Author Topic: Warcraft 3 (Heroes + Units)  (Read 2064 times)

Taishyr

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Warcraft 3 (Heroes + Units)
« on: August 27, 2008, 11:33:41 PM »
Hero info provided by Mepmep

First off

HP-  Your life, lose it and die
Mana-  Your MP, used to cast spells
Mana Regen-  How fast you regain MP
Speed- How fast the unit moves
Armor- The units armor and armor type
Weapon- The units weapon type
Ground- The units attack damage, speed, and average vs ground units
Air- The units attack damage, speed, and average vs ground units.

For damage, all units first attack is instant, then they must obey the cooldown.  So the average can be slightly deceiving for hard hitting, slow attacking units since their first attack is instant.
All heroes also get their own armor type, reducing every type of damage by 25% I believe.

Notes-
I'm putting spell effects on heroes and normal units.  I would assume that all units are non hero as that would destroy the cast.
Armor Type:
- Heroes have their own special attack that does full damage to everything except siege armor.  Armor is taken into account of course.
- All heroes are taken at level 10 since by endgame they all are.

Range-  Range units probably get the opening attack if you see opponents at the opposite side of the arena.  In game though, it's usually only 1 extra attack before the gap is closed, so nothing special there.

Resist-  Heroes are immune to any ID/MC moves etc., as shown in game.  However, they can be stunned and hit my MOST spells for a shorter duration than most units.  How this would translate I'm not 100% sure.  As most games have more mana than WC3... people could spam their moves over and over to keep them status locked.  Anyways, I kinda see them immune to the major death statuses etc., but things like blind/stun etc. work for a few turn duration IMO.


Human

Archmage (Jaina is one of these)

HP-  850
Mana- 705
Mana Regen- 1
Speed- 320
Armor- 6
Weapon- Hero (60)
Ground- 52 (2.13)  24.4
Air- 52 (2.13)

Spells-
Blizzard-  75 mana cost, 10 second duration, 80 range with a 20 area of effect.  Has 1 wave per 2 seconds for 50 damage each.  250 damage.  25 damage per second.  Channeling.
Water Elemental- 125 mana, summons a water elemental for 60 seconds.  The WE 900 HP and 45 piercing damage with a 1.5 cooldown, or 30 damage.  Actually better in dps than it's creator.
Brilliance Aura-  Gives the AM 2.25 per second mana regen, making his mana all but infinite in a duel
Teleport-  Mass Teleports to a friendly target, fairly worthless in a duel unless you thin TPing to a WE would be useful somehow.

The Archmage seems awesome thanks to his Water Elemental.  The problem is... he has jack shit for HP and dies too quick too even summon a second one.  Weakest dueling hero, but still makes it to Middle


Paladin
HP-  1250
Mana-  495
Mana Regen- 1
Speed- 270
Armor- 13 Hero (with aura)
Weapon- Hero (0)
Ground- 53 (2.2) 24.1
Air- 0

Spells
Healing Light-  Heals a target for 600, worthless on himself.  Hurts undead enemies for 300... very little use in DL.
Devotion Aura-  Raises armor by 5, making him a nice tank.
Diving Shield-  Makes Paladin Immune for 45 seconds with a 65 second cooldown.  This means that for 2/3 of the fight you cannot hurt the Paladin.
Ressurect-  Worthless in a duel, revives 6 dead allies.

The Paladin also seems powerful because of his Invulnerability.  Sadly his damage is pathetic, worse than a knight for example.  Also, any semi fast unit can simply outrun him, which I allow to some extent.  Middle


Blood Mage
HP-  1000
Mana-  690
Mana Regen- 1
Speed- 300
Armor- Hero 5
Weapon- Hero (60)
Ground- 51 (1.64) 31.1
Air- 51 (1.64)

Spells
Flamestrike-  135 mana, 6 second duration with a 10 second cooldown.  Non channeling.  80 range with 20 area. 110 damage per second, minor damage for the rest.
Banish-  50 mana, lasts 18 seconds, turns target immune to physicals, but they cannot attack or cast spells AND they take 65% more damage from magic.  80 Range.  Slows unit to 50% speed as well.
Siphon Mana-  10 mana, 6 second cooldown.  Drains 45 mana per second.  Range of 60, spell stops if enemy runs 80 range away.
Phoenix-  Summons a phoenix with 68 damage and 1.4 cooldown.  48.6  The Phoenix is immune to spells, but constantly loses life until it turns into an Egg.  The egg is extremely frail, 200HP.  If the egg is not killed in 10 seconds, it turns into a new full life Phoenix.  Phoenix's attack is magic based.

Ok, the bloodmage is disgustingly sick.  Banish Target, cast 165% damage flamestrike knowing the enemy will be hit at least twice before he can move.  Also have a phoenix with sick damage nuking the banished target for obscene damage.  Oh yeah, he can mana drain too.  Only downside is his low HP.  However, with only a phoenix cast he has enough mana for 11-12 banishes, even against someone with hero resistance.  He loses to someone magic immune, with a good stun, or with insane resist/healing.  A top 5 dueler in the cast.  Godlike


Mountain King
HP-  1375
Mana-  420
Mana Regen- 1
Speed- 270
Armor- 6
Weapon- Hero (0)
Ground- 58 (2.22) 26.1
Air- 0

Spells
Stormbolt-  75 mana, 9 second cooldown, deals 350 damage to enemy with a 5 second stun.  60 range.
Thunderclap- 90 mana, 6 second cooldown, 140 damage with 50% movement and attack speed for a few seconds.  25 range.
Bash- Passive, with a 40% chance to do 25 extra damage and a 2 second stun.
Avatar- Lasts 60 seconds, with a 180 second cooldown.  Adds 5 armor, 20 damage, 500HP, and spell immunty to the MK for 1 minute.  150 mana cost.

The MKs one downside is mana.  In game you always have a few pots for him and he's still drained by the end.  However, Bash is sickening in a duel, Thunderbolt gives him awesome damage, avatar destroys magic and melee users.  The MK can use 4 stormbolts and 1 avatar in a duel.  That combined with Bash = a tanky MK and an almost stunlocked opponent.  A top 5 dueler in the cast.  Godlike


Orcs
Blademaster
HP-  1000
Mana-  540
Mana Regen- 1
Speed- 320
Armor- 10
Weapon- Hero (0)
Ground- 52 (1.77) 29.4 (33.8 after counting CS)
Air- 0

Spells
Windwalk-  75 mana, 5 second cooldown, lasts 60 seconds.  Turns the Blademaster invisible, gives him godlike movement speed, and makes his next attack add 100 damage.  Great for opening fights against ranged units.
Mirror Image-  125 mana, 3 second cooldown.  Creates 3 copies of the BM who do 0 damage and take double damage.  Good decoys.
Critical Strike-  Passive.  Gives Blademaster a 15% chance to do 4x damage. 
Bladestorm- 200 mana, lasts 7 seconds and does 110 damage per second on enemies.  Also gives spell immunity for the 7 seconds.  3 minute cooldown.

