hide results

    Night Elves Multiplayer FAQ by ZJaeger

    Version: 1.4 | Updated: 08/05/02 | Search Guide | Bookmark Guide

    WarCraft III
    Night Elves Multiplayer FAQ
    by Zorlond Jaeger
    v1.4, 8/05/02
    Table of Contents:
    Version History
    Racial Counters
    Build Patterns
    Dirty Tricks
    Failed Experiments
    End Credits
    Well, my second FAQ ever. Yippee me. Now, I am not ranked on Bnet Ladder (Azeroth 
    domain) in any way, but I do specialize in one race only. Night Elves. So, I 
    think that does qualify me, if only somewhat, to write a FAQ on using them in 
    Multiplayer. If you'd like to advise or question, my email is zorlond@yahoo.com, 
    advice is always welcome. Please, no 1337 or flaming. And ask for permission 
    before using my FAQ elsewhere. You can always find the most recent version on 
    My profile (for those who care) as of 5:15 PM on 8/5/02:
    Race choices:
    Humans 0 games
    Orcs 0 games
    Undead 0 wins, 2 losses, 0%
    Night Elves 64 wins, 53 losses, 54.7%
    Random 2 wins, 3 losses, 40%
    1 win, 0 losses, lvl 2
    Random Teams:
    62 wins, 49 losses, lvl 10
    Total Games:
    66 wins, 58 losses, 53.2%
    Throughout this FAQ, I will be putting letters in parentheses to indicate 
    important hot keys. Memorize them, use them. Much faster than using the mouse, 
    trust me. I won't indicate them for most autocast spells, not much sense in 
    those cases.
    Version History
    1.4 - Modification to the Note, another alteration to my build pattern plus the
          addition of two contributed build patterns, a new Dirty Trick, and
          modifications to the Wisp, Huntress, and Hippogryph unit descriptions.
    1.2 - Revisions to the DH and KoG, some more hotkeys found and included, and a 
          submission added. Big update in the Units section, Damage and Armor 
          values for all tech levels included. A small but significant alteration 
          in the build pattern section. Little tweaks scattered about, plus a lot of 
          spelling and grammar fixed. (man, MS Word was brutal...)
    1.0 - First release. I'm running entirely on my own observations here. Probably 
          quite sloppy.
    I have this tendency to notice patterns fairly easily. One major one I've seen 
    with NEs is the Huntress Rush. I have yet to master this, I'm of the mindset 
    that a few Hunts protecting several Archers will do far better in the long run, 
    but I have fallen to Hunt Rush before, so I may be wrong.
    The Night Elves (from here on referred to as NEs) are a race of ranged fighters, 
    with few melee units. So fight at range. If you have a partner, have them handle 
    the melee and back them up. NEs also regenerate Hps only at night, outside of 
    spells and other healing.
    Another observation: A basic ignorance/apathy towards the importance of the 
    damage vs. armor modifiers. This is entirely across the board, gentlemen. I've 
    seen so many tactical blunders due to this that I'm ready to scream. This is how 
    it works:
    Piercing damage does extra against Heavy armor, but less against Light and 
    Normal damage does extra against Light armor, but less against Fortified.
    Siege damage does extra against Fortified, but less against all others save 
    Chaos damage does extra against pretty much everything (fortunately, rare).
    Light armor takes less from Pierce and Siege, but more from Normal.
    Medium armor takes equal damage from everything.
    Heavy armor takes less from Siege, but more from Pierce.
    Fortified armor takes less from Normal and Pierce, but more from Siege.
    Hero armor takes less from Pierce.
    You got all that? Good. Memorize it. Know what your units have, what your 
    opponents have, and plan accordingly. I'm sick of seeing Abominations charge at 
    me again and again, and getting butchered by my little Archers every single 
    A few notes about Heroes in general. They're the only units who have extra stats 
    (STR, INT, AGI). I'll list their stats as 'STR 19+2.4', which means it starts at 
    19, and grows 2.4 points per level, barring bonuses from items. Keep in mind how 
    stats behave, and adjust accordingly.
    Primary stat adds directly to damage. STR adds 25 Hps per point and boosts hp 
    regeneration. AGI boosts attack speed, and every 3 points of AGI adds one Armor 
    point. INT adds 25 Mps per point and boosts mp regeneration. 
    Demon Hunter
    500 Gold, 100 Wood, 5 Food
    (NE Form)
    Normal Damage (2-24 + AGI)
    Hero Armor (0 + AGI/3)
    STR 19+2.4
    AGI 22+1.5
    INT 16+2.1
    100 Hps + 25*STR
    0 Mps + 25*INT
    (Demon Form)
    Chaos Damage (2-24 + AGI)
    Hero Armor (0 + AGI/3)
    STR 26+2.4
    AGI 20+1.5
    INT 16+2.1
    100 Hps + 25*STR
    0 Mps + 25*INT
    The Warrior Hero of the NEs. At low levels, he is very easily slain, which can 
    make gaining experience a difficult task. But once he has gained some levels, he 
    can become an unstoppable force, especially once he gains Metamorphosis. Due to 
    various discussions on Bnet, and reading a few other FAQ's, I decided to at 
    least give this old boy another look. And my opinion of him has improved 
    drastically. Yes, he is easy to kill, in skirmishes with enemy units (He 
    always seems to be the first guy to keel over in the fight), but against creeps 
    he is deadly even at lower levels. Just don't try to bite off more than he can 
    chew, leave that Granite Golem for later, after he's got two or three more 
    levels and some Huntress support. And if you happen to see a creep drop a 
    Periapt of Health, count yourself very lucky and give it to your DH.
