    Humans have best magic IMO - Invisibility, being one,  if used correctly can be
    an awesome tool when paired with an Archmage with Teleport.
    
    Human footmen are amazing against the Night Elf due to their Defend ability.
    
    ******************************************************************************
    3.  Human Heroes
    ******************************************************************************
    Here I will discuss the four Human Heroes.
    
    <=Paladin=>
    
    The Paladin is the defensive hero.  Great for early rushes and as first or
    second hero.  Don't bother getting this late in the game because by that time
    level 1 Devotion Aura won't be too impressive.
    
    Starting Stats:
    
    Attack (Ground/Air) : 24-34/None
    Armor:  4
    Strength:  22
    Agility: 13
    Intelligence:  17
    Hit Points:  650
    Mana:  255
    
    **Spells and Abilities**
    
    Holy Light - Heals friendly units or damages undead unit.  Cannot be caste on
    himself.  Best used by selecting target from your subgroup.  Great for healing
    damaged Knights, since their defense and hp are sky-high anyway.  Good against
    undead heroes.
    
    Devotion Aura - Adds armor to nearby friendly units.  Try to keep all your units
    close together to get the full benefit.  Divine Shield is perfect for the
    Paladin to prevent him from being focus fired while his aura is at work.
    
    Divine Shield - The Paladin becomes immune to all damage for a set amount of
    time.  Handy for running away from losing battles or keeping your devotion aura
    going.
    
    Resurrection (Ultimate) - Brings 6 dead friendly units back to life.  A great
    ability, giving you 6 free units.  Allied units that are resurrected go back to
    their control.
    
    <=Archmage=>
    
    A magic using hero.  Boosts other allied casters with Brilliance Aura.  The most
    annoying hero rush unit.  Water Elementals make great backup units and blizzard
    can turn the tide of battle if placed well.
    
    Starting Stats
    
    Attack (Ground/Air):  21-27
    Armor:  3
    Strength:  14
    Agility:  17
    Intelligence:  19
    Hit Points:  450
    Mana:  285
    
    **Spells and Abilities**
    Blizzard - Summons a wave of ice to crash down on opponents.  Area-Effect damage
    meaning allies can be hit too.  Blizzard on enemy casters do wonders however
    against units with magic immunity, such as dryads, don't bother.  Great for hero
    rushing against enemy workers.
    
    Summon Water Elemental - This spell creates a very tough water elemental.  This
    unit can be used to attack or defense, depending on the situation.  The higher
    the level the more hp and attack the WE gains.
    
    Brilliance Aura - Additional mana regeneration to nearby friendly units.  In
    essence, bring casters and they'll hardly ever run out of magic.  Effects the
    Archmage as well.
    
    Mass Teleport (Ultimate) - Teleports 24 of the players nearby units including
    archmage to friendly ground unit or structure.  Short cooldown makes this one of
    my favorite abilities.  Have an invisible unit go inside an enemy base..mass
    teleport...Yay!  Or if you want to add a humor element, send in a mechanical
    critter.  They'll never know what hit them.
    
    <=Mountain King=>
    
    The Offensive hero.  Has attacks that stun and paralyze enemies.  Great for
    stunning enemy heroes.
    
    Starting Stats
    
    Attack (Ground/Air):  26-36/None
    Armor:  2
    Strength:  24
    Agility:  11
    Intelligence:  15
    Hit Points:  700
    Mana:  225
    
    **Skills and Abilities**
    Storm Bolt - Throw a hammer with tremendous force, damaging and stunning the
    target.  Can interrupt spells that require spell channeling.  Use on tier 3
    enemies like tauren and frost wyrms as well as enemy heroes.  This is a great
    hero killer!!!  It also gives limited anti-air capabilities to the Mountain
    King.
    
    Thunder Clap - Damages and slows all nearby enemy units.  Great when surrounded.
    Affects ground units only.
    
    Bash (Passive) - Gives a chance that the Mountain King's attack do 25 bonus
    damage and 2 second stun capabilities.  Not my favorite ability so I recommend
    getting it last.
    
    Avatar (Ultimate) - Temporarily grants the Mountain King 5 bonus armor, 500
    bonus hp, 20 bonus damage, and spell immunity.  Become a one-man army with this
    spell.  An excellent meat shield, especially paired with Holy Light.
    
    <=Blood Mage=>
    
    Adept at controlling magic and ranged assaults.  Another mage hero, the Blood
    Mage specializes in Fire spells and siphoning magic from other units.
    
