Undead Unit Guide

Units that are mentioned has their status included at the end of this page for your reference. This guide provides understanding on what each unit does and how they are used.

### Ghouls

A frontline melee attacker. They spawn in groups of 12 with low hp, but decent damage. They are good frontline damage units. However, due to their low health, they are easily dealt with the usual composition of meatshield in front and damage on the back composition. Undead backline is expensive so they are forced to mass ghouls early rounds most of the timr. Their big numbers provides plenty of corpses for the necromancer on death, which means they have good synergy with necromancers. They also gain double the health and +5 armor with 2 stacks of unholy aura and double the damage and attack speed with 2 stacks of vampiric aura. Both vampiric aura and unholy aura effect on ghoul can be substituted with night from Night Elves' Priestess of the Moon's Moonstone ability. This is the only undead unit that benefits from night.

### Revenant of the Depths

A defending unit. They spawn 1 Revenant of the Depths. They are meant as a meatshield, but their normal armor makes them an impractical tank against unit with normal damage, which is most frontline units. They have synergy with death knight and dreadlord and are used in undead speed build.

### Death Revenant

An upgrade of Revenant of the Depths. They spawn in 2 Revenant of the Depths and 1 Death Revenant. The Death Revenant has the additional cripple ability which has a 33% chance of reducing movement and damage by 50% to any melee attacker that is engaging the Death Revenant. Can be useful in dealing with early knights and raiders. Cripple can be inconsistent and with raider being upgraded to warchief which is immune to debuff, they quickly loses their usefulness.

### Abomination

A Heavy melee unit. They spawn in 1 abomination. Abomination has high health and can spread disease to melee attackers engaging it. However, their slow attack rate and heavy armor makes them easily focused down by backline attackers while frontline meatshields hold them down. Abomination should be converted to its upgraded version right away as it is a lackluster unit on its own.

### Flesh Golem

An upgrade of Abomination. They spawn in 1 Abomination and 1 Flesh Golem. Like the abomination, flesh golem is not a good unit on its own. It does have area damage, but have the same problem that an abomination has. Flesh golem's yoinkuabo ability can pull an enemy unit to the flesh golem location. This ability prioritize fragile backline unit. The abomination that spawns with the flesh golem also has this ability. Nevertheless, it is not very good unit, until the enemy have the really critical units giving aura buffs to be pulled and eliminated on final round. As such, flesh golem is used against night elves on finals to pull down their expensive critical backline units. Flesh golem can be upgraded to Battle Golem in finals.

### Mannoroth

An upgrade of Abomination. They spawn in 2 Abominations and 1 Mannoroth. Their soul burn ability allows them to silence and weakens a unit which is normally cast on a backline. When this unit dies, an infernal comes down which stuns and deals damage in an area, which can kill a lot of low hp backline units. This is best paired with gargoyle to blow up a backline by killing a unit under the effect of soul burn. Their dark ritual ability, allows them to instantly kill a unit that has less than 500 hp and convert a portion of that hp into mana for the mannoroth. As a result, the mannoroth can kill a unit instantly while restoring its own mana to cast another soul burn on another enemy unit. If undead get a mana item, it is advisable that they make this unit right away, because soul burn has almost no cooldown, in which the mannoroth can curse multiple units in one go with a mana item.

### Magtheridon

An upgrade of Abomination. They spawn in 2 Abominations and 1 Magtheridon. Their aura of blight ability provides 50% cooldown recovery for casters and it can stack twice. Therefore, undead should have two magtheridon by bonus and finals, unless they are going for speed undead build which uses passive buffs instead of active spells. Their dark howl of terror ability is a debuff that reduces damage to enemy units. They are usually an important addition to the undead army that uses a lot of spellcasters (i.e. necromancers and banshees) because of their cooldown recovery buff.

### Dreadlord

An upgrade of Abomination. They spawn in 2 Abominations and 1 Dreadlord. Their vampiric aura ability gives lifesteal to friendly melee attacking units which can stack twice. Ghouls, revenant and infernal juggernaut/machines benefit a lot from two stacks of vampiric aura. Their sleep ability is a debuff that temporarily puts enemy units to sleep which is usually aimed on backline units. This gives the undead time to take down the opponent's frontline with their backline support temporarily disabled. Their unholy frenzy ability allows them to increase the attack speed of friendly units.

### Death Knight

An upgrade of Abomination. They spawn in 2 Abominations and 1 Dreadlord. Their unholy aura ability gives increased movement speed and hitpoints recovery to friendly units. Their death coil ability allows the death knight to deal area damage all the while healing friendly units in an area. Their death pact ability allows them to instantly kill a unit with less than 500 hp to restore their own health.

### Infernal Juggernaut

A defending unit. They spawn 1 Infernal Juggernaut. Their fortified armor allows them to take a lot of punishment, but makes them vulnerable to siege attacks. Their blood transmission ability is dependent on vampiric aura which makes them synergize with dreadlords.

### Infernal Machine

An upgrade of Infernal Juggernaut. They spawn 2 Infernal Juggernaut and 1 Infernal Machine. Infernal Juggernauts and Infernal Machines are usually used in undead speed build in conjunction with dreadlord due to the attack speed increase they provide.