    Mana (B)urn:
    Drains up to 100/200/300 Mps from the target, doing equal damage to Hps in the 
    process. A tricky spell to master, but can mean the battle if used on enemy 
    heroes early into the fighting. Unfortunately, I don't use this myself, this 
    power being sacrificed in favor of the other powers. If you're going to use it, 
    get second or third level in this, first is mostly useless.
    Ignites the DH, dealing damage (10/15/20) to all adjacent enemies every second. 
    This is mandatory for the DH, and will shorten all the melee fights he is going 
    to get into, very important for his survival. Get this up to third level 
    Passive, allows the DH to completely ignore 10/20/30% of the attacks coming at 
    him. Very important, two levels will do you well. Three will do you better.
    The DH transforms into a demon able to do chaos damage at range and with splash, 
    which makes up for his slight drop in AGI, and making him great for base 
    assaults (Chaos does full damage to Fortified). Hps go way up due to a boost in 
    STR, plus his health regenerates (again, at night only) at twice normal speed, 
    making him a force to be reckoned with. Once you reach lvl6, grab this and go 
    nuts on your opponent. Be careful of your timing, though, you only get about a 
    minute of being a demon, and the cooldown can leave you a bit vulnerable.
    Keeper of the Grove
    500 Gold, 100 Wood, 5 Food
    Normal Damage (2-8 + INT)
    Hero Armor (0 + AGI/3)
    STR 16+1.8
    AGI 15+1.5
    INT 18+2.7
    100 Hps + 25*STR
    0 Mps + 25*INT
    The Mage Hero of the NEs. With my new view of the DH, this has become my 
    least-used hero, while he does have useful abilities, IMO, they do not add up 
    to a significant difference. Using him is difficult and requires more personal 
    attention than I like to give to a single unit, even if they are a hero.
    (E)ntangling Roots:
    The NEs are a race of ranged fighters, with few melee units available to them. 
    Which makes this power all the more useful. The target is immobilized for a 
    short time, taking damage every second. This is crippling to a melee unit, as 
    they are unable to move, though they can swing at anything within their reach. 
    Use this to delay enemy heroes, but keep in mind that spells are still allowed 
    when constrained by this...
    (F)orce of Nature:
    A very popular choice. Aim at a patch of forest, and 2/3/4 Treants will be 
    created, available as surprise troops, free scouts, emergency re-enforcement, 
    what have you. They may be few, but as any strategist knows, a few in the right 
    place at the right time can mean a lot. This power can also be used as a quick 
    means of drilling through forest barriers, useful on some maps.
    Thorns Aura:
    All friendly units within the aura will deal damage to anyone striking them with 
    melee attacks. Not really a whole lot of damage, here, but it will improve the 
    survival of your Huntresses and Druids of the Claw drastically.
    Healing on steroids. All ally units in a large range will be healed 20hps a 
    second for 30 seconds. This is a major deal, especially in team games, as even 
    the mighty Orcs can respect the sheer amount of health coming their way. Even 
    those normally immune to magic are affected by this. The only weakness is the 
    KoG must remain immobile while the spell is active. Attacking or moving will 
    cancel it. But if you can keep the fighting within the KoG's area without 
    overexposing him to attack, your force is pretty damn close to immortal for 
    those 30 seconds.
    Priestess of the Moon
    500 Gold, 100 Wood, 5 Food
    Normal Damage (2-12 + AGI)
    Hero Armor (0 + AGI/3)
    STR 18+1.9
    INT 15+2.6
    AGI 19+1.5
    100 Hps + 25*STR
    0 Mps + 25*INT
    The Priest Hero of the NEs. My very favorite hero. Her powers can mean life or 
    death for the whole game. Do not squander her talents, and she will never 
    disappoint you. Like other NE units, she is able to Shadow Meld, invisibility 
    at night.
    In WarCraft III, scouting your opponent is beyond important. It should be done 
    early. It should be done often. You should not even think about doing it. Just 
    Do It. This power creates a magical owl that you can send anywhere you like on 
    the map. It sees invisible units and is indestructible. It cannot be canceled by 
    outside forces. More levels of this make the spell cheaper, but more 
    importantly, the owl summoned is faster, lasts longer, and sees further. Get 
    this at lvl 1 or 2, and again at lvl 4.
    Searing Arrows:
    Autocast capable. The PoM's arrows will do extra fire damage (10/20/30) with 
    each attack, for a low mana cost. Personally, I sacrifice this power in favor of 
    others, as the damage is so low as to be negligible. Get this power last, and 
    watch your Mps when set to autocast.
    Trueshot Aura:
    This is the second biggest reason I enjoy the PoM so much. All friendly ranged 
    units in the area do an extra percentage (10/20/30%) of damage. NEs specialize 
    in ranged fighting. The math should be clear. I max this first and foremost. 
    The only downside is that going invisible at night causes this aura to go 
    This is the #1 reason I enjoy the PoM so much. For 25 seconds, the very large 
    area around her becomes a meteor storm, exclusively targeting enemy units, 
    slamming each one every couple seconds. There is no limit to how many units can 
    be targeted by this spell, and they will all be damaged equally. Thus, this 
    spell grows exponentially in power with the size of the enemy force within 
    range, turning the area around the PoM into a no-go-zone. The one weakness, she 
    cannot move or attack while the spell is in motion. Doing so will cancel it.