The Blademaster seems like an awesome dueler, but any decent opponent sees right through mirror image after only getting hit once or twice.  Windwalk is nice for opening fights and CS is solid damage.  Bladestorm is actually pretty high damage as well as magic immunty.  Low HP hurts though.  Still High Heavy/Low Godlike


Far Seer
HP-  925
Mana-  690
Mana Regen- 1
Speed- 320
Armor- 6
Weapon- Hero (60)
Ground- 51 (2.28) 22.4
Air- 51 (2.28)

Spells
Far Sight-  Worthless except for seeing cloaked units.
Chain Lightning-  120 mana, deals 180 damage to initial target and jumps... fairly crappy in a duel.  70 range is nice.
Feral Spirit- 75 mana, summons two wolves with 500HP, 21 damage and only 1 cooldown, and a 20% chance for 2x damage.  25 second cooldown, lasts 60 seconds.
Earthqauke- 90 second cooldown, 150 mana, 100 range.  Slows enemy units to 50% speed in a 20 range... worthless in a duel.

Would be worse than Archmage except for his wolves kicking ass and his chain lightning, although mana inefficient, being awesome. Since he has no need for 2 of his 4 spells, mana isn't an issue.  Decent Middle/Low Heavy


Shadow Hunter
HP-  925
Mana-  585
Mana Regen- 1
Speed- 320
Armor- 8
Weapon- Hero (60)
Ground- 38 (2.28) 16.7
Air- 38 (2.28)

Spells-
Healing Wave-  90 mana, heals 300, 9 second cooldown.  Not that great of a solo healing spell.
Hex- 45 seconds (6 on heroes take as you will),  70 mana, 6 second cooldown.  Turns enemy into a critter... slowing them immensly and making them unnable to attack.  80 range.
Serpent Ward- 30 mana, 6.5 second cooldown.  Only 135HP, but a decent 43 damage with 1.5 cooldown and piercing.  Better damage than SH himself, but dies to a poke. 40 second duration.
Big Bad Voodoo-  WORTHLESS IN A DUEL!!!

The Witch Doctor is either a good or a terrible dueler depending on how you view hex.  Hex and Serpent Ward are both cheap and can be spammed.  If you see hex as working for 10-15 seconds, then the enemy will soon be overwhelmed.  However, if you take it as a hero hex, then the enemy unhexes and kills any wards in that 1 second before hex comes again.  I'm ranking him Middle because of his failure to duel in game.


Tauren Chieftan
HP-  1425
Mana-  375
Mana Regen- 1
Speed- 270 (351)
Armor- 6
Weapon- Hero (0)
Ground- 60 (2.05) 29.3
Air- 0

Spells-
Shockwave- 100 mana, 70 range, 200 damage to an enemy.
War Stomp- 90 mana, 35 range, 75 damage, 4 second complete stun.
Endurance Aura- Passive.  Movement speed increased by 30%, attack speed by 15%.
Reincarnation- When TC dies, he comes back... FULL mana and HP.

The TCs main weakness lies in his shit for mana... but dying and coming back with full mana kinda helps.  Basically his strategy is to attack the hell out of the enemy with 2 stomps and 2 SWs in there probably.  When he dies repeat.  He tanks forever, but kinda lacks damage after his 4 spells.  Nonetheless he can win a slugfest against most non healers.  However, his damage moves fail comepared to some... so only
Low Godlike


Undead
Death Knight
HP-  1275
Mana-  495
Mana Regen- 1
Speed- 320 (416)
Armor- 7
Weapon- Hero (0)
Ground- 54 (2.33) 23.2
Air- 0

Spells
Death Pact- Eats ally, useless
Death Coil- 75 mana, 80 range. Nukes non undead enemies for 300 damage.
Unholy Aura- 30% movement speed, 1.5 HP regen per second (HP regen is shit
Animate Dead- Worthless in a duel

Deathknight has fairly low damage... deathcoil is a nice trick at least, but it's a wannabe stormbolt etc.  Not much of a hero for dueling.  Middle


Lich
HP-  925
Mana-  750
Mana Regen- 1
Speed- 270
Armor- 5
Weapon- Hero (60)
Ground- 55 (1.9) 28.9
Air- 55 (1.9) 28.9

Spells-
Frost Armor- 40 mana, 2 second cooldown, 45 second duration.  Adds 5 armor to self.
Dark Ritual- Eat ally for mana, worthless.
Frost Nova- 125 mana, 8 second cooldown, 80 range.  Nukes target got 100 and slows them.
Death and Decay- 2% max life per second...  30 area... worthless.

Ehh... Lich might be a worse dueler than the archmage except for his 100 damage slowing nuke...  in game he wants to nuke, run shoot a bit, and repeat.  If you allow he's maybe high middle... either way Middle


Dreadlord
HP-  1150
Mana-  600
Mana Regen- 1
Speed- 270
Armor-  6
Weapon- Hero (0)
Ground- 49 (1.8) 27.2
Air- 0

Spells
Carrion Swarm- 110 mana, 70 range, hits enemies for 200.  7 second cooldown.
Sleep- 50 mana, 80 range, sleeps enemy for 60 seconds (heroes 15).
Vampiric Aura- Passive.  45% drain on attack.
Summon Inferno- 175 mana, 90 range, creates an infernal, casting causes a 2 second stun.  Infernal has 1500 HP, chaos damage (full on everything), and 54.5 damage with a 1.35 cooldown.  Also immolates for 10 damage a second vs melee, is magic immune, and has excellent armor.

Dreadlord wishes he had some way to keep himself alive, because his Infernal is godly.  In game he can sleep and run as far as he can so Infernal gets a few hits off... in a duel... not sure.  Still solid Heavy


Crypt Lord
HP-  1375
Mana-  420
Mana Regen- 1
Speed- 270
Armor- 5 (12)
Weapon- Hero (0)
Ground- 59 (1.9) 31.1
Air- 0

Spells-
Impale- 100 mana, 70 range.  7 second cooldown.  110 damage, 4 second stun.
Spiked Carapace- Passive.  7 armor, returns 35% melee damage.
Carrion Beetles- Turns corpses into bugs... useless in a duel.
Locust Swarm- 150 mana, 3 minute cooldown, lasts 30 seconds. 
Basically... he summons a shitload of bugs to hurt the enemy and heal him.  In a duel this is... insane. 

30 seconds of max HP that does damage makes the Paladin's invul in a duel look sad.  He also murders melee with his damage return and armor.  He's a top 5 dueler in the game and an obvious godlike


Night Elf
Keeper of the Grove
HP-  900
Mana-  625
Mana Regen- 1
Speed- 320
Armor- 6
Weapon- Hero (60)
Ground- 47 (2.13) 22.1
Air- 47 (2.13) 22.1

Spells-
Entangle- 75 mana, 80 range, 36 seconds (5 on heroes), snares enemy and deals 25 damage per second.  8 second cooldown. Any spell being cast is interrupted, but they can start a new spell while ensnared.
Thorns Aura- Passive.  Reflects 30% of damage done.  Similar to Crypt Lord only without the badass armor bonus.
Force of Nature-  Summons trees... umm arena doesn't have trees in it, sorry.
Tranquility- 125 mana, 30 seconds, 60 second cooldown.  Heals a decent amount of group HP.  Can't keep up in a duel... thus useless.

