Troll 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 Wards. Healing Wards essentially make the Witch Doctor a walking Fountain of Health. The Witch Doctor is also useful for placing Sentry Wards 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 ===
:Summons an invisible and immovable ward that provides vision in an area. Can see invisible units. Lasts 600 seconds.
:The ward has 200 hit points and 0 Medium armor.
 	 	 	 	 	
{| class="darktable" style="text-align:center; width:100%;"	Duration	Mana Cost	Range	Area of Effect 	Effect
600 sec.	50 	50 	160 	Reveals map and invisible units	
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 Blademasters using Wind Walk, the Sentry Ward is the perfect solution.
;Sentry Ward Counters
Use Invisibility Detection to reveal Sentry Wards and destroy them. 
=== Stasis Trap Ward ===
:Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when an enemy unit approaches. The trap lasts 150 seconds. The stun lasts 6 (2.5) seconds.
:The ward has 100 hit points and 0 Medium armor.
 	 	 	 	 	 	 	 	 	
{| class="darktable" style="text-align:center; width:100%;"	Duration	Mana Cost	Range 	Activation Delay	Detection Radius	Area of Effect	Allowed Targets 	Effect 	Requirements
150 sec.	100 	50 	7 sec.	17.5 	40 	Enemy, Ground 	Target stunned for 6 (2.5) sec.	Witch Doctor Adept Training	
Use Stasis Trap for town defense. Place a Stasis Trap Ward right inside your town. This will stun any enemy that triggers it.
Use Stasis Traps alongside towers and spell immune heroes. Towers are not affected by the ward and will continue attacking enemy units, while heroes have a lower stun duration compared to units. 
Stasis Traps can also be used in advance to cut off an enemy's retreat, though this will often require a few Witch Doctors to sneak past enemy lines in order to place the traps properly.
;Stasis Trap Counters
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 ===
:Summons an immovable ward that heals 2% of a nearby friendly non-mechanical unit's hit points per second.
:The ward has 5 hit points and 0 Medium armor.
 	 	 	 	 	 	 	
{| class="darktable" style="text-align:center; width:100%;"	Duration	Mana Cost	Range	Area of Effect 	Allowed Targets	Effect 	Requirements
30 sec.	200 	50 	50 	Air, Ground, Friend, Organic, Self	Heals 2% HP/sec	Witch Doctor Master Training	
Healing Wards only have 5 hit points and 0 Medium armor.
Healing Wards are one of the best Orc abilities. Cast a Healing Ward then collect all damaged units around it for healing. Wards have very low priority during a battle and will often be ignored unless manually targeted.
Cast a Healing Ward next to units fighting in combat so they have improved health regeneration and will last longer in a fight. If an interlude presents itself, use it to heal up allied units. 
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 Ward Counters
Destroy the Healing Ward or force the enemy units trying to heal out of range of the Healing Ward's power.
==Upgrades==
;Witch Doctor Adept Training
:Increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives Witch Doctors the ability to cast Stasis Trap.
Research Cost	Researched At	Upgrade Time	Effect
100 50 	Spirit Lodge 	60 sec. 	Hit Points: 355Mana: 300 (Initial 112.5)Mana Regen Rate: 1.04 Mana/sec.Spell Learned: Stasis Trap Ward
:
:;Witch Doctor Master Training
::Further increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives Witch Doctors the ability to cast Healing Ward.
:
Research Cost	Researched At	Requirements 	Upgrade Time	Effect
100 150 	Spirit Lodge 	Witch Doctor Adept Training, Fortress	75 sec. 	Hit Points: 395Mana: 400 (Initial 150)Mana Regen Rate: 1.36 Mana/sec.Spell Learned: Healing Ward
==World Editor description==
:Supporting spellcaster. Can initially cast Sentry Ward, which summons an invisible detector. Can also learn Stasis Trap and Healing Ward.
==Quotes==
*See Warcraft III Troll Witch Doctor quotes
==Notes==
*They are called Troll Witch Doctors in Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne, but in the Battle.net site they are called simply Witch Doctors.
==Patch changes==
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==External links==
Category:Jungle troll characters
Category:Witch doctors
es:Curandero Troll