    A little note, you'll see that the damage and armor listings are arranged as: 
    This is to indicate the effect of weapon and armor upgrades, and indicate raw
    values, not added values. I tried it the other way (19-23/+1-3/+1-4/+1-4), but 
    it left things rather unclear, even to me, so I cut it out and did it right.
    Also, the Claws and Talons, while in NE form, are affected by their level of 
    training, not by the other upgrades. Their alt forms are affected by the Beast 
    upgrades, however.
    70 Gold, 1 Food
    Medium Armor (0)
    120 Hps
    Standard worker. Builds stuff, fixes stuff, gets resources, you know the drill. 
    They collect gold and wood without needing to go back and forth, which makes 
    them very efficient harvesters. Unfortunately, their collection of wood is the 
    slowest of all the races, only 5 wood per 'trip', making NEs even slower than 
    Orcs in getting wood, though without the possibility of ever running out of 
    trees to harvest. Wisps are helpless on their own, incapable of doing harm to 
    most units. Note, most, not all. All Wisps are capable of (D)etonate, which 
    cancels all magic effects indiscriminately in a medium-sized area, doing 200 
    damage to all summoned units affected, and drains mana besides. Can be important 
    for the lower-level summons (this butchers skeletons) and important 
    In v1.2 of this FAQ, I slightly decried Mac's (macg4x@mac.com) Wisp Sentinel 
    tactic as being not worth the investment. I sincerely apologize, Mac, I have 
    tested this, and it is now a standard part of my build order. The very first 
    three games I tested this on were each an interesting experience, but have 
    earned the tactic the name Early Warning Wisp Detection Net. The Wisps that 
    perform construction tasks were always a bit of a 'Now which tree should I stick 
    this on?' situation. This answers the question quite well. It is risky for the 
    Wisps in question, the odds of survival are a bit low, but the sacrifice is 
    more than made up for by the knowledge that a rush is coming, or is not. The 
    very first time I tested this, my team was warned by the impending arrival of 
    an attack force about 10 seconds before it struck. Three of the five Wisps I 
    used were killed, but the warning they bought more than made up for their 
    The second trial was different. Three Wisps were lost to creeps, which 
    effectively shows how knowing a map well can improve this tactic. Still the 
    remaining Wisps arrived at their destinations... And never reported anything 
    passing them. It was not because of bad placement, it was because the enemy never
    left their bases. This knowledge was also good, though not as important as the 
    first trial's. Knowing someone is turtling (perhaps teching to air units too) can 
    be quite nice.
    The third trial was nearly a disaster, and not because of the Net itself. 
    Stromguarde is a very easy map to get lost in, and I wasted far too much time and 
    effort trying to set up the net just right, causing my building and unit 
    production to falter, and ultimately putting my team in jeopardy. And the Net 
    went wasted as a Tauren Chieftain from the other side hunted down all the Wisps
    alone before they could see anything. We did move on to with the game, but my
    actions proved that over-attention to this Net does not give added benefit.
    Bottom Line: The magic number seems to be two or three Wisps, no more. Place them 
    in key locations, somewhere the enemy would normally walk past when heading to 
    your base. Keep the Wisps away from creep spots, not only does this keep the Wisps 
    alive, the enemy will also most likely be steering clear of creep locations on 
    their way to you, even at night. When you get the Sentinel ability and the 
    opportunity, bring the surviving Wisps back to safety and replace them with 
    Sentinels, this time making the net more thorough, as creeps are cleared out.
    150 Gold, 10 Wood, 2 Food
    Piercing Damage (19-23/20-26/21-30/22-34)
    Light Armor (0/2/4/6)
    260 Hps
    The basic military unit of the NEs, and one of the best ranged fighters I've 
    seen in any game in a long time. Extremely upgrade-able, getting the standard 
    weapon/armor upgrades, plus a range and +3 damage upgrade, and can be turned 
    into a Hippogryph Rider. These should always be a part of your attacking force, 
    no matter what. Has Shadow Meld. 
    225 Gold, 20 Wood, 3 Food
    Normal Damage (16-18/17-21/18-24/19-27)
    Medium Armor (1/3/5/7)
    550 Hps
    A short-range fighter, the Huntress is the best protection your Archers could 
    hope for. Her flying-spinning-killing-thing starts off being able to bounce from 
    one target to another (doing reduced damage to the second), and can be upgraded 
    to bounce to a third target (or bounce from one to a second and back to the 
    first). This adds up considerably, especially for the larger Huntress groups. 
    While reasonably tough, and able to benefit from the PoM's Trueshot Aura 
    (short-range, not melee), they shouldn't be counted on to stand toe-to-toe with 
    other races' melee fighters without backup. In effect, they are 'meat shields', 
    there to keep the enemy away from your Archers. Hunts do have another nice 
    ability, the Sentinel. Each Hunt can send an owl to live in a specified tree, 
    there to watch and report anything in it's sight range. It can see invisible 
    units and over trees, and lasts the entire game. The only down side is that 
    each Hunt can only do it once, but I tend to go through so many Hunts in the 
    course of a game that it's not much of a consideration. Scattering these 
    Sentinels about the map serves as an Early Warning System, a powerful tool when 
    combined with the Early Warning Wisp Detection Net described above. But 
    watch out for players destroying the affected tree, that cancels the Sentinel.