Keeper can basically Entangle, shoot, run, repeat.  However in a hero duel his entangle is such a short duration that he gets raped anyways.  Middle


Priestess of the Moon
HP-  975
Mana-  470
Mana Regen- 1
Speed- 320
Armor- 8
Weapon- Hero (60)
Ground- 39 (2.46) 15.8  (32.3 after buffs)
Air- 39 (2.46) 15.8

Spells-
Scout- Summons an owl to detect invis... worthless.  50 mana cost!
Trueshot Aura-  Passive.  Increases ranged damage by 30%.
Fire Arrow-  8 mana per shot, adds 30 fire damage.  She wants this on 100% of the time in a duel.
Starfall- 50 damage per wave for 45 seconds.  Waves come every 1.5 seconds... so 33 damage per second.  A waste in a duel.

Another one who surprises me in beating the Archmage 1 on 1.  Her damage per second is actually pretty good when you take into account trueshot and fire arrow.  Game best I think.  However... with zero tricks, and crappy HP, she's a middle.


Warden
HP-  1075
Mana-  490
Mana Regen- 1
Speed- 320
Armor- 8
Weapon- Hero (0)
Ground- 46 (2.05) 22.4
Air- 0

Spells-
Fan of Knives- 100 mana, 60 range, 9 second cooldown, 190 damage to targets.
Shadow Strike- 65 mana, 30 range, 8 second cooldown.  225 damage, 45 damage every 3 seconds for 12 seconds, slows movement by 50%.
Blink- 10 mana, 1 second cooldown, blinks her pretty far... 150 range is my best guess.
Vengence- 200 mana, 3 minute cooldown. Summons an avatar that in turn summons invulnerable babies.  Avatar has 15 dps, piercing, 1500 HP, magic immunity, and good armor.  The baby avatars are immune to damage, are cast on a 2 second cooldown, and have 14 dps piercing.  Max of 6 of these.


The Warden is an odd hero.  Summon avatar for 40% of her mana.  Let the avatar summon 6 critters while she tosses a dagger to slow enemy and then she blinks behind her friends.  Now there is 100 piercing dps nuking the enemy and she can throw a couple more daggers and blink when needed.  A total pain the the ass to deal with.  Wishes she had another 200 or so mana.  Low Godlike


Demon Hunter
HP-  1100
Mana-  510
Mana Regen- 1
Speed- 320
Armor-  9
Weapon- Hero (0)
Ground- 48 (1.7) 28.2
Air- 0

Spells-
Evasion- Passive, 30% evade, which in a game where almost nothing else evades is pretty godly.
Immolation-  35 initial mana and 7 mana per second.  Does 20 damage per second to melee targets.  Seems expensive, but is a damn solid skill vs melee.
Mana Burn- 50 mana cost, 30 range, 5 second cooldown.  Burns 150 mana from the enemy.  For most enemies this is quite crippling as 15 seconds into the fight, they're out of mana.  Keep in mind most WC3 duels go over 30 seconds, so his mana burn is brutal.
Metamorphisis-  150 mana, 60 seconds, 3 minute cooldown.  Gives the DH ranged attack (60), turns his attack into chaos (full damage to every... or ITD if you will), and gives him 3HP regen a second.


The Demon Hunter is a dick.  He has mana burn for casters, if they don't use mana then he has plenty of mana for immolate. (Enough for 45 seconds after Meta).  Metamorphisis turns him into a tank that rivals the TC.  He regens health rapidly and he also has 30% evade.  A top 5 dueler and a good godlike


Mercenary Heroes

Panaren Brewmaster
HP-  1325
Mana-  420
Mana Regen- 1
Speed- 270
Armor- 7
Weapon- Hero (0)
Ground- 56 (2.22) 25.2 (27.7 with DB)
Air- 0

Spells-
Drunken Brawler- Passive, 21% evade and 10% chance to do 4x damage.
Drunken Haze- 70 mana cost, 55 range, 12 second cooldown, 12 second duration (5 on heroes), gives enemy 50% movement speed, and 80% chance to miss on attack. 
Breath of Fire- 70 mana, 50 range, 10 second cooldown, 170 damage, if enemy has drunken haze it will burn for 21 damage a second.
Storm, Earth, and Fire-  Turns the panda into 3 special pandas for 60 seconds.  If any of the 3 survive the duration, the panda comes back... I forget if his HP/Mana is back, but I don't think so.
Storm- 1200HP.  35.3 DPS, dispel, windwalk to stay alive if need be... WW also adds 50 damage on next hit.  Cyclone if needed too.
Earth- 1700HP.  39 DPS, Immune to magic, and can taunt enemies off of allies for a usually 1 attack.
Fire- 1100HP.  55.5 DPS (yes game best), resistant skin (immune/resistant to certain spells), 10 damage per second immolation.


Yeah so... the Panda is a decent dueler, probably a solid heavy without his ultimate.  However... his ultimate overkills anything else in the game so bad that he becomes a top tier godlike.  They all have more HP than most heroes, the earth one can take some attacks of his friends.  They're combined DPS is triple anything else.  The enemy is already weak from fighting the Panda, and yeah... the Air one can Windwalk if all 3 are about to die, which is impossible in a duel in game.  Storm alone is a solid middle, Earth is a tanky heavy, fire is a solid heavy... and yeah... fighting all 3 at once is no thanks.  Not only a top 5 dueler, but the games top dueler.  Godlike Champion  Pending on how you view Taunt the Panda would have a chance against all of Yuna's aeons, due to no healing they would probably lose, but Anima would go down at least and that's saying a lot.


Naga Sea Witch

HP-  925
Mana-  750
Mana Regen- 1
Speed- 270
Armor- 6
Weapon- Hero (60)
Ground- 57 (1.9) 30 (38 with ice arrow)
Air- 57 (1.9) 30

Spells-
Forked Lightning- 110 mana, 11 second cooldown, 60 range, 250 damage per unit.
Frost Arrow- 10 mana per arrow, adds 15 damage, and slows enemy to 70% attack and movement speed.
Mana Shield- 25 mana, 10 second cooldown.  For every 2HP she would lose, she loses 1 mana instead.
Tornado- A stall tactic, all but worthless in a duel.

With Mana Shield she becomes fairly tanky except then her DPS is nerfed.  Can either go for Ice/Forked Lightning Nuke or Mana Shield/Frost nuke since she does slow her enemies attack speed.  She'll want to turn off mana shield at 150 or so mana left to ensure ice arrow.  Piss for HP, but even using 200 mana on mana shield adds 350 and her DPS + slow attack is solid.  Heavy


Dark Ranger
HP-  975
Mana-  570
Mana Regen- 1
Speed- 320
Armor- 8
Weapon- Hero (60)
Ground- 41 (2.42) 17 (25.2 with black arrow)
Air- 41 (2.42) 17

Spells-
Black Arrow- 6 mana per arrow, adds 20 damage and summons a skelly when she gets a killshot, skelly is useless in duel.
Silence- 75 mana- 15 second cooldown, silences enemies for 24 seconds (heroes for an impressive 12 seconds),
Life Drain- Channeling, 75 mana, 80 range, lasts 8 seconds, 8 second cooldown.  Drains 55 HP per second for 8 seconds.
Charm- 150 mana, mind controls an enemy unit...  probably not legal in a duel unless you consider it an ID type of move.

