Human 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.

### Militia

They spawn in groups of 12 with mediocre hp and low damage. They are the ideal meatshields. Their ability nearby supply allow them to walk through friendly units with zero unit collision. As such, they can also be placed in the back of range units to provide additional reinforcement to front line as they would not get trapped in the back line. They have a tendency to crumple together which means that they are more susceptible to area splash damage.

### Footman

They spawn in 3 have more hp and low damage. Their defend ability, allows them to tank more damage against range units. Their cheaper cost allows them to be pair with jaina on round 1.

### Swordsman

An upgrade of footman. They spawn in 6 footmen and 3 swordsmen. Swordsmen also have defend ability and shield wall ability that reduces incoming damage by 90% for 5 seconds which allows them to tank a lot of damage from heavy hitters. They are better tanks than militia, but are more expensive.

### Spell Breaker

An anti magic unit. They spawn in 2. Their dispel ability allows them dispel buffs from enemies and debuff from friendly units. They are useful against orc to dispel their bloodlust spell and also undead which deals 100 damage to summoned units in an area. In addition, their spell steal ability allows them to steal buffs from enemy and transfer harmful spell to enemy. Their debuff immunity skill makes them immune from harmful spell.

### Bloodmage

An upgrade of Spell breaker. They spawn 5 spell breakers and 1 bloodmage. The bloodmage have a different skill set, but they are also a powerful addition to your army. Their banish spell allows them to temporarily take out a powerful unit from a fight and their life drain skill allows them to drain hp from enemy to heal themselves.

### Knight

A duelist unit. They spawn in 1. Their charge ability stuns the enemy caught in the collision and increase damage by 25% to nearby friendly units for 15 seconds. While charging, the knights have zero unit collision with friendly units. The charge also tends to crumple enemy unit to make them more susceptible to splash damage. Knights are also very useful against orc to chain stun them. Orcs generally come with hard hitting melee units with lifesteal, and the longer you can keep them stunned, the better for the human player.

### Armored Knight

An upgrade of knight. They spawn 2 knights and 1 armored knight. In addition to charge, its devotion aura skill provide armor increase to nearby unit. The armored knight and the knights spawn with it has medium type armor and is slower than a normal knight. Halahk provides the same armor bonus and do not stack together, so they are a less popular choice than lancer. In other words, players who want the armor aura would usually build halakh instead of the armored knight.

### Lancer

An upgrade of knight. They spawn 2 knights and 1 lancer. In addition to charge, its shock wave skill allows lancer to hit the backline units. As such, they are powerful on its own. Knights tend to lose to meatshield with rear damage units. However, lancer can snipe the rear units with the ability allowing them to win fights. It is advisable to pair them with swordsman or militia to increase their survivability. They are a very popular choice in flank position, due to their tendency to win fights on flanks and attack the rear position afterwards for pincer attack. However, they can also be put in front position to hit the rear damage units of the front position.

### Paladin

A tank and a healer in one. They spawn in 1. Footman/militia backed by chaplain/priest is generally better than a paladin. However, their high hp and low numbers make them more resistant to splash. It is better to pair them with footman/militia despite risk of splash to prevent them from getting focused down.

### Halahk

An upgrade of paladin. They spawn 2 paladins and 1 Halahk. Their armor bonus to friendly units from devotion aura skill combined with recovering aura skill can increase the survivability of friendly units. Recovering aura doesn't use mana so they can heal indefinitely. Halahk can be a nightmare to deal with, if the enemy doesn't have any hard hitters to focus down Halahk. They are a weak choice against orc, because slow healing and some armor isn't going to make a difference against the hard hitting melee units that orc has.

### Uther

An upgrade of paladin. They spawn 2 paladin and 1 Uther. The 2 paladins that spawn with uther heals for more compared to regular paladin. Uther's healing is more of a burst healing type compared to Halahk's healing over time. However, uther uses mana and can run out of mana. They are slightly better against orc, but militia and footman spamming is a better choice against orc. They are also better choice compared to Halakh on bonus due to their burst healing.

### High Elf Archer

A piercing damage unit. They spawn in 12 which means they have slightly more dps compared to sorceress. They are piercing damage, so they are good against night elves that uses light armored units as frontline. Their piercing damage are also good to discourage enemy undead from using gargoyles to snipe down your backline.

### Dragonhawk

A hard hitting piercing damage unit. They spawn in 2. They are generally not used for the damage they provide as they are low in number and low in attack speed. They are usually upgraded to Dragonhawk rider right away for the ability that Dragonhawk rider provides.

### Dragonhawk Rider

An upgrade of dragonhawk. They spawn 5 dragonhawks and 1 dragonhawk rider. Their cloud ability prevents units that are caught in cloud from attacking. They are normally used to disable melee units and is used against hard hitting melee units especially orc. Dragonhawk rider can also be used in bonus to push the magnataur into a corner and trap them, which reduces their surface area to attack your paladin. However, with bad luck, sometimes they also pushes the magnataur inward towards your backline.

### Rifleman

A hard hitting piercing damage unit. They spawn in 2. They are generally used for damage. They are not good for bonus and their piercing damage is situational, so veterans normally stay away from building them during rounds. However, upgraded rifleman is always built on finals to prevent air cheese from succeeding.

### Flying Machine

An upgrade of Rifleman. They spawn 4 riflemen and 2 flying machines. Rifleman and flying machine's armor break ignores armor, so they usually prevent gryphon air cheese, which tends to stack armor and damage over time, from succeeding. Flying machine also has area damage on air which prevents mass gargoyle undead air cheese from succeeding due to their tendency to crumple up. Therefore, this unit is a must in finals to prevent air cheese shenanigans.