    Starting Stats
    
    Attack (ground/air) - 21/27
    Armor - 3
    Strength - 18
    Agility - 16
    Intelligence - 19
    Hit Points - 500
    Mana - 285
    
    **Skills and Abilities**
    Flame Strike - Conjure a pillar of flame to deal area-wide damage to ground
    units.  Also used to destroy trees, which is useful for expanding and surprise
    assaults.  Great for harassing enemy miners in early game.
    
    Banish - Turns one unit ethereal and slows speed by 50% for 40 seconds.  The
    units effected cannot attack but can cast spells.  Magic attack and spell
    damage deal 66% more damage to ethereal units.  Cast on tier-3 units like
    Knights and Tauren to prevent them from attacking.
    
    Siphon Mana - Takes mana from the targeted unit and gives it to the Blood Mage.
    Useful for gaining mana when you are out or draining an enemy mage such as an
    Archmage or Keeper of the Grove.
    
    Phoenix (Ultimate) - Summons a powerful Phoenix.  Has a permanent immolation
    aura that damages surrounding units and itself.  Other abilities include Spell
    Immunity and Resistant Skin.  When a phoenix dies, an egg appears that will
    hatch a new one.  Creating a new phoenix will destroy the old one.
    
    ******************************************************************************4.
    Human Units
    ******************************************************************************
    Here I will discuss the various units and how to use them most effectively.
    
    Peasant - Peasants are the workers of the Humans.  They mine gold as well as
    gather lumber.  Peasants have the ability to build cooperatively.  If you tell
    other peasants to repair a building that's being built, it will drastically
    speed up production time depending on number of additional peasants.
    Cooperative building has a drawback, it does consume more resources.  Peasants
    alone are not good attacking units, however, they can be converted to the much
    more durable Militia by use of Call to Arms in the Town Hall.
    
    Militia - Militia are peasants that have answered the Call to Arms.  Much more
    durable then peasants, making them very useful for base defense.  Militia
    actually have a huge number of different uses.  Uses include scouting since they
    have a much higher speed and defense then peasants, base defense obviously,
    creeping gold mines, even rushes!  I will discuss a Militia rush in the
    strategies section.
    
    Footmen - Basic attack unit of the Humans.  While basic and cheap to produce,
    they provide an EXCELLENT defense against ranged units using their Defend
    ability.  Eventually you'll want to focus on Knights rather then footmen but
    they are still invaluable to have.  In early game Human players should be LOTS
    of footmen, because grunts and huntresses will shred them apart.  Be sure to
    turn off defend when its not in use because it slows the footmen's movement.
    
    Riflemen - The basic anti-air unit of the Humans.  The Long Rifle upgrade, which
    increases range, is a must have.  Focus Fire is an important skill with rifle
    men, as well as most ranged units.  Having a meat shield composed of footmen
    will keep your Riflemen out of danger while they dish out the pain.  If you see
    your opponent massing air, rifles can't be beat.
    
    Knight - Extremely fast and powerful.  Research Animal War Training to increase
    their hit points.  I prefer using a Paladin with a group of Knights.  Devotion
    armor boosts their already high defense while Holy Light brings them back from
    the brink of death.  As good as it sounds.. DO NOT mass Knights.  I've seen my
    teammates do it against my wishes and they just die against enemy casters.
    
    Priest - Priests have one of the most important abilities, inner fire.  Inner
    fire works like bloodlust, it raises unit stats dramatically  Dispell Magic is
    great against enemy summoned units.  Healing, obviously, is just a good skill to
    have.  Know when to switch from Inner fire to Healing.  Make sure to research
    Adept and Master Training.  They increase abilities available and increase mana
    capacity and regeneration.
    
    Sorceress - These amazing casters control the must humiliating spell, polymorph.
    I can't go into enough detail of the responses of my opponents when I polymorph
    their entire group of Frost Wyrms or Chimeras.  Polymorph turns the target into
    a sheep, with the same armor and hit points, but its not allowed to attack or
    cast spells or do pretty much anything.  Amazing against Tauren, Abominations,
    Druid of the Claws, and Knights.  Invisibility is useful in conjunction with
    other abilities, such as Mass Teleport.  Slow is a great autocast spell too.  A
    few sorceresses can slow an entire army.  Remember to research Adept and Master
    Training.  Build more then one Arcane Sanctum so you can quickly build a group
    of sorceresses and priests while upgrading.
    
