Human Item Guide

Welcome to the human item guide. The List of Items is included at the end of this guide for your reference.

Each veteran players has a favourite build. However, some of them would build according to the item they receive at the start of each round. Regardless of their favourite build, some veterans will build with a focus on dps, if they get an attack type item ,and a build with a focus on high health units, if they get a defense item. In this page, we will explain the use of each item and which unit they should be equipped to.

### Item Usage

**Claws of Attack** - Adds bonus damage

Whichever item level of claws of attack, claws of attack are best equipped in your damage type units that spawn in number, attack fast and/or hit multiple targets. For humans, this will be the sorceress/jaina unit. Claws of attack is generally a mediocre item. If you are short in gold for an upgrade for a unit, it is often better to sell this item. In finals, this item is best equipped in steam engine.

**Ring of Protection** - Adds bonus armor

Whichever item level of ring of protection, ring of protection are best equipped in your high health units. For humans, this will be the footman/swordsman. Multiple ring of protection are sometimes equipped in Knights to turn them to a high armor duelist unit. Ring of protection is generally a mediocre item. If you are short in gold for an upgrade for a unit, it is often better to sell this item. In finals, this item is better off sold as humans doesn't have a powerful enough unit to justify stacking armor. The amount of area damage and armor ignoring damage occurring in the finals battlefield makes having just one unit with higher armor pointless.

**Ring of Regeneration** - Regenerates 5 bonus hit point per second

Similar to ring of protection, ring of regeneration are best equipped in your high health units. For humans, this will be the footman/swordsman. This item is very good when equipped in Knights, and veterans sometimes open with knights on round 1 when they receive the ring of regeneration. In finals, this item is better off sold as the mere 5 hit point regeneration isn't going to save your unit.

**Periapt of Vitality** - Adds 150 hit points

This item can be equipped on a footman/swordsman to make them even more meatier. Equipping this on knight is not recommended as you don't benefit much having this on knight. To explain, upgraded knight spawn in 3 so you get 3 x150 extra health. In contrast, upgraded tootman spawn in 9, so you get 9 x150 extra health. In finals, this item is better off sold. However, if facing air cheese on finals, this can be equipped with your flying machine units to increase their survivability while they dish out area air damage. Sometimes, this item is equipped on backline units such as sorceress or priest to prevent them from getting killed fast when the backline gets compromised. If there are fraerie dragons that can shoot mana casters from afar, you can equip this item on the priest to prevent them from getting killed by fraerie dragons.

**Gloves of Haste** - Increases Weapon Speed by 25%

This item is best equipped in your damage units. Early rounds equip this in your sorceress. If you are doing knights on flank build, you can equip this on your lancer later on so their (Shockwave ability) triggers more often. If facing orcs, equip this on your Archmage to increase the rate of heavy magic damage against their frontline. This can be equipped to any of your damage dealing units on finals.

**Cloak of Flames** - Engulf this unit in flames, causing 5 damager per second damage to nearby enemy land units.

Really strong early round item. Equip this on your frontline footman/swordsman to have them deal area damage to the opponents meatshield units. Since you are getting damage with this item, you can make early priest instead of sorceress to increase the survivability of your footman/swordsman. The longer you can keep the units that has this item equipped alive, the more damage they will dish out. Later rounds, this item loses viability with heavy hitters killing your frontline units fast. Keep this item early round, and sell them rounds 4 or later.

**Warsong Battle Drums** - Increase nearby friendly unit's attack damage by 12.5%. Does not stack with Order Aura

This is the same buff that orc's kudo beast provides so it does not stack with that unit. However, humans don't have units that has the Order Aura, so this will be a good addition to your aura buffs. The 12.5% damage increase it provides isn't much early rounds, but as your army grows bigger, the stronger this item becomes. It is advisable to keep this item. Only keep one of this type of item as the aura don't stack.

**Enchanted Shield** - Adds 7 bonus armor and 50 health points

This item is similar to periapt of vitality but with less health and armor added. This is best put on your footman/swordsman. If there are fraerie dragons that can shoot mana casters from afar, you can equip this item on the priest to prevent them from getting killed by fraerie dragons. Otherwise, always equip on footman/swordsman. You can sell this item later rounds.

**Orb of Shadow** - Adds 6 bonus damage and 3 bonus armor

This is not a very good item. The damage/armor combination means this item is best equipped on your footman/swordsman. However, swordsman have slow attack rate which makes this item pointless. You can equip this on your sorceress and use it like an attack claws item, but you will be wasting the armor increase. Orbs of Shadow, whatever the level it may have, is a mediocre item should always be sold.