Piss for HP, but her 55dps life drain is actually a solid move.  Not to mention silence will keep even hero spellcasters out of 4/5 of the fight.  Good caster killer with silence and dark arrow, can hold her own against melee thanks to being able to spam life drain for 56 seconds.  Wishes she had a better dueling ultimate.  Heavy


Beastmaster
HP-  1300
Mana-  465
Mana Regen- 1
Speed- 320
Armor- 6
Weapon- Hero (0)
Ground- 55 (2.2) 25
Air- 0

Spells (summons)
Yes, the Bear/Quillboar can stack.
Bear- 125 mana, 45 second cooldown, 70 second duration
1200HP, 26 normal DPS, has Blink... yes a bear can teleport.  Also has bash 25% chance for 25 extra damage and 1 second stun.
Quillboar- 75 mana, 25 second cooldown, 70 second duration.
Opens by bloodlusting itself giving it 46 piercing DPS, 600HP.
Hawk- 50 mana, 70 second cooldown, 70 second duration.
650HP, flying, detects, 35 magic DPS.
Stampede- 180 mana, similar to starfall only summons lizards... too random for good dueling.

The beastmaster can summon his 3 pets right off as they are on seperate cooldowns.  Combined they have 132 dps, although the piercing and magic damage is cut down by other heroes armor.  Seems like a godly dueler, but enemies with decent focusing can kill him before him and his pets kill them.  One of the few duelers who enjoys fighting a healer in this cast though.  High Heavy


Pit Lord
HP-  1400
Mana-  405
Mana Regen- 1
Speed- 300
Armor- 5
Weapon- Hero (0)
Ground- 59 (2.05) 28.8
Air- 0

Spells-
Cleave- Splash damage, pointless in a duel.
Howl of Terror- 75 mana, 15 second duration, 12 second cooldown.  Reduces enemy damage by 50%.  Hot.
Rain of Fire- 85 mana, 80 range, 8 second cooldown, 35 damage per wave... equates to 15 damage a second.  CRAP!
Doom-  Umm... drains enemy HP fairly rapidly and when enemy dies they turn into Doom Guard.  Again, this either fails or is a status that would equal ID. 
Note on doom:  Doesn't work on heroes but DOES work on Mountain Giants, I believe it's the only serious debuff that does.  Take that as you will.

No good DPS tricks outside of doom hurts PitLord.  His nonstop howl of terror does well, keeping an enemy doing 50% damage, but he does about 1/4 what most heroes do.  Game best hero in game possibly, but in a duel, middle


Goblin Tinker
HP-  1125
Mana-  645
Mana Regen- 1
Speed- 270 (351)
Armor- 7
Weapon- Hero (0)
Ground- 54 (2) 27 (takes into account passive)
Air- 54 (2) 27 (melee still, shrugs)

Spells-
Pocket Factory- 125 mana, 50 range, 45 duration, 35 cooldown.   Summons pocket goblins... they umm... have 13.5 dps, 80HP, but explode for 80 damage upon death!!  It's a few second per goblin I believe.
Cluster Rockets- 70 mana, 80 range, does 100 damage and a 1 second stun.
Engineering Upgrade-  Passive.  Adds speed and some damage to goblin, makes his spells have better range, yay.
Demolish- 25 mana cost, 1 second cooldown.  Turns him into a building destroying machine!!!  Positives is umm... spell immunity?

No way to keep himself alive, only a weak damage spell, goblins don't pack much of a punch.  Another middle


Firelord
HP-  925
Mana-  600
Mana Regen- 1
Speed- 320
Armor- 8
Weapon- Hero (55)
Ground- 39 (1.8) 21.7
Air- 39 (1.8) 21.7

Spells-
Soul Burn- 85 mana, 70 range, 18 second duration (8 on heroes),  12 second cooldown, 375 damage over 18 seconds, 50% attack speed and stops casting.
Summon Lava Spawn- 150 mana, 70 second duration, 32 second cooldown. 700HP and 24 piercing DPS.  After 15 attacks splits in 2.
Incinerate- 6 mana per hit, has lotsa cool effects, but in a duel just adds 3 damage... pitiful.
Volcano-  A powerful spell, but an AoE that can be run out of easily, a building killer really.

I rarely have used this guy... Soul burn looks godly if I got it all down right, I'll have to test more.  Probably a heavy


Goblin Alchemist
HP-  1450
Mana-  540
Mana Regen- 1
Speed- 270
Armor- 4
Weapon- Hero (0)
Ground- 70.5 (2.5) 28.2
Air- 0

Spells
Healing Spray-  75 mana, channeling, heals 70 per second, 5 waves.  Kinda shitty solo.
Chemical Rage- 25 mana, 15 duration, 30 cooldown, 125% attack rate increase and 50% move speed.
Acid Bomb- 75 mana, 15 duration, 12 cooldown, 15 damage per second max and -5 armor to enemy.
Transmute-  150 mana, kill enemy and turns them into gold.  Again, worthless or affected by ID resist.

Chemical rage is ok... he wishes he could have it more than half the time.  Not that hot of damage... a middle


Annnd now the fun part
HIT POINTS (Counting special abilities and special units)(Not putting summons as in 99% of duels it's wiser to target hero)

(Panda + 3 forms- 5325)(Yes you have to kill all 3 forms to kill him, or survive long enough for him to hit you with 7000 damage)
(Tauren Chiefan with Res- 2850)
(Avatar Mountain King- 1875)
(Earth)
(Metamorphisis Demon Hunter- 1600)
Goblin Alchemist- 1450
Tauren Chieftan- 1425
Pit Lord- 1400
Mountain King- 1375
Crypt Lord- 1375
Pandaren Brewmaster- 1325
Beastmaster- 1300
Death Knight- 1275
Paladin- 1250
(Storm)
Dreadlord- 1150
Goblin Tinker- 1125
(Fire)
Demon Hunter- 1100
Warden- 1075
Blademaster- 1000
Blood Mage- 1000
Priestess of the Moon- 975
Dark Ranger- 975
Firelord- 925
Lich- 925
Naga Sea Witch- 925
Witch Doctor- 925
Far Seer- 925
Keeper of the Grove- 900
Archmage- 850

Average- 1122
Average Using Morphed Heroes etc.- 1390


MANA
Lich- 750
Naga Sea Witch- 750
Archmage- 705
Blood Mage- 690
Far Seer- 690
Goblin Tinker- 645
Keeper of the Grove- 625
Dread Lord- 600
Fire Lord- 600
Shadow Hunter- 585
Dark Ranger- 570
Goblin Alchemist- 540
Blademaster- 540
Demon Hunter- 510
Death Knight- 495
Paladin- 495
Warden- 490
Priestess of the Moon- 470
Beastmaster -465
Panda- 420
Crypt Lord- 420
Mountain King- 420
Pit Lord- 405
Tauren Chieftan- 375 (750 with res)

Average- 552

Keep in mind, mana cost is much more important than mana.  Priestess of the Moon has shit mana, but she'd have to use some worthless skills to even put a real dent in it.



