Night Elf Item Guide

Welcome to the Night Elves 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 Night Elves, this will be the Druid of the Talon/Marfurion 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. You can also equip this on Dryad/Keeper of the Grove/Ghost of the Keeper because they have multishot so it multiplies the damage.

**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 Night Elves, this will be the Druid of the Claw and Huntress/Priestess of the Moon. It can also be equipped on Sentries/Warden/Demon Hunter, but considering their low health, they don't benefit from it much. 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 Night Elves 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 Night Elves, this will be the Druid of the Claw and Huntress/Priestess of the Moon. It can also be equipped on Sentries/Warden/Demon Hunter, but considering their low health, they don't benefit from it much. Sell this item on later rounds as its benefit decreases with a larger army.

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

This item can be equipped on sentries/Warden/Demon Hunter or Treants to make them even more meatier. Equipping this on Huntress or Druid of the Claw is not recommended as you don't benefit much having this on a high health units. To explain, upgraded huntress or Druid of the Claw spawn in 3 so you get 3 x150 extra health. In contrast, upgraded sentries spawn in 9, so you get 9 x150 extra health. In finals, this item is better off sold. Sometimes, this item is equipped on backline units such as Druid of the Talon/Marfurion or Dryad/Keeper of the Grove/Ghost of the Keeper to prevent them from getting killed fast when the backline gets compromised.

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

This item is best equipped in your damage units. Early rounds equip this in Druid of the Talon/Marfurion. You can equip this on Priestess of the Moon if you have one. You can also equip this on dryad/Keeper of the Grove/Ghost of the Keeper. 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 sentries/Warden/Demon Hunter to have them deal area damage to the opponents meatshield units. Later rounds, this item loses viability with heavy hitters killing your frontline units fast. This is especially true with Night Elves unit being on the fragile side. Keep this item early round, and sell them rounds 3 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, Night Elves 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 Sentries/Warden/Demon Hunter. You can also equip this on your backline units to prevent them from dying fast when the backline gets broken into. 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. However, it does suit the Night Elves front line with them having higher damage and lower hp. The damage/armor combination means this item is best equipped on your sentries/warden/Demon Hunter. 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 sentries/warden/demon hunter or to your beefier units like huntress/priestess of the moon. 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 sentries/warden/demon hunters to make them even more meatier. In finals, this item is usually better off sold. Sometimes, this item is equipped on backline units such as Druid of the Talon/Marfurion or Dryad/Keeper of the Grove/Ghost of the Keeper to prevent them from getting killed fast when the backline gets compromised.

**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. Night Elves does not have a unit the provides devotion aura so this is a good item to keep for them. However, 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. It is a good item to keep for Night Elves, but you can also sell it if short on gold.

**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 Sentries/Warden/Demon Hunter to make them even more meatier. In finals, this item is usually better off sold. Sometimes, this item is equipped on backline units such as Druid of the Talon/Marfurion or Dryad/Keeper of the Grove/Ghost of the Keeper to prevent them from getting killed fast when the backline gets compromised.

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

This item provides 100% lifesteal for melee attacks. Night Elves doesn't benefit from this item as they don't have a hard hitting melee unit to benefit from the lifesteal. Always sell this item.

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

The mana increase means this is best equipped on the Ghost of the Keeper of the Grove for additional attack blocking/damage reflect. If you don't have a ghost of the keeper of the grove yet, you can equip this on Priestess of the Moon, Druid of the Claw or Warden.

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

Night Elves does not have a unit that can dispel magic against orc's bloodlust, so you can temporarily equip this on your Druid of the Talon/Marfurion or Dryad/Keeper of the Grove/Ghost of the Keeper. However, get rid of this item on bonus as it will do more harm than good with it dispelling your root debuff. 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 Dryad/Keeper of the Grove/Ghost of the Keeper 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 Dryad/Keeper of the Grove/Ghost of the Keeper which does multishot attacks and thus spread the armor reduction. This is a very good item for Night Elves considering the armor reduction would have a big impact with their low damage high attack speed.

**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 Dryad/Keeper of the Grove/Ghost of the Keeper 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 Dryad/Keeper of the Grove/Ghost of the Keeper 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

The mana increase means this is best equipped on the Ghost of the Keeper of the Grove for additional attack blocking/damage reflect. If you don't have a ghost of the keeper of the grove yet, you can equip this on Priestess of the Moon, Druid of the Claw or Warden.

**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, Night Elves 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, Night Elves 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 you 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 Huntress/Priestess of the Moon. 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 sentries/warden/Demon Hunter along with the Avatar of Vengeance's summons 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. Night Elves does not have units that provides devotion aura, so you can keep this item for the aura. If facing orc, this item is pointless considering how hard the orc hits. You can sell this item or keep it for the aura.

**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. Night Elves doesn't benefit from this item as they don't have a hard hitting melee unit to benefit from the lifesteal. Always sell this item.

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

This item is best equipped in your backline damage units. This item usually comes later rounds. You can also sell this item for extra gold

**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 Priestess of the Moon. This item usually comes later rounds. You can also sell this item for extra gold.

**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 on Priestess of the Moon. However, this item is only viable during player battle rounds. You can also keep this for the extra mana and equip it on your ghost of the Keeperof the Grove

**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. If you have Janggo of Endurance already, you can choose which one to keep.

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