    Spell Breakers - Ironically, these are an anti-spellcaster spellcaster.  They
    have Magic Immunity so they do not have to worry about Blizzard and other
    similar attacks.  Spell Steal steals positive buffs from enemies and applies it
    to friend units, or does the opposite to negative buffs on your units.  Control
    Magic lets you take over that pesky Water Elemental.  It's passive ability,
    Feedback, allows it to attack taking mana and hit points.
    
    Flying Machines - I was not a big fan of these until my friend showed me their
    true uses....scouting and attacking air.  I had no idea they were so great
    against air until I saw them in action.  Flying Machines can detect invisible
    units with their passive, True Sight.  Flying Machines can attack ground units
    with the right ability, Flying Machine Bombs.  The Flak Cannons ability upgrades
    the weapons of the Flying Machines to give them area effect damage against air
    units.
    
    Mortar Team - Essentially a base siege unit.  Best at taking out buildings.  A
    Mortar Team can even clear away the trees blocking an expansion.  When using
    these, watch out for your own units, which can be damaged as well.
    This unit has the ability Flare, which reveals a portion of the map for 15
    seconds, revealing invisible units as well.  The Mortar Teams passive ability,
    Fragmentation Shards, upgrades the mortar shells increasing their area effect
    damage.
    
    Siege Engine - Siege units used in attacking buildings.  Easily sending 6 of
    these secretly to the enemies base can destroy it in a minute.  Very high armor
    also helps them.  With the passive ability Barrage, Siege Engines can also take
    out enemy air units.  Upgrading the strength and defense of this unit is a must.
    
    Gryphon Rider - The main air unit of the humans.  Used as support for other
    troops.  Always pair up gryphons with other units such as footmen, to take out
    enemy anti-air units.  Their passive ability, Storm Hammers, allows their
    hammers to strike through their target to the next opponent, dealing damage to
    both.  Do not mass Gryphon Riders if your opponent is massing anti-air units
    such as archers or Crypt Fiends.
    
    Dragonhawk Riders - The only reason I build these is if the enemy is building a
    lot of towers.  Their Cloud ability takes enemy towers out of the game for a
    period of time.  This ability is invaluable.  Their other ability, Aerial
    Shackles, stops an enemy air unit while it takes 30 damage per second.
    
    ******************************************************************************
    5.  Human Strategies
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    Here I'll just name a few strategies that I've been using successfully.
    
    Water Elemental Rush - Cheap pansy kinda thing but extremely useful.  WE can
    take quite a lot of damage so they can stay alive harassing enemy workers for a
    long time.  Just build an Archmage with WE as fast as you can, bring him to the
    enemy base, and summon one.  Drop back if your taking any damage and pop back in
    once in awhile to make another WE.  While they are focusing on defending their
    base, you can slowly create an army of footmen/riflemen.  Make sure you research
    Defend and bring them in to wreck havoc.  This strategy works more in 1v1 games.
    
    Steam Tank (Siege Engine) Rush - This is amazingly difficult to pull off but
    I've won a game or two with it.  It's simple, quick tech to Steam Tanks while
    harassing with your Archmage and Blizzard.  Upgrades the Steam Tanks armor and
    power then bring them into an enemy base.  Your opponent will probably be
    surprised but they shouldn't last long with 6-8 Siege Tanks in their base.  Very
    risky but rewarding.
    
    Mass Casters - This strategy is for use only in modes other then 1v1 with any
    other race as a partner except Night Elf.  Suppose you have an orc teammate who
    massing grunts and headhunters.  If you mass Sorceresses, Priests, and Spell
    Breakers, the other army will barely be able to touch them.  Sorceresses slow
    the enemy, Priests raise the orcs already sky high power with Inner Fire and
    then Heal, while spell breaker can counter any annoying enemy casters.  This is
    a popular strategy.
    
    ******************************************************************************6.
    FAQs
    ******************************************************************************
    Email Me questions and I'll answer them here.  The guides not posted yet so I
    have none..hehe.
    
    ******************************************************************************7.
    Legal Stuff
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    You can use stuff like the hero stats blah blah but do not take anything else
    without permission yada yada.  Um...yea..Also if you have anything to say at all
    email me at bigfish_littlefish15@hotmail.com
    
    Copyright 2003(c)  Shadow Chocobo