Attack DPS (including passive and bonus arrows etc as they will always want these in a duel)

Sea Witch- 38 (wtf)
Blademaster- 33.8
Priestess of the moon- 32.3 (wastes half her damn moves, lawl)
Blood Mage- 31.1
Crypt Fiend- 31.1
Tauren Chieftan- 29.3
Lich- 28.9
Pit Lord- 28.8
Demonhunter- 28.2
Goblin Alchemist- 28.2
Pandaren- 27.7
Dreadlord- 27.2
Goblin Tinker- 27
Mountain King- 26.1
Dark Archer- 25.2
Beastmaster- 25
Archmage- 24.4
Paladin- 24.1
DeathKnight- 23.2
Far Seer- 22.4
Warden- 22.4
Firelord- 21.7
Keeper of the Grove- 22.1
Shadow Hunter- 16.7  (Ah ha ha)

Average- 26.7


Ok, this one is going to be a bit odd, it's going to be max damage output 30 seconds into a fight and one minute into a fight.  Stun time etc. is included.  I am going with the most efficient way for each fighter with them still being able to survive.  Maxing summons, etc. etc.  For summons, I am assuming all damage is done to hero type armor.

Archmage-
After 30 seconds. 1197 damage.
Next 30 seconds is roughly 1647 damage.
Every 30 seconds after will be the same since he can summon elementals forever and not run out of mana.  Sad that he will never live to 30.

Paladin-
After 30 seconds.  723 damage
Next 30 seconds. 723 damage.
Every 30 seconds after... 723 damage.  He might actually see a few of those thanks to godly armor and 3/4 invul.

Blood Mage-
After 30 seconds.  2032.8
Next 30 seconds.  2032.8
Against a hero, the bloodmage can use banish/phoenix trick for about a minute.  If he siphons mana he can keep going.  If he times phoenix's death properly he can siphon while it's up and banish while it's down to be able to do this for 1000 seconds or so.  Just in case he wants quick damage.
After 30 seconds.  3290
Next 30 seconds.  1660.
This is with Flamestrike Spam... does better damage early, but then he runs out of mana, yada yada.  Still, sick damage early on and enemy can't even hit him.

Mountain King-
First 30 seconds- 1833 (Enemy stunned for 18 seconds)
Next 30 seconds- 1113 (Enemy stunned for 8 seconds)
Every 30 seconds after that 783.
This is with Avatar and Stormbolt spam.  If he doesn't need extra HP or Magic resist, he can keep up 1700 for the first 2 sessions.

Blademaster
First 30 seconds-  1874
Next 30 seconds-  1214
This is with Bladestorm and 1 mirror image for survival.  If he chooses against a nonhealer he can do windwalk cheese.  With a 5 second cooldown he can simply use it, wait 5 seconds, hit against non healers.  Like that
First 30- 802
Next 30- 802, at this point he is OOM, but he's done 1600 damage without taking a shred of damage.  Doesn't seem too wise anyways unless he's fighting Rydia.

Far Seer
First 30- 2472
Next 30- 1932
Phase 1 he has wolves and 3 CL, after that relying on wolves.  Surprising damage, the problem being he has no way to keep himself alive and will be dead within' 30 seconds.  Unlike the Bloodmage who can deal as much damage without getting hit.

Shadow Hunter
First 30- 870
Next 30- 870
This is with wards... sadly they die too quickly to do shit assuming you take hero resistance for hex.  If you allow hex to do it's full duration he has 6 wards out and ends up doing 1600ish a round.  Oh yeah, after round 1 he's not taken damage if it matters.

Tauren Chieftan
First 30- 1429 damage (8 second stun)
Second 30- 860 damage
Next 30- 1429 damage (8 second stun)
All remeaning- 860
Hmm... odd hero, it all depends on when he dies in terms of his damage.  I'll just say he dies 60 seconds for the sake of sanity.  He's one of the few heroes who can live a minute+ so he's a bit odd.

Taishyr

  • Guest
Re: Warcraft 3 (Heroes + Units)
« Reply #1 on: August 27, 2008, 11:34:39 PM »
Unit info provided by ID.

I decided to gather and list the fullblown stats for every worthwhile unit in the game, rather than just having a stat topic for the hero units >.>

Mep already covered some of these, but I'll cover them again just for completion's sake.

Stats:

Hit Points:  We all know what these are by now.
Mana:  How many spells the unit can cast
Ground Attack:  How much damage the unit's basic attack does to land enemies.
Air Attack:  How much damage the unit's basic attack does to aerial enemies.
Cooldown:  Time, in seconds, between each attack.  Thus, the lower, the better.
Armor:  Armor follows a complicated formula of diminishing returns, thus I'll list the stated Armor value, along with it's actual damage reduction percentage next to it.

Attack and Armor types:
Normal Damage - Effective against Medium Armor, less effective against Fortified Armor
Piercing Damage - Effective against Light Armor, less effective against Medium and Hero Armor, terrible against Fortified Armor.
Siege Damage - Effective against Fortified and Unarmored Armor, less effective against Medium and Hero Armor.
Magic Damage - Effective against Light and Heavy Armor, less effective against Medium and Hero Armor, terrible against Fortified Armor.
Chaos Damage - Neutral to all types of armor.
Spell Damage - Neutral to all but Hero Armor, less effective against Hero Armor.
Hero Damage - Neutral to all but Fortified Armor, less effective against Hero Armor.

[size=18]Humans[/size]

Heroes[/color]

Paladin[/i]

"Touch me naught! I am chaste."

HP:  1250
Mana:  495
Ground Attack:  53, Hero, Melee
Air Attack:  None
Cooldown:  2.2/--
Armor:  12.5, 41.86%, Hero

Abilities:

Holy Light:  Restores 600 HP to a friendly ally, or deals 300 damage to an undead unit (Instant, cannot self-target).  65 Mana; 5 second cooldown.  Useless in a duel unless he faces an undead.  Then he has an argument for OHKOing Brahms!

Devotion Aura:  Passive.  Grants a bonus of +4.5 Armor to all nearby friendly units, including himself.  Not terrible since it's passive, but compared to other passive abilities from other heros, it sucks.

Divine Shield:  The Paladin becomes Invulnerable for 45 seconds (Instant).  25 Mana; 65 second cooldown.  Annoying as fuck ability.  The Paladin's damage isn't very special, so he'll end up beating an opponent with his physical for 45 seconds or until the opponent forfeits out of boredom.  Still, not a terrible ability over all, the Paladin should deal ~1000 damage with his physical over the course of the ability.

