Witch Doctor ( Warcraft III ) Although they are savage and nefarious in the extreme , the Troll Witch Doctors have aligned themselves with the Horde out of pure necessity . These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities . Information . The Witch Doctor is an important part of the Orc army . The main benefit of the Witch Doctor is Healing Ward s . Healing Wards can keep an entire army alive during battle . The Witch Doctor is also useful for placing Sentry Ward s around the map . If you have multiple Spirit Lodges for Shamans it ' s pretty easy to research Witch Doctor Adept and Master training and add some Witch Doctors to the mix . Witch Doctors are weak spellcasters . Run whenever the enemy attacks them . Spells and abilities . Sentry Ward . Sentry Wards last 10 minutes ! The Witch Doctor comes with this spell initially , so build one and place Sentry Wards around key locations such as Fountains , enemy towns , enemy mines , key traveling points on the map , and your town , in order to spot invisible units . If you ' re having trouble with Night Elves using Shadowmeld or Blademaster s using Wind Walk , the Sentry Ward is the perfect solution . Use Invisibility Detection to reveal Sentry Wards and destroy them . Stasis Trap Ward . Use Stasis Trap for town defense . Place a Stasis Trap Ward right inside your town . If the enemy attacks your town , they will either have to run away or be stunned by the Stasis Trap . Cast a Stasis Trap behind enemy units in combat . If they attempt to run they will be stunned and their retreat will be cut off . Cast a Stasis Trap in enemy towns . If they stick around to defend the town they will be stunned . Stasis Traps will destroy other Stasis Traps within their area of effect . Typically people " spam " Stasis Traps all around so if the enemy kills one , another one will still work . The enemy can steal your Stasis Trap with Control Magic so beware and stop using it if that starts happening . This might be difficult to notice . Use Stasis Traps to buy yourself some time to rebuild your army and get reinforcements to the area . If you lay down a line of Stasis Traps in the enemy ' s path you can delay them for quite a while . Place Stasis Traps behind your army where the enemy is counter attacking . If you notice on the minimap , three enemy armies are incoming . When the enemy armies come in to defend their base they will be hit by the Stasis Traps . Always kill any enemy Stasis Traps the second you see them . Kill the Stasis Trap before it becomes invisible . Ranged units like Archers are especially good at doing this . If you try to use Melee units you may lose your army trying to reach the Stasis traps . That ' s why ranged units are best . It takes 10 seconds to activate a Stasis Trap . If players run before the trap stuns they can get away . Command 1 weak unit to run in and trigger it , then run in with the rest of your army . Use Control Magic from the Spell Breaker to take control of the Stasis Trap . Healing Ward . Healing Wards only have 5 hit points . Healing Wards are one of the best Orc abilities . Cast a Healing Ward then collect all damaged units around it for healing . Cast a Healing Ward next to units fighting in combat then collect them around the Ward during the battle . Lay down multiple Healing Wards . If the enemy kills one you will then still have backups . Multiple Healing Wards don ' t increase the amount of healing received but they can cover a larger area to make sure everyone is covered by the Healing Wards and back each other up if one falls . Healing Wards cover the battlefield keeping the army alive . Destroy the Healing Ward or force the enemy units trying to heal out of range of the Healing Ward ' s power .