Human Guide

Humans are the most versatile race in the game, and is generally easy to play but hard to master due to many unit types and variations in build. Humans doesn't have a lot of build like undead does, but they have a lot of variety of responses depending on the situation. They are the jack of all trades race.

**Advantages:** Strong heals backed by strong magic damage, very versatile and has a build to deal with any situation

**Disadvantages:** Building to counter one can make you weak to another build. Weak and unreliable bonus round

**Strong against:** Undead, orc rounds 1-5

**Even footing against:** Night elf, orc later rounds

**Weak against:** dealing with multiple races

Humans are strong against undead because they can bring splash damage to deal with summons and ghouls from undead. If the undead went for big units like dreadlord, then humans would simply debuff them making them weaker. They can hire spellbreakers to dispel most debuffs that the undead can throw at them. Later rounds, the silence spell would disable necromancers and banshees which prevents them from casting while the undead frontlines get blasted by strong magic damage backed by area damage and healing. In finals, if the undead went for battle golem build, they can hire mountain king to stun the battle golem multiple times, while the undead backline gets silenced. There really nothing much that undead can throw at humans that they cannot deal with. The only chance that undead has is to throw something at humans that they weren't expecting such as air cheese or get the essence of aszune item and equip it on the battle golem. Humans are also strong against orc early to mid rounds as they have strong magic damage against mostly heavy armor units. They can also dispel the bloodlust spell that the orc is highly reliant on. Similarly, if the orc gets the essence of aszune item equipped, then the battle might tip on the orc's favor.

Humans are even footing with night elves. Humans have better healing but night elves has better splash/area damage. Human vs night elves battle are usually a battle of splash damage. Humans might be able to surprise the night elves by building a lancer on the flank, in which the night elves can answer with a priestess of the moon on the flank. Overall, the battle is mostly equal.

Humans tend to struggle when dealing with multiple races especially in the finals. For example, if humans went splash heavy, then they become weaker against orc. If they make mountain king to deal with battle golem then they become weaker against orc as they are very bad against orc. If they don't make mountain king then they almost automatically loses to undead's battle golem. If they went with lots of staggered knight to deal with orcs, then night elves will destroy them. If they went with a lot of footman/swordsman splash damage and silence against night elves, then undead battle golem and orcs will destroy them. In other words, specializing to deal with one race, makes you weak to another race. In finals, if there is a strong orc, night elves and undead on the lineup, it becomes difficult on who to build for. In this situation, their versatility becomes their achilles heel.

## Build order

Building as humans is very straightforward. You build a frontline which is either militia or footman/swordsman and have sorceress for magic damage or high elf archer for piercing damage on the back. Later rounds, you add in more frontline and backline, with the unit composition depending on who you are countering.

Note: The build values are based on the gold reward value combined with item selling, turn reward and fight bonus assuming that you are winning rounds. You should have more gold if you are winning rounds and less if you are losing. As to what to do with the extra gold depends on the situation you are in.

### Balanced build

A good opening against most races; an all rounder build. Since humans are very good at holding down positions, you capitalize on that and try to outlast your opponents on both front and flank position

* Round 1 (75 gold): 2 footman front position and jaina on rear position
* Round 2 (150 gold): upgrade front position footman to swordsman and add 2 footman on flank
* Round 3 (315 gold): Upgrade front position footman to swordsman and flank position footman to swordsman, add a flank jaina, church priest rear position
* Round 4 (510): church priest to priest, mortar team on both front and flank, add a footman on front position
* Round 5 (810): Archmage on rear, paladin front
* Round 6 (1140): Antonidas front, paladin flank, church priest rear.
* Round 7 (1500): Upgrade paladin on front and flank to uther, upgrade rear church priest to priest

Extra gold and properly responding: Extra cash should go to additional mortar team on both front and flank position for splash. Get spellbreakers if dealing with orc and undead. Try to get archmage early when dealing with orc. Get a couple more jaina and add militia on front position.

### Lancer build

A good opening against humans and night elves. They also have the added benefit of having a high chance of getting the tree of eternity for extra lumber due to their speed. Knight build is usually opened on the flank.

* Round 1 (75 gold): knight on flank position
* Round 2 (150 gold): 2 footman front position and jaina rear
* Round 3 (315 gold): Upgrade knight to lancer put footman on front of lancer
* Round 4: (510) Upgrade 2 front footman to swordsman, upgrade flank footman to swordsman, mortar team front, church priest rear
* Round 5: (810) Mortar team flank, uther front, footman front
* Round 6: (1140) Archmage rear, paladin flank, church priest rear
* Round 7: (1500) Antonidas front, paladin front, upgrade church priest to priest.