Ressurection:  Restores to life, with full HP, the 6 most powerful friendly corpses in the area (Instant).  200 Mana; 240 second cooldown.  Totally useless in a duel, but completely dominating and broken in a team-match.

Evaluation:  Heavy.  Divine Shield spam is enough to make him a solid Heavy, since 45 seconds of Invulnerability essentially gives him 18 free physical attacks, enough to KO plenty of stuff.  His other abilities are pure shit in a duel, and any fast unit can kite him or severly hampen his ability to cheese out with Divine Shield.  Probably a Godlike in team matches, since killing him before his support is nearly impossible, allowing Ressurection to see max potential.

Archmage[/i]

"Don't you have a strategy?"

HP:  850
Mana:  705
Ground Attack:  52, Hero, 60 Range
Air Attack:  None
Cooldown:  2.13/--
Armor:  6, 26.47%, Hero

Abilities:

Blizzard:  Deals 50 damage per second (10 second duration.  Channeling).  75 Mana; 6 second cooldown.  Total garbage in a duel.  Avoiding Blizzard's damage is a total joke in-game, and the Archmage cannot do anything as long as he wants to maintain the spell.

Summon Water Elemental:  Summons a Water Elemental with 900 HP, 45 Damage/1.5 cooldown, and 2 Armor (60 second duration).  125 Mana; 20 second cooldown.  The *only* way for an Archmage to win any fights in Middle is through this summon.  The Water Elemental essentially doubles the Archmage's damage output.  However, it cannot tank for the Archmage, so it's HP is largely wasted.  A second elemental can be summoned if the Archmage lives for 20 more seconds (Har har).

Brilliance Aura:  Passive.  Increases the Mana Regeneration rate of nearby friendly units, Archmage included, by 2.25 Mana/Second.  Useless in a duel, since 705 Mana will last *far* longer than Archmage's HP.

Mass Teleport:  Warps the Archmage and any nearby friendly units to any location where he has a friendly unit (Instant).  100 Mana, 20 second cooldown.  Beyond useless in a duel.  Unless he creates Water Elementals (who have *shit* for movespeed) and sends them out in the boonies as areas to teleport to, he'll never teleport far beyond the reach of his opponent.

Evaluation:  High Middle.  Solid damage output with a Water Elemental, but he's exceptionally more frail than nearly every hero, and less durable than most high-end basic units.

Mountain King[/i]

"Could yeh' put some bonus points in mah' drinkin' skills?"

HP:  1375 (1875)
Mana:  420
Ground Attack:  64 (84), Hero, Melee
Air Attack:  None
Cooldown:  2.22/--
Armor:  6, 26.47% (11, 39.76%) Hero

Abilities:

Storm Bolt:  Deals 350 damage to a single target and causes 5 seconds of Stun (Instant).  75 Mana; 9 second cooldown.  Stupidly powerful spell.  The short cooldown combined with the long stun means most units spend more than half the battle stunned.  Not good.  Add to it the killer 350 damage and you have a psychotic duelling move.

Thunderclap:  Deals 140 to all nearby enemies units and slows their movement and attack speed by 50% (5 second duration).  90 Mana; 6 second cooldown.  What the Mountain King uses in-between Storm Bolts.  Solid damage, and awesome speed reduction.

Bash:  Passive.  Grants a 40% chance per attack that the Mountain King will deal +25 damage and stun the opponent for 2 seconds.  Solid ability, but largely superfluous with Storm Bolt and Thunderclap in play.  Awesome as a fallback for when he runs out of mana, though.

Avatar:  Grants the Mountain King +500 Hit Points, +20 damage,  +5 Armor, and Spell Immunity (60 second duration).  150 Mana; 180 Second cooldown.  Another beyond powerful dueling ability.  Avatar makes the Mountain King nearly impossible to kill, rendering him completely immune to hostile magic and giving a solid HP and Armor bonus to make tanking physical abilities a joke.

Evaluation:  Godlike, no question.  The Mountain King is the original, and possibly still the best, hero killer.  An opening Storm Bolt, followed by Thunderclap, will KO most DL opponents.  Another Stormbolt followed by Avatar will slaughter the rest.  His *only* downside is that he can only cast a handful of spells.  This won't matter much, though, given how unlikely it is anything will survive just two Storm Bolts.

Blood Mage[/i]

"Hi, my name is Roy. I'm a Magic-Addict."

HP:  1000
Mana:  690
Ground Attack:  51, Hero, 60 Range
Air Attack:  None
Cooldown:  1.64/--
Armor:  5, 23.08%, Hero

Abilities:

Flame Strike:  Deals 110 damage per second for 3 seconds, followed by 6 seconds of moderate damage (3 seconds, followed by 6).  135 Mana; 10 second cooldown.  Solid dueling move, but like the Archmage's Blizzard, it's incredibly easy to avoid most of the damage.  Unlike the shitty Blizzard, however, Flame Strike deals solid damage and does not require channeling.

Banish:  Turns the target ethereal and slows movement by 50%.  The target can no longer attack (it can still cast spells) or be attacked, but it will take 66% additional damage from spells (18 second duration).  50 Mana; No cooldown.  Awesome dueling move when combined with Flame Strike.  The movement reduction of Banish will actually allow Flame Strike to deal damage, and the Etheral status will greatly amplify Flame Strike's damage.

Siphon Mana:  Drains 45 mana per second from the target (6 second duration.  Ranged channeling).  10 Mana; 6 second cooldown.  Useful if the Blood Mage needs HP restored (not likely), or in the more likely event, he wants to reduce his opponent's MP to 0.  The main drawback is that the spell is channeling (ew) and that the enemy can simply move out of range (more ew) to break the effect.  Useful in a pinch, but hardly a stellar ability.

Phoenix:  Summons a Phoenix with 1250 HP, 68 Magic 60 Range/1.4 Cooldown Ground & Air attack, Spell Immunity, Resistant Skin, and 25 damage/sec immolation in the surrounding area.  If destroyed, the Phoenix will become a Phoenix Egg, which will be become a new Phoenix in 10 seconds (Egg has 200 HP).  175 Mana, 180 second cooldown.  A handy ability, since it deals the often unresisted Magic-type damage.  The Phoenix also has a rather powerful attack, which can greatly add to the Blood Mage's overall damage output.

Evaluation:  High Heavy/Low Godlike.  Basically, what the Archmage wishes he was.  An AoE spell that isn't absolute shit, a summon that doesn't blow, and skills that have natural synergy with each other.  Blood Mage's general strategy is to Banish his target, then Flame Strike it into oblivion.  Unlike the Mountain King, however, the Blood Mage will run into trouble against magically resistant enemies, nor does he have the Mountain King's obscene amount of stunlocking.  Still probably a Godlike, though not an overpowering one.  Status and/or magic immunity handles him well enough.

Ground Units[/color]

Peasant[/i]

"You're the King? Well I didn't vote for you."