    Has Shadow Meld.
    170 Gold, 60 Wood, 3 Food
    Piercing Damage (15-17/16-20/17-23/18-26)
    Light Armor (0/2/4/6)
    380 Hps
    200 Mps
    Sometime, you should take the time to listen to all the Dryad's 'annoyance' 
    messages, the last one's a hoot. :D
    Seriously, though, these are a significant part of your arsenal. Dryads are 
    naturally immune to magic, which can be a problem (limited healing options, no 
    benefits from buff spells) but is more benefit than detriment (any Archmage who 
    casts Blizzard on a group of Dryads is a Bloody Idiot). Their spears are 
    coated with a Slow Poison, which not only does the expected 8 points of damage 
    per second, but also drastically reduces the target's movement and attack 
    speeds. With an upgrade, they are capable (Autocast capable) of A(b)olishing 
    Magic, dealing major damage to summons as well. This is Very important for 
    some of the NEs countering strategies, so always have these ladies in mind. 
    Unfortunately, the Dryads do not autocast A(b)olish Magic on summoned 
    creatures, you'll have to do it yourself. Still, a very nice way to deal with 
    that bloody Infernal they paid good money/mana for.
    Druid of the (C)law
    300 Gold, 80 Wood, 4 Food
    (NE Form)
    Normal Damage (19-22/20-26/21-30)
    Medium Armor (1)
    430/505/580 Hps
    200/300/400 Mps
    (Bear Form)
    Normal Damage (29-44/30-50/31-56/32-62)
    Heavy Armor (3/5/7/9)
    960 Hps
    400 Mps
    At last, a melee unit. These guys are exceedingly adaptable units. Their primary 
    task is heavy assault, but they are also capable of casting useful spells. They 
    start with (R)oar, which boosts damage to every friendly in a medium area, very 
    useful for mass assaults. With one level of upgrade, they gain Rejuv(e)nation, 
    which enchants one target to regenerate 20 Hps per second, usually fully healing 
    them within 10 seconds or so. With the second upgrade, they gain Bear (F)orm. 
    This is the Tank Mode. When you go into battle with these guys, first (R)oar, 
    and then change (F)orm. Then dish out the hurt in massive amounts. Be aware, 
    Claws cannot cast spells as a Bear, and they're kinda slow to move. Use it only 
    in battle. Also note, using (R)oar on your Orc partner's battle groups will very 
    quickly earn his respect.
    Druid of the (T)alon
    160 Gold, 20 Wood, 2 Food
    (NE Form)
    Piercing Damage (10-12/11-15/12-18)
    Light Armor (0)
    225/300/375 Hps
    200/300/400 Mps
    (Crow Form)
    Piercing Damage (23-31/24-36/25-41/26-46/+1-5)
    Light Armor (0/2/4/6)
    375/450 Hps
    300/400 Mps
    Tricky, tricky, Blizzard. Because the Claws aren't able to take Bear Form until 
    their final training, the form doesn't behave outside the stats I listed. The 
    Talons, however, are another story. Because of their training, the Crow form 
    gets an additional +1-5 Piercing outside of the Beast upgrades. Unfortunately, 
    there's no telling how the two upgrade paths will mesh, so that last addition 
    could go anywhere.
    These guys are a bit difficult for me. Potentially, they are dangerous. They 
    start with Faerie Fire (autocast capable), which sharply lowers the target's 
    armor and makes them incapable of going invisible. I usually turn this autocast 
    off, as their mana is better spent elsewhere. Their first upgrade gives them 
    Crow (F)orm. This is good if you're not using the PoM, Talons make for very 
    durable scouts and good anti-air besides (though they can't cast spells as a 
    Crow). But it is the second upgrade that makes them powerful. The ability to 
    cast (C)yclone. This renders a target unable to move, attack, cast spells, or be 
    attacked in turn. It effectively removes them from play for half a minute, enemy 
    heroes should be your primary target for this spell. There's nothing like 
    hitting a Tauren Chieftain with this, killing his escort, then turning your 
    entire forces' attention to him alone (or leaving while he's up in the air, 
    dying of embarrassment).
    190 Gold, 20 Wood, 2 Food
    Normal Damage (38-46/39-55/40-64/41-73)
    Medium Armor (0/2/4/6)
    500 Hps
    Rizka Armadhana <minke19104@yahoo.com> came up with a very convincing argument 
    for using the Hippogryph in certain situations. With the full assortment of 
    upgrades, a Hipp plus an Archer will, together but not riding, do 41-73+25-37 
    damage to any air units you send them at. 12 Archers working closely with 12 
    Hipps will inflict even more damage. You can consider this to be lethal to 
    any and all air battle groups, including the dangerous Mass Frost Wyrms and Mass
    Chimeras. And once air superiority has been acquired, since the two groups will 
    very likely be working closely together, it is a simple matter to combine them 
    as Riders for the final push. Pure efficiency Rizka, I love it. :)
    Hippogryph (R)ider
    One Archer + One Hippogryph
    Piercing Damage (19-22/20-26/21-30/22-34)
    Heavy Armor (0/2/4/6)
    780 Hps
    Basically an Archer in the Air, but don't discount them just because of that. 
    Riders benefit from all the upgrades Archers do, have heavy armor, and can only 
    be targeted by anti-air attacks/spells. And at the rate they fire arrows, a 
    squad of these can take out Frost Wyrms very easily. They're not suitable for 
    base assault alone, but aiding Chimeras, they are lethal. The only problem is 
    that going for Riders is a bit time consuming, possibly dangerous if the enemy 
    strikes at a bad moment.