### Gargoyle

A flying unit. They spawn 2 Gargoyles. They are flying units and they prioritized ranged backline units. Therefore gargoyles are mainly used for sniping down backline units. In conjunction with mannoroth's soul burn ability and Kel'Thuzad's doom ability, they can be used to blow up the backline by killing the unit affected by either soul burn or doom.

### Crypt Fiend

A hard hitting piercing damage unit. They spawn in 2 Crypt Fiend. Their web ability to bring down enemy air units to the ground, which can provide additional anti-air. They are useful in finals where all-in air cheese can be used. They are usually upgraded to Crypt Lord.

### Crypt Lord

An upgrade of Crypt Fiend. They spawn 5 Crypt Fiends and 1 Crypt Lord. Their impale ability allows them to stun enemies on a line each time they attack. They also can summon beetles from corpses with their Carrion Beetle ability. They are usually employed in the undead speed build setup.

### Meatwagon

Undead siege unit. They spawn in 2 meatwagons. Meatwagon has mediocre damage. They make up for it with their disease cloud ability which spreads disease around. Not a very popular unit since if you face other undead you would be at a disadvantage with the undead being immune to disease. Their exhume corpse ability gives corpse for the necromancer and crypt lord to use for their summons. However, this is not an issue if you have ghouls on front line. In addition, necromancers and cryptlord can also use corpses from the enemy. They have their uses in finals in the undead choke build.

### Obsidian Statue

Undead healer. They spawn 2 Obsidian Statue. Good addition after having sufficient ghouls and necromancer. Their essence of blight spell restores health in the area which helps the survival of ghouls. Their spirit touch spell restores mana in the area. Because of the mana regeneration, they pair well with mannoroth and necromancers.

### Destroyer

An upgrade of Obsidian Statue. They spawn 4 Obsidian Statue and 2 Destroyers. Destroyer can dispel buffs from enemy units with the devour magic spell. They can also drain mana from the enemy with their absorb mana spell. This can be important in robbing someone of mana especially if a problematic unit has a mana item like shaman.

### Necromancer

Main caster of undead. They spawn 2 Necromancer. Necromancer is what makes the undead an undead horde. They fill their army ranks with lots of summons. Necromancer summons a variety of skeletons to increase the undead army, which are skeleton warrior, skeleton archer and skeleton mage.

### Kel'Thuzad (Black)

An upgrade of Necromancer. They spawn 5 Necromancer and 1 Kel'Thuzad. Black Kel'Thuzad curses a unit with doom ability. While under the effect of doom, they cannot cast any spell. If the unit under the effect dies then a doom guard emerges with a stomp ability which can literally kill a whole chunk of the backline with the area damage.

### Kel'Thuzad (White)

An upgrade of Necromancer. They spawn 5 Necromancer and 1 Kel'Thuzad. The white Kel'Thuzad's animate dead spell temporarily resurrects a unit, friendly or enemy, to do the Kel'Thuzad's bidding. They are invincible, but they are in a timed life. They can be especially useful in hitting the backline when the resurrected unit ends up in the back. They can also create a wall of impassable, unkillable undead.

### Banshee

Supporting caster unit. They spawn 2 Banshee. They are an essential unit to add to the undead army. Their curse ability causes enemies to miss 33% of the time which reduces their damage. Their anti-magic shell ability shields a unit for a whopping 2000 hitpoints against magic damage.

### King of Banshee

An upgrade of Banshee. They spawn 5 Banshee and 1 King of Banshee. Aside from the anti-magic shell and curse ability. They gain the possession ability which allows them to steal an enemy unit and give them to the undead army permanently. Hence, they are useful when dealing with players who are making lots of big expensive units which can be stolen. They are especially useful against orc with their strong frontline.

### Battlegolem

A strong melee unit recruited only in finals. They spawn in 1 Abomination, 1 Flesh Golem and 1 Battlegolem. They are an upgrade of fleshgolem. They are the most powerful unit in the game. Their patchwork ability allows them to use the corpses from Flesh Golem and Abomination to increase their health, armor and attack damage, in which they grow bigger. After 16 corpses, their debuff immunity ability sets in which makes it even harder to deal with this monstrosity. Contrary to what others believe, their size doesn't allow them to hit air units. Hence, a strategy against this unit is to exploit the undead's weak anti air.

### Frost Wyrm

A strong air unit recruited only in finals. They spawn in 2 gargoyles and 1 Frost Wyrm. They are an upgrade of gargoyle. They have strong synergy with gargoyles with their unholy dominance ability which prevents gargoyles from turning into statue. The ability also protects the frost wyrm in which they cannot be attacked if there is a gargoyle nearby. As such, this unit is very popular on all-air all-in cheese build. However, they can also be added in the undead army due to their freezing breath ability which can freeze units.

### Lich

A strong caster unit recruited only in finals. They spawn in 2 Banshees and 1 Lich. They are an upgrade of banshee. They have very strong AOE damage which are often added to the undead final army. Their death and decay ability is a flat damage that is %5 of max hp per second in an area. Even battlegolem with its high hp stands no chance against this armor ignoring ability. Their frost nova ability is a strong burst damage spell in an area which also slows enemy movement and attack speed. This backline unit is best used with a strong frontline like battlegolem to keep enemies away from the backline or with ghoul meatshield along with necromancers meatshield summon.

Back To Main Page