Far Seer ( Warcraft III ) Far Seers are ancient Orc s who represent the pinnacle of Shamanistic power . These powerful Shaman s are counted amongst Thrall ' s closest advisors and are constantly in tune with the workings and maneuverings of the Horde . Far Seers are not only tied to the elements of the earth and sky , but are also adept at foretelling the future . Hero names . Gar ' dal Grimsight , Negal Fireye , Kazil Darkeye , Magis Coldeye , Bale Bleakstare , Gorr Grimwolf , Kag ' ar Winterfang , Nazgrel , Morg Wolfsong , Kazragore , Fenris ' ar Gul . Information . The Far Seer is a very popular hero . For many Orc players it is their first Hero choice . The Far Seer has a collection of great abilities . Almost all Far Seer users start with a point in Feral Spirit . Feral Spirits are great for attacking your first group of Creeps , for Hero Rushes , defending against Hero Rushes , and for scouting the map to discover the enemies ' locations and races . Next comes Chain Lightning which can cause serious damage on the enemy . Chain Lightning is especially effective on low hit point units such as ranged units and spellcasters . Some dispute the use of Far Sight but Far Sight is excellent for the final stages of the game . At this point the enemy can be attempting to hide expansions , units , and buildings . Far Sight can reveal a huge portion of the map ( much better than Reveal or anything map - revealing spell ) which will allow you see what the enemy is up to . This is especially useful in team games . Far Sight is also for revealing invisible units such as Night Elves that are hiding . Finally Earthquake is a good counter against bases with a large number of Defense Towers which often happens at the end of a game . The Far Seer is very good for Hero rushes . The Far Seer can use two Spirit Wolves and their own attack to kill enemy workers as they are trying to build their town . This can also be combined with offensive towering . The Far Seer is also useful for defending against Hero rushes for these same reasons . The Far Seer can solo pretty easily using Spirit Wolves . At Level 2 the Far Seer can also combine Chain Lightning and the Spirit Wolves to make quite an army at that point in the game . The Far Seer is a weak caster so keep him away from any enemies . The Far Seer is easily killed when surrounded by melee units or attacked with focus fire by ranged units . Be ready to run at all times when you are surrounded . Spells and abilities . Far Sight . Far Sight is one of the Orcs ' main ways of detecting invisible units . An animation is displayed over the revealed area . This can let the enemy know you have used Far Sight ; keep that in mind . High level Far Sight reveals a HUGE area on the map . Try it yourself and see . Far Sight is especially useful in team games where players can afford a second Hero and can place points in Far Sight and not worry about spending them in other things . Chain Lightning . Chain Lightning is a very powerful spell . Far Seers should research it and use it whenever possible . Use Chain Lightning especially against ranged units and spellcasters . Chain Lightning will now jump to sleeping targets if the primary target is also asleep . Feral Spirit . Use Feral Spirits at the start of the game to help you attack the Creeps . Send two Feral Spirits in separate directions and use them to scout enemy towns for their location and race . As the Spirit Wolf enters the town attack their buildings or workers . If the enemy isn ' t smart they may even teleport back to their town to defend it . If you cast Feral Spirit it will dispel any existing Spirit Wolves and create two new ones . It ' s best to wait until your existing Spirit Wolves are dead before creating new ones . Use your mana for Chain Lightning instead . Earthquake ( Ultimate ) . Use Earthquakes on large groups of towers , typically created at the end of the game . Earthquakes can be used to clear away large sections of trees . Earthquake brings units to a minimum speed of 140 . Earthquake does not slow air units . Earthquake ' s slow area is 25 ( 250 in - game ) . This spell must be " maintained " to get the full effect . This functionality is applied to mainly mass damage area of effect spells . For example , if you cast an Earthquake spell on an enemy town , your Far Seer must stay casting the spell until the Earthquake is finished . If you give him a new order during the spell , the Far Seer will stop casting the Earthquake . One of the best ways to counter Earthquake is to construct buildings with lots of space between them . Then the enemy will only be able to hit a few buildings at once . Don ' t build farms in big blocks if you can help it . You can interrupt this spell with spells such as :