HP:  220
MP:  0
Ground Attack:  5.5 (17), Normal, Melee
Air Attack:  None
Cooldown:  2/-- (1.2/--)
Armor:  0, 0% (4, 19.35%), Normal

Abilities
Repair:  Repairs a damaged building!
Gather:  Collects Lumber and Wood!
Return:  Returns collected resources to nearest townhall!
Build Structure:  Builds stuff!
Call to Arms:  Morphs the Peasant into a Militiaman (Only if a Town Hall is nearby).  Refer to stats in parantheses above.  Peasant loses his constructive abilities but becomes better at combat.  Lasts 45 seconds.

Evaluation:  Puny.  Call to Arms is questionably legal, although you could argue he could come into the fight as a Militiaman.  Even then, Militiamen suck bad.  Plus he loses his godly resource gathering and construction abilities.  Fail.

Footman[/i]

"Uncle Lothar wants YOU!"

HP:  420
MP:  0
Ground Attack:  12.5, Normal, Melee
Air Attack:  None
Cooldown:  1.35/--
Armor:  2, 10.71%, Heavy

No abilities

Evaluation:  Light.  Bad damage, not very good HP, and an awful Armor type.  He owns workers, and that’s about it.  Seriously, he's outdamage by MILITIA, how pathetic is that?

Rifleman[/i]

"Guns don't kill people. I DO! HAHA!"

HP:  505
MP:  0
Ground Attack:  28.5, Piercing, 80 Range
Air Attack:  28.5, Piercing, 80 Range
Cooldown:  1.5/1.5
Armor:  0, 0%, Medium

Abilities:

Long Rifle: Passive.  Increases attack range by 20 (already factored in).

Evaluation:  High Light.  Nice range gives him 2-3 free shots with passable damage before melee opponents can close the range.  His big glaring weakness, however, is 0 Medium armor.  Medium increases the damage he takes from Normal damage (almost everything in the DL, except some ranged people) by 50%.  He'll only take 75% damage from FE mage attacks though!!

Knight[/i]

"My favourite colour is blue. NO! YELLOW!"

HP:  985
Mana:  0
Ground Attack:  40, Normal, Melee
Air Attack:  None
Cooldown:  1.5/--
Armor:  5, 23.08%, Heavy

Abilities

Animal War Training:  Passive.  Grants a +150 HP bonus (already factored in)

Evaluation:  High Middle/Low Heavy.  The best non-hero ground unit in the game.  Awesome HP, ridiculous armor for a non-hero, and a damaging physical attack.  Held back by a lack of any real abilities, and while solid, his stats don't stand out compared to heroes or ultra high-end units.

Priest[/i]

"Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."

HP:  370
Mana:  400
Ground Attack:  8.5, Magic, 60 Range
Air Attack:  8.5, Magic, 60 Range
Cooldown:  2/2
Armor:  0 , 0%, Unarmored

Abilities:

Heal:  Recovers 25 HP; 5 Mana; 1 second cooldown.  Healing 25 HP per second is usually enough to keep up with most physical attacks.  Not enough to prevent being heal-locked, however, so this ability is largely useless.

Dispel:  Removes all spell effects, both positive and negative from any target, and deals 200 damage to Summoned units; 75 Mana; No cooldown.  Very useful spell, though it's dueling application is a bit limited.  This spell is a great counter to buff-whores, as well as debuff whores.  Also blasts summons out of the sky.

Inner Fire:  Increases target's damage by 10% and armor by 5 (60 second duration); 35 Mana; 1 second cooldown.  Useless in a duel, since you can't self-target Inner Fire.  Awesome spell for team matches though.

Priest Adept Training:  Passive.  Increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting  of Dispel (already factored in).
Priest Master Training:  Passive:  Further increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Inner Fire (already factored in).

Evaluation:  Low Light.  Awful defense (0 and Unarmored) and bad HP make him fodder to any decent damage attacks.  There's also the complete lack of damage, and the lack of any useful spells in a duel.  Still, heal probably puts him above anyone in Puny, so he makes it to Low Light by default.

Sorceress[/i]

"For the end of the world spell, press Control, Alt, Delete."

HP:  405
Mana:  400
Ground Attack:  11, Magic, 60 Range
Air Attack:  11, Magic, 60 Range
Cooldown:  1.75/1.75
Armor:  0, 0%, Unarmored

Abilities:

Slow:  Reduces target's attack rate by 25% and movement speed by 60% (60 second duration); 50 Mana; 1 second cooldown.  Powerful, powerful spell.  The attack speed reduction is nice, but the real boon in a duel is how badly it cripples movespeed.  A Sorceress can kite a unit with ease for a full 60 seconds, then quickly apply another Slow to continue the mocking.

Invisibility:  Makes target invisible, rendering it immune to targetting (120 second duration, or until the unit takes any non-move action); 50 Mana; No Cooldown.  Horribly useless.  Cannot self-target for one, and additionally it wears off if any useful duelling action is taken.

Polymorph:  Turns target into a sheep, preventing it from dealing damage or using abilities (60 second duration, cannot be used on Heroes); 220 Mana.  The Sorceress's bread and butter spell.  Only high HP units or Heroes can survive two uses of Polymorph.

Sorceress Adept Training:  Passive.  Increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Invisibility (already factored in).
Sorceress Master Training:  Further increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Polymorph (already factored in).

Evaluation:  High Middle.  Polymorph is that evil.  Against anything with decently above average HP or status resistance, she's fucked.  Even with two Polymorphs, she can only deal slightly more than 600 damage to a single target before running out of gas.  Once an opponent survives her status effects, she'll get torn to mincemeat with her awful durability.

Spellbreaker[/i]

"I'm a magic man. I got magic hands."

HP:  600
Mana:  250
Ground Attack:  20, Normal, 25 Range
Air Attack:  None
Cooldown:  1.9/--
Armor:  3, 15.25%, Medium

Abilities:

Spell Steal:  Steals a positive buff and gives it to Spell Breaker, or takes a negative buff off and applies it to an opposing target (Instant); 75 Mana; 3 second cooldown.  This spell is rippler on crack.  it utterly shuts down most buffers and status whores, since it'll immediately reverse the effects to the Spell Breaker's benefit.

Control Magic:  Gives the Spell Breaker control over any summoned unit (60 second duration); .45*cHP of target Mana Cost; 5 Second Cooldown.  Very odd spell.  Not much use in the DL, but it totally fucks over the few summoners there are.

Feedback:  Passive.  Every time the Spell Breaker attacks, he destroys 20 of the target's Mana.  For each point of Mana lost this way, the target also takes 1 damage.  Essentially, this gives Spell Breaker +20 to his physical damage against anyone with an MP pool.  Awesome ability in the DL.
Spell Immunity:  Passive.  Spell Breaker is immune to negative spells. 

Evaluation:  High Middle/Low Heavy.  Massive spoiler.  Totally destroys any mage, summoner, status whore, buffer, or anyone who needs to use any sort of magical effect to do well, but doesn't do so hot against pure physical characters. (although if they rely on a Mana pool, they could be in trouble).  Still, the number of people he beats in Middle and Light is enormus, so he's likely a low Heavy.

Mortar Team[/i]

"Clearly Tassadar has failed us. You must not."