Extra gold and properly responding: Extra cash should go to either militia or swordsman for your front. Try to add a militia or swordsman to your flank to prevent knight from getting sniped. Add in mortar team on both front and flank position for splash. Get spellbreakers if dealing with orc and undead. If you are facing against another lancer build and you have more gold than your opponent, you can make two lancers on flank to counter the lancer build.

### Archmage rush build

A good opening against orc. This build capitalize on orc's weakness to magic damage, but sacrifice splash damage and heals, which makes it weaker against other races. The strategy is to throw endless meatshield against orc while blasting them with heavy magic damage using archmage. It is important that you keep the spell breaker alive until orc runs out of mana to cast

* Round 1 (75 gold): 2 footman front and sorceress/jaina on rear
* Round 2 (150 gold): upgrade footman to swordsman, 2 footman on flank, mage on rear
* Round 3 (315 gold): Upgrade mage to archmage, footman front
* Round 4 (510): Upgrade 2 front footman to swordsman, spellbreaker behind swordsman, upgrade flank footman to swordsman
* Round 5 (810): Archmage on rear, paladin on front
* Round 6 (1140): upgrade front footman to swordsman, 3 militia front, mortar team front, priest rear
* Round 7 (1500): Archmage on rear, paladin flank, mortar team flank

Extra gold and properly responding: Extra cash should go to either more militia or swordsman for your front. Add priest for the extra heal. Most orcs don't build heavy on the flank. If they are opting to build heavy on flank, get some militias, spellbreaker and jaina on the flank.

### Classic Bonus Build ( Value = 1845 gold)

**Front (Value = 225x3 + 225x2 + 225 x2 = 1575)**

3 Uthers, 2 antonidas, 2 archmage

**Rear (Value = 90 x 2 + 45 x 2 = 270)**

2 priest, 2 jaina

**Extra Gold:** More jaina, paladin

Sell all footman/swordsman, militia, knight/lancer and mortar team to transition to this bonus build. This bonus build tries to keep your uthers alive through heals. Jaina slows down the magnataur creeps while antonidas provides frost armor that provides additional slow to any magnataur that hit an uther with the frost armor buff. The priests provide additional heals. Archmage provides heavy magic and provides brilliance aura for mana regeneration.

### 3-3-3 Bonus Build ( Value = 2205)

**Front (Value = 225x3 + 225x3 + 225 x3 = 2025)**

3 Uthers, 3 antonidas, 3 archmage

**Rear (Value = 90 x 1 + 45 x 2 = 180)**

1 priest, 2 jaina

**Extra Gold:** More jaina

Sell all footman/swordsman, militia, knight/lancer and mortar team to transition to this bonus build. This bonus build is a variant of the classic bonus build and is only possible if you are fed.

### Push it Super Strong (PISS) Bonus Build ( Value = 2025)

**Front (Value = 225x3 + 225x2 + 225 x2 = 1575)**

3 Uthers, 2 antonidas, 2 archmage

**Rear (Value = 90 x 2 + 45 x 2 + 90 = 360)**

2 priest, 2 jaina, 1 dragonhawk rider

**Flank(Value = 90 x1 = 90)**

1 dragonhawk rider

**Extra Gold:** More jaina

Sell all footman/swordsman, militia, knight/lancer and mortar team to transition to this bonus build. This bonus build is another variant of the classic bonus build and is only possible if you did well during rounds. The goal of this is to push the magnataur into a corner to reduce their surface area as such only a few are only able to hit your uthers. The flank dragonhawk rider pushes the magnataur to the side while the rear dragonhawk rider pushes the magnataur to the back. Do note that sometimes dragonhawk rider's cloud backfires and ends up pushing the magnataur into your backline.

### Siege Engine Finals Build

Strong Against: Humans, Night Elves, undead except battlegolem

Weak against: Undead Battlegolem if no mountain king, Orc

**Front:** 5+ swordsman, 3 halakhs, 3 Siege Engine, 1 blood mage, 2-3 antonidas, 2-3 archmage

**Back:** 5+ swordsman, 2 priest, 4 jaina, 1 - 2 flying machine

**Flank:** more swordsman and jaina or keep empty

**Extra Gold:** Militia spam and mortar team

This build is very good against humans because of the splash/multishot damage that siege engine provides, especially if you have orbs equipped on them. Battle against humans and night elves generally comes down to who has more splash damage and meatshields. Against undead, undead generally is at a disadvantage due to splash damage and silence. This build is weak against orc due to their resistance to splash damage. This build can be weak against battlegolem too if there are no mountain king in the army.