    390 Gold, 70 Wood, 5 Food
    vs. Units, Piercing Damage (67-83/68-100/69-117/70-134)
    vs. Buildings, Siege Damage (45-55/46-66/47-77/48-88)
    Heavy Armor (2/4/6/8)
    900 Hps
    These guys are pure Base Assault. If you've got a half-dozen of these, with 
    support, the game's pretty much yours. The siege damage attack requires an 
    upgrade, but getting that should be a given, really. You won't see these guys 
    except in late-game, when you've got the spare resources for them. 
    245 Gold, 85 Wood, 4 Food
    Siege Damage (56-69/57-83/58-97/59-111)
    Medium Armor (2)
    380 Hps
    All races have a siege engine, and this is the NE's. I only break these out when 
    the enemy's entrenched themselves in behind a wall of towers, and even then, 
    only a few at a time. They're only useful against buildings, really, but they 
    do have one benefit the other siege engines don't. With an upgrade, they do 
    major splash damage in a line behind the target. Which means that tight cluster 
    of towers is a perfect target for Ballistas. No other siege engine can smash 
    three towers in one shot.
    NE Ancients have the unique ability to be both building and unit, switching 
    between the two as needs be. Up(r)ooted, they are capable of defending 
    themselves and (E)ating trees to heal, but cannot build units or research. 
    (R)ooted, they can research and train, but only the Protector can fight. In 
    either state, they regenerate Hps naturally, though only at night, like other NE 
    (T)ree of Life
    400 Gold, 150 Wood, produces 10 Food
    Normal Damage (41-50)
    Fortified Armor (2/7)
    1300 Hps
    This is your first-grade headquarters, your source of (W)isps, and entangler of 
    gold mines. That's a free ability, requiring only time to set up, close 
    proximity, and that the ToL remain rooted at all times. If it up(r)oots, the 
    mine is freed. (U)pgrade this to the Tree of Ages. Allows the Hunter's Hall.
    Tree of Ages (U)
    320 Gold, 80 Wood, produces 10 Food
    Normal Damage (49-60)
    Fortified Armor (2/7)
    1700 Hps
    Your second-grade HQ. At this point, you are able to research a combo 
    speed/armor upgrade for all Ancients, important if you think they'll ever move 
    far from their starting base. Fortunately, once you have a ToA, you can research 
    this upgrade at an available ToL, so the ToA isn't tied up from (u)pgrading to 
    the Tree of Eternity. Allows second-level upgrades, Ballistas (with the Hunter's 
    Hall), Ancient of Lore, and Ancient of Wind.
    Tree of Eternity (U)
    350 Gold, 120 Wood, produces 10 Food
    Normal Damage (60-74)
    Fortified Armor (2/7)
    2000 Hps
    Your final-grade HQ. New allowances here, though the ToE doesn't have anything 
    new itself. Third-level upgrades and the Chimera Roost, specifically. 
    Ancient of Wa(r)
    230 Gold, 70 Wood
    Normal Damage (45-55)
    Fortified Armor (2/7)
    1000 Hps
    Your source of (A)rchers, (H)untresses, and (B)allistas. Also responsible for 
    various upgrades. Archer range and +3 damage (separate upgrades), Hunts Sentinel 
    and glaive, and the Ballista splash damage. Having two of these should be SOP 
    most of the time.
    Ancient of (L)ore
    240 Gold, 80 Wood
    Normal Damage (41-50)
    Fortified Armor (2/7)
    900 Hps
    Another important structure. This gives you your (D)ryads and Druids of the 
    (C)law. Also trains Dryads in Abolishing magic, and two levels of Claw training. 
    The Claws also need a ToA or ToE, Claws cannot be made if you loose your main HQ 
    after making a Lore Ancient.
    Ancient of (W)ind
    220 Gold, 80 Wood
    Normal Damage (38-46)
    Fortified Armor (2/7)
    900 Hps
    Somewhat less important, but still major. This is where (H)ippogryphs and Druids 
    of the (T)alon are trained. Researching the Riders also happens here, as well as 
    two levels of Druid training. Allows the Chimera Roost.
    Ancient (P)rotector
    240 Gold, 100 Wood
    Normal Damage (34-41)
    Siege Damage (52-64)
    Fortified Armor (2/4)
    550 Hps
    The Defense Tower of the NEs. It does Normal damage when up(r)ooted, and Siege 
    damage (ranged and splash) when (r)ooted. This makes it one of the least-ideal 
    defense towers in the game. In certain situations, it's good, but outside those, 
    not so good. Which is pretty much standard for defense towers in general. Hence, 
    I don't make many of these. I prefer to use units to defend my base when 
    (M)oon Well
    175 Gold, 40 Wood, produces 10 Food
    Fortified Armor (2)
    600 Hps
    300 Mps
    The Farm of the NEs. Regenerates Mps during the night, which can heal and 
    recharge mana (with autocast) to friendly troops. A big note to all Team 
    Players! While the autocast only works for the player who made the Moonwell, any 
    ally can stop by a Moonwell and heal themselves! Just pick your wounded unit and 
    right-click on the Moonwell. Poof, all better! NE players, try to stick some of 
    these where you and your allies can get to them easily. You'll both benefit from 
    their use.