HP:  360
Mana:  0
Ground Attack:  79, Siege, 115 Range (25 Min)
Air Attack:  None
Cooldown:  3.5/--
Armor:  0, 0%, Heavy

Abilities:

Flare:  Reveals all units, including invisible ones, in the surrounding area (15 second duration); No Mana; 120 second cooldown.  Godlike.  This ability clearly makes Zeratul cower in fear.

Fragmentation Shards:  Passive.  +25 damage to Unarmored and Medium armor units.  This essentially negates the massive penalty Siege damage receives when attacking Medium armor.

Evaluation:  Low Middle.  Great damage, terrible speed and durability.  Moreover, the minimum range is horrible in a duel.  Anyone who can close the distance and attack in melee range will eat the Mortar Team for lunch; closing the distance isn't hard with that craptastic attack speed.  Still, probably has sufficient damage to OHKO some people, and munchs on ranged people as well.

Siege Engine[/i]


HP:  700
Mana:  0
Ground Attack:  68, Siege, 18 Range
Air Attack:  18, Siege, 50 Range
Cooldown:  2.1/2.1
Armor:  2, 10.71%, Fortified

Abilities:

Barrage:  Passive.  Every two seconds, launches 9 rockets that have 50 range and deal 25 damage to air units. 

Evaluation:  High Middle/Low Heavy.  It's a tank, of course!  Awesome durability, passable damage, and total domination of air units.  Could definitely use some speed, but can still overwhelm most of Middle and Light easily enough.

Aerial Units[/color]

Flying Machine[/i]

"They came from...behind!"

HP:  200
Mana:  0
Ground Attack:  12, Siege, Melee
Air Attack:  19, Piercing, 50 Range
Cooldown:  2.5/2
Armor:  2, 10.71%, Heavy

Abilities:

True Sight:  Passive.  Reveals invisible units within the Flying Machine's field of vision.
Flying Machine Bombs:  Grants a land attack to the Flying Machine (already factored in).
Flak Cannons:  Flying Machine's air attack deals splash damage (useless in a duel).

Evaluation:  High Light.  Holy shit this thing sucks.  Total garbage for HP, damage, and attack speed.  It's ONLY saving grace is that it is aerial, and thus immune to melee ground attacks.  Still, anything with a ranged attack should rip this piece of garbage apart.

Gryphon Rider[/i]

"Judge meh' by mah' size, do yeh'?"

HP:  975
Mana:  0
Ground Attack:  68, Magic, 45 Range
Air Attack:  68, Magic, 45 Range
Cooldown:  2.2/2.4
Armor:  0, 0%, Light

Abilities:

Storm Hammer:  Passive.  The Gryphon Rider deals damage to a line of two enemies rather than a single target.  Doesn't affect aerial targets.
Animal War Training:  Passive.  Grants a +150 HP bonus to the Gryphon Rider (already factored in).

Evaluation:  High Heavy.  Awesome damage, solid durability, and is a flying unit and thus immune to ground melee attacks.  The one real weakness is bad Armor.  0 Armor is pretty bad, and Light is one of the worst armor types.  Still, nearly 1000 HP is nothing to scoff at and near-physical immunity makes it largely irrelvant.

Dragonhawk Rider[/i]

"What's a mountain goat doing up here?!"

HP:  725
Mana:  300
Ground Attack:  25, Pierce, 30 Range
Air Attack:  25, Pierce, 30 Range
Cooldown:  1.75
Armor:  1, 5.66%, Light

Abilities:

Cloud:  Creates a magical cloud that prevents land units underneath from attacking (30 second duration, channeling).  100 Mana, 20 second cooldown.  Beyond godlike ability!  While the Dragonhawk Rider is wasting time channeling the Cloud, the enemies underneath can move out and shoot him!

Aerial Shackles:  Disables an aerial unit, preventing it from moving or attacking, and deals 30 damage a second (40 second duration, channeling).  75 Mana, 30 second cooldown.  Completely destroys any flying unit, and useless against everything else.

Animal War Training:  Passive.  Grants a +150 Hit Point bonus to the Dragonhawk Rider (already factored in).

Evaluation:  High Middle.  Passable durability and being an aerial unit is nice.  Having shit damage with mostly useless abilities isn't quite so nice.  Still, the HP combined with being aerial is probably enough to win most of the time in Middle.  Cloud clearly would make him uber-Godlike champ material and is banned, of course.

Other races coming later!

Taishyr

  • Guest
Re: Warcraft 3 (Heroes + Units)
« Reply #2 on: August 27, 2008, 11:35:17 PM »
Armor info collected by Fudozukushi.

Siege Engines can't target Ground Units, only Buildings and Air.  The "moderate damage" of Flamestrike is 8 damage every second.  A Priest's "Inner Fire" can be cast on themselves

Oh, yeah I can also go and grab the Campaign Heroes too Gwahahhaha.

[size=18]Damage Type Numbers![/size]

Chaos - Does 100% to everything.

Hero - Does 100% to everything that's not Fortified or Divine.  Does 50% to Fortified and 5% to Divine.

Magic - Does 125% to Light, 75% to Medium, 200% to Heavy, 35% to Fortified, 50% to Hero, 5% to Divine, 100% to Normal and Unarmored.

Normal - Does 100% to Light, Heavy, Hero, Normal, and Unarmored.  Does 150% to Medium.  Does 70% to Fortified.  Does 5% to Divine.

Pierce - Does 200% to Light, 75% to Medium, 100% to Heavy, 35% to Fortified, 100% to Normal, 50% to Hero, 5% to Divine, and 150% to Unarmored.

Siege - Does 100% to Light, Heavy, and Normal.  Does 50% to Medium and Hero.  Does 150% to Fortified and Unarmored.  Does 5% to Divine.

Spells - Does 100% to everything except Hero and Divine.  Does 75% to Hero, and 5% to Divine. 

[size=18]Armor Numbers![/size]

Light - Takes 100% damage from everything that's not Magic or Pierce.  Takes 125% damage from Magic and 200% damage from Pierce.

Medium - Takes 100% damage from Chaos, Hero, and Spells.  Takes 75% damage from Magic, and Pierce.  Takes 150% damage from Normal.  Takes 50% from Siege.

Heavy - Takes 100% damage from everything except Magic.  Takes 200% damage from Magic.

Fortified - Takes 100% damage from Chaos, and Spells..  Takes 35% damage from Magic, and Pierce.  Takes 70% damage from Normal.  Takes 150% from Siege.

Normal - Takes 100% damage from everything?  (WTF?)

Hero - Takes 100% damage from Chaos, Hero, and Normal.  Takes 50% damage from Magic, Pierce and Siege.  Takes 75% damage from Spells.

This basically means that all Heroes reduce the damage/duration/effect of every spell cast on them by 25%.

Divine - Takes 5% damage from everything that's not Chaos.  Takes 100% from Chaos damage.

Unarmored - Takes 100% damage from Chaos, Hero, Magic, Normal, and Spells.  Takes 150% damage from Pierce and Siege.

Yes, Divine Armor is broken beyond belief.