### Mountain King Finals Build

Strong Against: Humans, undead especially battle golem

Slightly weak against: Night Elf

Weak against: Orc

**Front:** 5+ swordsman, 3 halakhs, 2-3 Mountain King, 1 blood mage, 2-3 antonidas, 2-3 archmage

**Back:** 5+ swordsman, 2 priest, 4 jaina, 1 - 2 flying machine, 3+ mortar team

**Flank:** more swordsman and jaina or keep empty

**Extra Gold:** Militia spam and mortar team

This build is good against humans because mountain kings lures out shot to them especially the splash damage. Against undead, undead generally is at a disadvantage due to splash damage and silence. Mountain King is powerful against undead battle golem due to its ability to stun the battlegolem. With more mountain king (3+), you can chainstun the battlegolem preventing it for ever moving. Mountain King is mediocre against night elves so it weakens you against night elves the more of them that you build. Mountain King is very bad against orc. The orc army simply ignores the mountain king while it is in avatar form and kills your backline and when the avatar wears out downright murders it.

### Staggered Knight Finals Build

Strong Against: Orc, Undead except battle golem

Slightly weak against: Night Elf, Humans

Weak against: Undead battle golem if no mountain king

**Front:** 5+ swordsman, 3 halakhs, 3+ knights, 1 blood mage, 2 antonidas, 4+ archmage, 5+ militia

**Back:** 5+ swordsman, 3+ knights, 2 priest, 4 jaina, 1 - 2 flying machine, 2 dragonhawk rider, 2 + mortar team, 5 militia

**Flank:** keep empty

**Extra Gold:** Militia spam and knight

This build is an answer to orc. With this build you try to buy time for your archmage to continuously blast the orc's frontline while you continuously stun them with knight's charge ability. Knight should be staggered in the army with one being on the front, middle, back of the front position and the same with the back. Dragonhawk provides cloud to further disable further while militia provides more meatshields. Because you sacrificed your splash damage for more stuns, it weakens you against other human and night elves opponents. And if you didn't build any mountain king, battlegolem has a high chance of beating you.

## Adapting to your opponents

As mentioned in the main page, you should be tracking down who you fought and who you haven't in order to get an idea on who you will be matched with. You also should be paying attention to their build, to come up with the correct response against them.

### Dealing with Humans

With other humans, it becomes a question on who has more splash damage, more meatshield and more heals. You can do the lancer build to destroy the flank and have a pincer attack against the backline, but they might do the same to you. You can respond with a second lancer if you have more gold than your opponent. Against a lancer build, you can throw militia on the flank and have a dragon rider behind casting cloud to prevent the lancer from attacking. Bring lots of splash against your opponents. You can also make halakh against your opponents as halakh provides armor increase which makes you more resistant to splash and continuous area heal. However Halakh is bad for bonus, so remember not to overcommit. For finals build is a matter of who brings more meatshield, heal and splash to the battle. Make sure to have at least one flying machine in your army in case of air cheese.

### Dealing with orcs

Rounds 1-5, you have a big advantage against the orc due to having high magic damage. Remember to add spellbreaker by round 3 to dispel bloodlust. You can also rush archmage to deal heavy magic and quickly dispose of them. Round 5 to 7 where the orc is getting really strong, you can do militia spam which continuously throw militia at them while your archmage blast them. For finals, staggered knights is the best answer to them. Bloodmage can be very good against them as well because banish spell takes out unit on the battlefield and makes them even weaker against magic.

### Dealing with night elves

Like the human battle, this is a battle of splash damage. Similarly Halakh and lancer build works well against them. Bring plenty of splash, heals and meatshield. For finals, they will try to outlast you with continuous summon from avatar of vengeance. As such your response would be to bring a lot of meatshields, splash damage to break the frontline fast, in order to get to the avatar of vengeance fast. You can also increase your antonidas to increase silence.

### Dealing with undead

A very easy matchup for you, unless the undead got really fed or has essence of aszune on the battlegolem. Bring plenty of splash damage and plenty of meatshields to buy you time until silence can be casted on the necromancer. After that, it is downhill for the undead. Bring at least 1 mountain king with your army in case the undead goes for battlegolem build. Make sure to have at least one flying machine in your army in case of air cheese. The only time that undead will be difficult to deal with is if they have the Essence of Aszune item equipped on the Battle Golem. They can also build mostly air with some black Kel'Thuzad with the intention of blowing your backline to kill your anti air units. If you think undead will do this, get 2 flying machine.

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