    (A)ltar of Elders
    300 Gold, 100 Wood
    Fortified Armor (2)
    900 Hps
    Your source of Heroes. Nothing too special about it otherwise, except that you 
    need one to upgrade to a ToE, and you should have one WELL in advance for the 
    heroes alone.
    (H)unter's Hall
    245 Gold, 100 Wood
    Fortified Armor (2)
    1100 Hps
    This is the Upgrade House, and allows Hunts and Ballistas (with ToA). Three 
    levels of weapon/armor upgrades, in two groups. The NE upgrades affect the 
    Archer, Huntress, Rider, and Ballista. The Beast upgrades affect the Dryad, 
    Hippogryph (sans Rider), Chimera, and the alt forms for the Claws and Talons. 
    You can also get the Ultravision upgrade here, which allows all NE units and 
    buildings to see the same range at night as they do in the day. Nice, but not 
    too needed.
    (C)himera Roost
    280 Gold, 100 Wood
    Fortified Armor (2)
    1200 Hps
    The source of one thing. Chimeras. If you're making these, then you've got a 
    big, tough base to crack. And the Chimeras won't let you down. Get the 
    corrosive acid research done quickly, and buildings will just disappear.
    Racial Counters
    This is where I'll be going over the basic counter-strategies the NEs have 
    available for facing the four races. I'll mention patterns I've seen with the 
    players of said races and how best to counteract them.
    vs. Orcs
    Heh. If it's one thing I've said often, it's that the NEs Own Orcs. Here's the 
    basic run-down of the situation: Orcs operate by a "Ugh, Me Hit Hard" mind-set, 
    while NEs work with a "I'll hit fast and often, and from safety" mind-set. Don't 
    let them corner you, and don't be afraid to hit-n-fade often. The Orcs' one 
    structure upgrade, the spiked barricade, only does damage to melee fighters 
    hitting them, a rare occurrence with NEs. Do not use Riders against Orcs unless 
    you expect no Raider presence (possible, but verify with scouts first), but do 
    use Archers to counter any Tauren that appear (remember, pierce vs. heavy!). 
    Their Shamans are rendered impotent by your Dryads, and even their Grunts 
    respect the ricochets of your Hunts. So, basic strategy is, scout early and see 
    what they're planning. Then follow some rules of thumb:
    Lots of Spirit Lodges? He's going heavy Shamans. Counter with heavy Dryads, with 
    Hunts support.
    Lots of Barracks? Most likely going heavy Grunts. One-two Dryads mixed into an 
    Archer/Hunts group, eventually replacing Hunts with Claws. Also works on heavy 
    Lots of Watch Towers/Burrows? He's turtling. Bring out the Ballistae, backed 
    with whatever you feel like.
    Lots of Animal Dens? Yeesh, heavy Raiders. That's a Bad Idea on his part. 
    Archers/Hunts, but no Riders or Talons in Crow form. Also watch for Kodo Beasts 
    devouring your units, but they're Heavy armor. Kill the Beast before the unit 
    dies, and they come out wounded (and presumably covered in ick), but still able 
    to fight.
    Also keep in mind that the Orc Heroes are very dangerous. Either isolate them 
    with Cyclone or Entangling Roots, or target them first at every battle. The Far 
    Seer is arguably the least dangerous, and the one I see most often.
    vs. Undead
    Not easy, but workable. You've got to remember one thing. No Air. His Fiends 
    will screw you straight. The mind-set of the Undead is "Overwhelm with Superior 
    Numbers". Fortunately, his units are, one-to-one, on par with your own. So what 
    this means is you've got to be more efficient than he is when it's time to 
    throw down, because he can field twice as many units as you can. Pick your 
    fights, draw him into a bad situation, and trick his troops into lining up to 
    be executed. Also, use the Scout and Sentinel abilities, don't let him use his 
    Shades to scout you. Again, scouting is key. Here are some rules of thumb for 
    Lots of Crypts? Two possibilities. Heavy Fiends (good for you), or heavy Ghouls 
    (not so good). The Fiends do little damage on their own, and are not that tough, 
    so a standard Hunts/Archer approach works well. The Ghouls are worse, though. 
    They're fast, they build quick, and they can get a lot of them. Pure Rush 
    material. Seriously think about investing in a DH as either first or second hero 
    if you even SUSPECT he might Ghoul Rush. Immolate will tear them apart.
    Lots of Temples? Ooh, heavy Necros. A mixed batch of Dryads and Hunts will ruin 
    his day. What skeletons the Dryads don't abolish won't stand up to the Hunts' 
    Lots of Slaughterhouses? Another pair of possibilities. Heavy Abominations (which 
    die in front of your Archers) or heavy Meat Wagons. The latter is rare, but I've 
    seen it. It's trouble for your base and units if that's his plan. Splash damage 
    and plague. The answer is simple. Get in close and use their minimum range 
    against them. Hunts or Claws will work, but anyone inside their minimum will do 
    a lot of damage. And watch out for a particular Dirty Trick here. Fully loaded 
    Meat Wagons drop all their corpses when destroyed. Necros coming in behind them. 
    Do the Multiplication.
    Lots of Boneyards? Oh God... Heavy Frost Wyrms. This is trouble. Why'd you let 
    him get that far into the tech tree? The key is efficiency here. Use Archers. 
    Lots of them. Hunt them down. No Frost Wyrm escapes. Every single one you kill 
    costs him an arm and a leg. But what's good about this particular possibility is 
    that he can't afford a sizable group of Wyrms -and- a regular ground force 
    because of the food limit. He's gotta have one or the other.