**Talisman of Evasion** - Gives a 15% chance to avoid an attack

This item is like a 15% damage reduction, but with the element of luck mixed in. You can equip this on your footman/swordsman or knights. Sell this item later rounds.

**Khadgar's Gem of Health** - Adds 300 bonus hit points

Like the periapt of vitality, but with more health, this item is best equipped on a footman/swordsman to make them even more meatier. In finals, this item is usually better off sold. However, if facing air cheese on finals, this can be equipped with your flying machine units to increase their survivability while they dish out area air damage. Sometimes, this item is equipped on backline units such as sorceress or priest to prevent them from getting killed fast when the backline gets compromised. If there are fraerie dragons that can shoot mana casters from afar, you can equip this item on the priest to prevent them from getting killed by fraerie dragons.

**Lionhorn of Stormwind** - Adds 5 points of armor to nearby friendly units. Does not stack with Devotion Aura.

This item provides the same aura as Devotion Aura. As such, this item does not stack with your Halakh's Devotion Aura or Armored Knight's Devotion Aura. If facing orc, this item is pointless considering how hard the orc hits. You can equip this for the added 5 points of armor for your units while you don't have a Halakh in your army. Always sell later rounds or whenever you have a Halakh in your army.

**Horns of Cenarius** - Adds 100 hit points and restore 5 hitpoints

Like the periapt of vitality, but with less health and health regeneration added, this item is best equipped on a footman/swordsman to make them even more meatier. In finals, this item is usually better off sold. However, if facing air cheese on finals, this can be equipped with your flying machine units to increase their survivability while they dish out area air damage. Sometimes, this item is equipped on backline units such as sorceress or priest to prevent them from getting killed fast when the backline gets compromised. If there are fraerie dragons that can shoot mana casters from afar, you can equip this item on the priest to prevent them from getting killed by fraerie dragons.

**Mask of Death** - Lifesteal; users can drain 100% of melee attack damage as hit points

This item provides 100% lifesteal for melee attacks. This item is best equipped on knights/lancer/armored knight to increase their survivability. Sell this item on bonus round, because having knights on bonus is not advisable. In finals, knights also dies fast so lifesteal is pointless.

**Pendant of Energy** - Adds 150 points of mana

The mana increase means this is best equipped on the priest. However, you can sell this later rounds once you have Archmage with (Brilliance Aura ability) that provides mana regeneration.

**Shaman Claws** - Adds 12 bonus damage and attack has chance to remove all buffs and debuffs in an area

If you don't have a spellbreaker that can dispel magic against orc's bloodlust, you can temporarily equip this on your sorceress. Once you have spellbreaker or not facing orc, always get rid of this item as it will do more harm than good. It will dispel all spells on an area, which means or your debuffs against the enemy will be dispelled as well; the buffs in your army will also get dispelled if caught in the blast.

**Orb of Venom** - Adds 12 bonus damage and can poison enemy unit for 5 seconds which deals 25 damage per second

Can provide additional damage. You can keep this orb as this can be equipped on your Siege Engine Unit in finals which does multishot attacks and thus spread the poison. There are better orbs out there, but you can keep this one if not in a desperate need for gold.

**Orb of Corruption** - Adds 12 bonus damage and can decrease target enemy's unit armor by 10 for 5 seconds

Can provide additional damage and armor decrease. You can keep this orb as this can be equipped on your Siege Engine Unit in finals which does multishot attacks and thus spread the armor reduction. There are better orbs out there, but you can keep this one if not in a desperate need for gold.

**Orb of Fire** - Adds 12 bonus damage and deals an additional 12 area damage

Can provide additional damage and area damage. You should always keep this orb as this can be equipped on your Siege Engine Unit in finals which does multishot attacks and thus spread the area damage. This orb provides good additional splash damage and should be keep as much as you can. Against orc, this item would be optional to keep because orcs are resistant to splash damage.

**Orb of Lightning** - Adds 12 bonus damage and can remove target enemy unit's buffs and debuffs and can decrease target enemy unit's movement speed for 3 seconds

Can provide additional damage and dispel damage. Similar to shaman claws but with no splash. You should always keep this orb as this can be equipped on your Siege Engine Unit in finals which does multishot attacks and thus spread the dispel. This orb provides good additional magic dispel and should be keep as much as you can. Against orc, this item is phenominal with the multishot dispel against their (bloodlust buff spell). It also does an additional 100 damage to summoned units. However, since this item can also removes your debuff, you should unequip this during bonus as you need the debuffs against the magnataur spawn to increase survivability of your troops.

**Pendant of Mana** - Adds 250 points of mana

Like the pendant of energy, but with more mana. The mana increase means this is best equipped on the priest. However, you can sell this later rounds once you have Archmage with (Brilliance Aura ability) that provides mana regeneration.