### Mortar Team

An artillery unit. They spawn in 2. They provide area splash damage and is generally good at cleaning up front meatshields. Their low damage is not good against high hp low number orcs. However, you still need 1 or 2 against orc to clean up their backline after you beat their frontline.

### Chaplain aka Church Priest

A healer unit. They spawn in 2. Use to provide healing to front line, from the safety of the back.

### Priest

An upgrade of chaplain. They spawn in 4 chaplain and 2 priest. Priest also provides healing like chaplain, but they have inner fire skill that provides additional armor and damage to a friendly unit. Make 1 or 2 on bonus in addition with uther to increase their survivability.

### Sorceress

A magic damage unit. They spawn in 3 and is usually paired with militia in round 1. They provide damage support to front lines.

### Jaina

An upgrade of sorceress. They spawn 8 sorceress and 1 jaina. They are lower in number compared to high elf archers, but jaina provides utility in the form of the slow spell which slows an enemy unit. They are also magic damage and better at dealing with most frontlines which are heavy armor type. Make 4 or more on bonus to slow down magnataur on bonus to increase the survivability of your front line.

### Mage

A hard hitting magic damage unit. They spawn in 1. They are generally used to focus down a high hp tank unit.

### Archmage aka Firemage

An upgrade of mage. They spawn in 2 mage and 1 archmage. The archmage and the mage that spawns with them have the fireball ability which deals additional magic damage to an enemy unit. As a result, they hit very hard against heavy armor type units. Humans should rush this unit when dealing with orc to focus down their front line. They also provide mana regeneration to nearby friendly mana caster unit with their brilliance aura skill.

### Antonidas aka white archmage

An upgrade of mage. They spawn in 2 mage and 1 antonidas. Antonidas can summon a water elemental for additional damage, but they are usually recruited for their silence spell which is very deadly against undead, and frost armor which increases survivability of friendly units. They are also a good counter to opponents that uses a lot of front line healers in the form of paladin and druid of the claw, with the silence hitting front line first along with the front line healers to disable heal. In addition, they can also be used against tauren to prevent their pulverize ability from activating and blademaster to prevent their bladestorm ability.

### Mountain King

A defensive unit recruited only in finals. They spawn in 1. They are usually used against humans and undead. Against human, once the frontlines are cleaned up, they can cause chaos as they can lure shots from mortar team to prevent them from hitting your backline. Not very effective against night elves as the hard hitting light rangers and dark rangers will focus them down once the front lines are cleaned up. They are also useful against undead in case the undead goes battlegolem build. The stormbolt ability can stun the battlegolem for 5 seconds and has 15 second cooldown which means 3 of them can disable the battlegolem permanently. They are generally not good against orc because they are either gets focused down and dies fast or gets ignored whilte the orc goes and hit the backline units.

### Arthas (Armor Type)

A melee support unit recruited only in finals. They spawn in 1. They are not a popular choice among veterans. Its honor armor ability implies that this unit is good to be paired with armored knights with the 75% melee damage reduction. However, knights are not a good unit to mass. They are usually use for their utility, but they are a weaker duelist. Massing knights is humans trying to play like orc with heavy melee units except that knights are weaker than raider. It might have a place against countering the heavy melee damage orc, but they usually have other damage dealers that can clean up the armored knight.

### Arthas (Sword Type)

A melee support unit recruited only in finals. They spawn in 1. They are not a popular choice among veterans. Its honor spear ability implies that this unit is good to be paired with lancer which increases damage by 24 and armor by 5 for each unit kills. It can give a knight an insane damage and armor if it has enough kills and can be unstoppable like a fed Gryphon rider. However, knights are not a good unit to mass. They are usually use for their utility, but they are a weaker duelist. Massing knights is humans trying to play like orc with heavy melee units except that knights are weaker than raider. The main reason that this is not a good strategy because unlike orc, humans have a hard time fully outfitting a knight with items to increase their survivability. Second problem is that knight has no debuff immunity, which means it can be stolen by banshee, which can turns the fed knight against the human player.

### Daelin Proudmoore

A melee support unit recruited only in finals. They spawn in 1. They are not a popular choice among veterans. Its freedom aura ability implies that this unit is good to be paired with knights which can make knight immune to any movement type debuff. However, knights are not a good unit to mass. They are usually use for their utility, but they are a weaker duelist. Massing knights is humans trying to play like orc with heavy melee units except that knights are weaker than raider.

### Siege Engine

A multishot unit. They are similar to a splash unit with the multishot except there are no area damage. They are good to be equpped with orbs because they spread the effect of orbs. Otherwise, it is often better to just make more mortar team.

### Gryphon Rider

A very situational unit. They are often used for air cheese shenanigans. They are either lackluster unit or unstoppable depending on the situation. Here is why. Their attack on ground starts at 2 damage. As the gryphon gets hit and attacks, their damage and armor increases. As a result, if the opponent has a lot of low damage units, the gryphon rider can stack damage and armor really fast. In addition, if the opponent has no units that ignore armor afterwards, they will have no way to deal with a fed gryphon with its high armor. However if the opponent has either a hard air hitter or a unit that ignores armor then gryphon will be easy to deal with. Sometimes, this can be used against undead due to them lacking any hard hitter on air. If the crypt lord get silenced, without the web ability to bring the gryphon to ground, then the backline with its low anti-air damage along with the summons will be hitting the gryphon and feed them armor and damage.

Back to main page