    The Undead Heroes are an iffy bunch, with one notable exception. The Dreadlord. 
    His Sleep ability will mess up your heroes at every chance, -especially- if you 
    do a Starfall or Tranquility in his presence (Sleep will cancel both). But, if 
    there is no Dreadlord to be seen, let 'em rip! Starfall is murder on just about 
    all the Undead, especially since they tend to favor En Masse attacks, and that's 
    where Starfall is strongest.
    vs. Night Elves
    Facing your own kind, eh? Traitor. ;) In any case, you should be familiar with 
    the ins and outs of the NEs already (at least, I hope so, it'd mean I did this 
    FAQ right), so you should have noticed some key weaknesses to exploit. One, 
    heavy Hunts is a very common early tactic. Trick them into a narrow pass or 
    bridge, pin them there with a few Hunts and waste them with Archer fire. If 
    you've got a partner, have him come charging up the other side of the 
    pass/bridge and crush them. And as time passes, get your Riders out and tear 
    those Hunt Rushers a new one. Dryads don't do well vs. Claws, Claws can't face 
    Archers, and a PoM stuck up in a Cyclone can't use her aura to help her troops. 
    Most of the time, a balanced approach is best, a little of everything in your 
    groups. That way you'll rarely find anything you can't counter, and be difficult 
    to counter in turn.
    vs. Humans
    Worst for last. This kind of match-up is the main cause of most of my losses. 
    Humans Own NEs, same way NEs Own Orcs. You've got to assume he'll send lots of 
    Footmen, so don't make too many Archers. The Footmen's Defend ability will make 
    a mockery of your arrows. Most Human players know not to use Knights, so that 
    weakness is rare, but should definitely be exploited if it does happen (Heavy 
    Armor). His Riflemen are not as strong as your Archers, you're on the winning 
    side unless you have much fewer units. If you ever see Priests or Sorceresses, 
    target them first. Your fights will be much easier without their interference. 
    And while Humans have two Siege units (Mortar Teams and Siege Tanks), I only 
    really see one in the late game, the Tanks. This is one situation where the 
    Ancient Protector makes good sense. They both have Fortified Armor and do Siege 
    Damage. There are only two differences. The AP does splash damage, and the AP 
    has a minimum range. So, if you can prepare for it, have one uprooted AP keep 
    the Tanks busy while the rooted ones chuck boulders into the mess.
    The Human Heroes are a versatile lot. The Dwarf can mess up your Starfalls and 
    Tranquils with his Storm Bolt (and do a number on your Hunts with Thunder 
    Clap), and the Paladin can insure that his troops just won't die. Targeting 
    these guys can be considered a priority.
    Humans are also home of the Ultra Gay Archmage Rush. Don't blame me, it's not my 
    title, it's the general consensus of all Bnet players. One lone Archmage hero 
    charging into your base, summoning Water Elementals and causing a mess. He won't 
    hang around for a fight, will constantly fall back and return if you try to hit 
    him with your Ancients, and generally annoy the hell out of you. Not much I know 
    to counter this, other than a better hero with support. Unfortunately, you can't 
    ignore it, and this tactic's entire purpose is to keep you busy and distracted 
    while his base cranks out Footmen.
    The Archmage also has a Dirty Trick in the form of Mass Teleport. One guy runs 
    through your defenses, finds a quiet corner to sit, and boom, you've got a lot 
    of uninvited guests. Of course, I rarely actually have static defenses, so I 
    don't see this too often. Hope you've got a Town Portal Scroll handy.
    Build Patterns
    Here's the pattern I usually follow:
    Send 4 Wisps into the mine, fifth makes an Altar. (Note Change! A few people have 
    pointed out to me that the main reason why Archmage Rushes work so well on me is
    the fact that my first hero comes out so late. While I haven't quite ironed out 
    this new approach, I have noticed a drop in successful Archmage Rushes since I 
    started doing this)
    Order up 6 more Wisps at the ToL.
    The first starts a Moonwell. A PoM/DH is ordered the moment the Altar is ready.
    The next two Wisps go straight to the trees to harvest.
    Fourth goes to the mine.
    Fifth becomes a War Ancient.
    I order another pair of wisps. 
    Sixth makes another Moonwell.
    This is another change, a big one. When the first Moonwell is finished, the Wisp 
    who did the job becomes the first Wisp in my Detection Net. See the Wisp Unit 
    description above for the details of this tactic.
    When a second build job is done, that Wisp becomes part of the Net. A third may 
    be sent depending on the map size and complexity.
    I start training Archers.
    The new wisps also go into the trees.
    The Wisp making the second Moonwell is used to make two more.
    I continue to order Archers, one at a time.
    Once I have at -least- five Archers and my PoM/DH, they run off to hunt creeps 
    and secure a second mine. (map dependant)
    A Wisp starts building a Hunter's Hall. Start upgrades when ready, but they're 
    lower priority than units/construction.
    Once second mine is secure, I take a wood-harvesting Wisp and make it a new ToL.
    As I need new construction, I use Wisps harvesting wood. After the initial Wisp 
    training, I rarely need to train new ones, except to fill the second mine.
    Make a second War Ancient. Start making Hunts. Upgrade your ToL, and research 
    unit upgrades. Continue creeping and scouting 
    with PoM and troops, with occasional skirmish with enemy troops.