**Ancient Janggo of Endurance** - Increases nearby friendly unit's movement and weapon speed by 25%. Does not stack with Endurance Aura

This is the same buff that orc's Fel orc kudo beast provides so it does not stack with that unit. However, humans don't have units that has Endurance Aura, so this will be a good addition to your aura buffs. The 25% damage attack increase is phenomenal and gets better as your army grows bigger. It is advisable to keep this item. Only keep one of this type of item as the aura don't stack.

**Shield of Honor** - Increases armor by 13 and add aura that increases nearby friendly units' damage by 12.5%. The aura it provides does not stack with order aura.

Like the Warson Battle Drums, this item provides 12.5% damage increase in the form of order aura and such does not stack with the same (order aura) that orc's kudo beast provides. It also increases the armor of the wearer. However, humans don't have units that has the Order Aura, so this will be a good addition to your aura buffs. The 12.5% damage increase it provides isn't much early rounds, but as your army grows bigger, the stronger this item becomes. It is advisable to keep this item. Only keep one of this type of item as the aura don't stack. If already have Battle Drums, you can sell this one as you normally equip this on your backline units in the final and thus don't need the additional armor.

**Essence of Aszune** - Reduces damage taken from ranged and magic attacks by 50%. Does not stack with Hardened Skin Ability.

This reduces the incoming range damage by 50% and can be useful when equipped on your uther halakh or knight unit. This item don't stack, so don't equip two hoping that you get 100% ranged damage reduction. Against orc this item is mosty useless as they are mostly hard hitting melee type of units. If the orc is doing a grunt party build, then you can justify keeping this item. However, always sell this item in finals as you don't have a powerful enough unit to take advantage of ranged damage reduction. Your meatshields will always be footman/swordsman and militia in the finals.

**Bladebane Armor** - Adds 13 points of armor and add aura that adds 5 points of armor to nearby friendly units. The aura it provides does not stack with Devotion Aura.

This item provides the same aura as Devotion Aura with the additional 13 armor to wearer. This item does not stack with your Halakh's Devotion Aura or Armored Knight's Devotion Aura. If facing orc, this item is pointless considering how hard the orc hits. You can equip this for the added 5 points of armor for your units while you don't have a Halakh in your army. Always sell later rounds or whenever you have a Halakh in your army or you can keep it for the additional armor. Since your meatshields will always be footman/swordsman and militia in the finals, always sell this in the finals.

**Killmaim** - Adds 15 bonus damage and users can drain 100% melee attack damage as hit points

Like the Mask of Death item. this item provides 100% lifesteal for melee attacks with the added damage to the wearer. This item is best equipped on knights/lancer/armored knight to increase their survivability. Sell this item on bonus round, because having knights on bonus is not advisable. In finals, knights also dies fast so lifesteal is pointless.

**Serathil** - Adds 15 bonus damage and increase Weapon Speed by 50%

This item is best equipped in your damage units. This item usually comes later rounds. If you are doing knights on flank build, you can equip this on your lancer later on so their (Shockwave ability) triggers more often. If facing orcs, equip this on your Archmage to increase the rate of heavy magic damage against their frontline. This can be equipped to any of your damage dealing units on finals, but is optimal on Siege Engine due to the damage increase.

**Serathil** - Adds 13 bonus armor and increases weapon speed by 50%

This item is best equipped in your damage units. The armor increase indicates this is optimal on knights. This item usually comes later rounds. If you are doing knights on flank build, you can equip this on your lancer later on so their (Shockwave ability) triggers more often. If facing orcs, equip this on your Archmage to increase the rate of heavy magic damage against their frontline. This can be equipped to any of your damage dealing units on finals, but do not equip on knights as they die fast.

**Shield of the Deathlord** - Deals 5 damage to nearby enemy land units and adds 13 bonus armor, 150 bonus hitpoints and 100 mana points

This item usually comes later rounds. The armor increase, health increase plus the immolation indicates it is good on front line units, while the additional mana indicates it should be a caster as well. This item is best equipped in your paladin/halakh/uther. However, this item is only viable during player battle rounds. However, always sell this item as you have mana regeneration in the form of brilliance aura. In finals, halakh and uther dies fast in the frontline so tanking is a no go for them which makes this item pointless.

**Ancestral staff** - Adds 300 hit points and adds aura that increases nearby friendly units movement and weapon speed by 25%. Does not stack with Endurance Aura

If you don't have Janggo of Endurance in your item, you should definitely keep this. The increased health also increases the survivability of the units wearing it. This usually goes to your backline units. In finals, this is best equipped in your flying machine units. If you have Janggo of Endurance already, you can choose which one to keep.

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