    This is the point where a choice must be made. I hope you've done some scouting 
    of the enemy bases by now, because this is where you need to prepare your 
    counter. Either make two Ancients of Wind (Riders), two Ancients of Lore (Dryads 
    and/or Claws), or one Ancient of Wind and two Chimera Roosts (for the rare Mega 
    Turtle). You'll need to secure a third mine for the last one, but other than 
    that, this pattern has served me quite well.
    Advice on how to streamline/beef-up/drastically alter this pattern is very much 
    welcome. I will test all advice myself before adding it to this FAQ.
    And now, the two contributed build orders, in the contributor's own words.
    i don't like ur build order, but it's urs, but pls add some more...
    the reason archmage works against that, is ur hero is up REALLY slow, this is 
    just for me, but my build =
    4 to gold 1 to altar
    1 to well
    1 to gold
    then at leaset 4 to wood, then either tech up to tier 2, in which case as soon 
    as 70 wood comes up after the upgrade, start AoW or if i goin hunts (against 
    hums mainly) wait for 160ish, start hall, then aoW
    OR, do some other strat 
    As for build order I usually send 3 to mine, 1 make
    moonwell, 1 make altar. Queue 2 to wood, 2 to mine.
    queue 2 more to wood, 1 for spare. after finishin up
    well go make ancient of war and the other one go wood
    until u have enough to make hunter's hall.
    Thanks to Stubby and Rizka for the difference in where the Altar is built, I 
    appreciate it. To everyone reading this, I know these build orders aren't very 
    specific, but Stubby declined a request for more details, and I didn't feel 
    comfortable altering either entry without permission.
    Please do contribute your build pattern, if you feel it is distinct from what has 
    been shown here. This FAQ should not be limited to my sole experiences, I can 
    only see so much.
    Dirty Tricks
    This little section are for Dirty Little Tricks I come up with or see or hear 
    about. These will be tricks that the NEs do themselves, not tricks done -to- 
    them (those will be in the Racial Counters section). Please, do share.
    Hiding in Plain Sight
    This little trick originates from a base attack I once did on a fellow. His 
    troops returned to his base earlier than I expected, and the fight was not going 
    my way, so I took a chance and h(i)d. It was at night, and all I had were 
    Archers, Hunts, and my PoM. These are the only units you can do this with, if 
    any other unit types are involved in the base attack, this Won't Work. See, 
    without Detection capability, using the H(i)de command looks very much like you 
    used a Town Portal out of his base. So all you have to do is sit. And wait. And 
    when he leaves...
    How Does a Giant Hide in the Woods?
    This one is exclusively the domain of the Ancient Protector. What you do is have 
    the AP (E)at out a small niche in the forest, just big enough for it to root in. 
    Which it does. The AP's coloration is so similar to the ordinary woods that an 
    opponent sending in a Scout Owl or a Shade might not notice it, and assume that 
    you do not have APs set out (or assume fewer than you really do). This also 
    shields the AP somewhat when the attack does come, since there's so little of it 
    exposed to melee attacks...
    Invisible Wall Formation!
    Contributed by Jaurel Julao (psyk_02@hotmail.com), this Dirty Trick also depends 
    on the H(i)de ability, and so only works at night. On some maps, there are areas 
    that are narrow and cramped, and absolutely must be used if a land force wants to 
    get to an enemy base. The bridges of Stromguarde and the slopes of the Crucible 
    being two of these. A group of Huntresses, standing shoulder-to-shoulder and 
    ordered to remain hidden, will bar the way of anyone without detection 
    capability, thus keeping them out of your base, and leaving them wide open to 
    the hail of arrows from your Archers, especially since the Archer, with the 
    range upgrade, far out-distances all the other non-siege, non-air ranged 
    Failed Experiments
    This is the Purgatory for any things I try on my own that go wrong or don't work 
    out. It'll also be where I consign any advice that goes horribly wrong. Or even 
    any stories you'd like to tell of your own failed experiments.
    Go Not These Ways, Mortal, For They Do Not Work.
    March of The Ancients
    I once had a brainstorm. Ancients are capable of combat, after a fashion. And, 
    while slow, they do a lot of damage per hit, and reside within the safety of 
    Fortified Armor. They also don't require Food. And Ancient Protectors are 
    capable of Siege damage, improving their ability to assault bases. So, joy of 
    joys, what of whole -squads- of APs? Relentlessly marching into the enemy base, 
    crushing all in it's path?
    A nice idea. It died young.
    I joined a custom team game to test this out. While my partners were, 
    ostensibly, keeping the enemies off of me, I made APs. Lots and lots. Three full 
    squads, in fact, 36 in all. They were quite impressive, marching across the 
    map... At a turtle's pace. Even with the speed upgrade, I couldn't get them into 
    the action fast enough. My partners butchered the other players long before my 
    APs arrived. I did manage to see one squad face a defense line of Watch Towers. 
    The towers took out a depressingly large number of APs before being breached (a 
    full squad). One enemy base was basically handed to me by my playing partners, 
    entirely for the sake of the experiment. But even as my APs smashed through the 
    enemy base, I knew this tactic was not worth it. They were simply too slow to 
    justify the tactical expense.
    End Credits
    "Mac" <macg4x@mac.com>
    "Jaurel Julao" <psyk_02@hotmail.com>
    "Rizka Armadhana" <minke19104@yahoo.com>
    "StubbyWL" <stubbywl@hotmail.com>
    Thank You for reading my FAQ.

    View in: