Undead FAQ - Guide for WarCraft III: The Frozen Throne

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                             F A Q
Last updated 3/21/04                                    By Dandude776

T A B L E    O F    C O N T E N T E N T S
*NEW!!!* I just added the shortcut system. Pick the section you want to read and 
look at its shortcut. Hold down the Control key and press the F key to start the 
find program. Then, copy and paste the shortcut into the search. Press find to skip 
to that section. I’m still fixing some bugs, so some shortcuts may not work. E-mail 
me if any are glitched!!

-CONTENTS-                                            -SHORTCUT-
1. Version History/Coming Soon!.........................$Hist
2. Introduction/Terms...................................$Intro
3. Nerfs and Notes (Patch 1.14 Info)....................$Nerfs

4. Undead Buildings.....................................$Bldng
  4.1 Necropolis........................................$Ncrop
  4.2 Halls of the Dead.................................$HotD
  4.3 Black Citadel.....................................$BCit
  4.4 Haunted Gold Mine.................................$Gold
  4.5 Ziggurat..........................................$Zigg
  4.6 Spirit Tower......................................$SprtT
  4.7 Nerubian Tower....................................$NrbnT
  4.8 Crypt.............................................$Crypt
  4.9 Graveyard.........................................$Grave
  4.10 Altar of Darkness................................$Altar
  4.11 Temple of the Damned.............................$TotD
  4.12 Slaughterhouse...................................$Slght
  4.13 Sacrificial Pit..................................$Scrif
  4.14 Boneyard.........................................$BYard
  4.15 Tomb of Relics...................................$ToRlc

5. Undead Units.........................................$Units
  5.1 Acolyte...........................................$Aclyt
  5.2 Ghoul.............................................$Ghoul
  5.3 Crypt Fiend.......................................$Fiend
  5.4 Gargoyle..........................................$Garg
  5.5 Necromancer.......................................$Necro
  5.6 Banshee...........................................$Bnshe
  5.7 Meat Wagon........................................$MWagn
  5.8 Abomination.......................................$Abom
  5.9 Obsidian Statue...................................$Obsid
  5.10 Destroyer........................................$Dstyr
  5.11 Shade............................................$Shade
  5.12 Frost Wyrm.......................................$FWyrm
  5.13 Skeletal Warrior.................................$SkelW
  5.14 Skeletal Mage....................................$SkelM
  5.15 Infernal.........................................$Infnl
  5.16 Carrion Beetle...................................$Beetl
6. Undead Heroes........................................$Heros
  6.1 Comparisons.......................................$Cmpar
  6.2 Death Knight......................................$DKngt
  6.3 Dreadlord.........................................$DLord
  6.4 Lich..............................................$Lich
  6.5 Crypt Lord........................................$CLord
7. Neutral Heroes and the Undead........................$Neutl
  7.1 Pit Lord..........................................$PLord
  7.2 Dark Ranger.......................................$DRngr
  7.3 Pandaren Brewmaster...............................$BrewM
  7.4 Beastmaster.......................................$Beast
  7.5 Naga Sea Witch....................................$SWtch

8. Short Strategies.....................................$Short
  8.1 Undead Basics.....................................$Basic
  8.2 Undead Advanced...................................$Advnc
  8.3 Harassment........................................$Haras

THE GOLDEN RULE!!!......................................$Goldn
9. Combos...............................................$Combo
  9.1 Meat Wall.........................................$MWall
  9.2 Night of the Angry Dead...........................$NotAD
  9.3 Fiends and Statues................................$F&Obs
  9.4 Wyrm Frenzy (Thanks to Dan Harris)................$WyrmF
  9.5 Ultimate Handicap (Thanks to blood_s3m)...........$Hndcp
  9.6 Possess and Destroy (Thanks to Daltamare).........$Poss
  9.7 Infernal Distraction (Thanks to LichKing).........$IDist
  9.8 Nuke and Possess (Thanks to temlavxeno)...........$NukeP
10. Allied Assault......................................$AllyA
  10.1 Revenge (Thanks to Stephen Hsu)..................$Rvnge
  10.2 Oops, I missed (Thanks to Stephen Hsu)...........$Oops!
  10.3 Lost Temple Wyrm Frenzy (Thanks to blood_s3m)....$LTFrn
  10.4 Rumbling Decay (Thanks to The Silver Skull)......$RmDcy
  10.5 Spider Pigs (Thanks to Slasher_Weiyou)...........$SpdPg
11. Heroes Startegy.....................................$HeroS
  11.1 Tri-Nuke.........................................$Nuke
  11.2 Surprise Winter (Thanks to The Silver Skull).....$Wintr
  11.3 Big, slow and... STEALTHY!? (The Silver Skull)...$Stlth
  11.4 Better than Real (Thanks to The Silver Skull)....$BReal
  11.5 Return of Dracula (Thanks to Janus5000)..........$Drcla
12. Other Strategies....................................$Other
  12.1 Expand and Conquer (Thanks to Sanquinsactis).....$Exp&C
  12.2 Stone Wall Hammering (Thanks to Daltamare).......$SWHam
  12.3 Stampede of What!? (Thanks to Daltamare).........$Stmpd
  12.4 Creep’s Revenge (Thanks The Silver Skull)........$Creep
  12.5 My Strategy (Thanks to me).......................$Dndud
  12.6 Fast Expansion...................................$Expo
  12.7 Tastes Like Chicken..............................$Crpse
  12.8 The Great Cornholio (Thnks to Avatar of Dragonia)$Decoy
  12.9 Kill the Messanger (Thanks to Avatar of Dragonia)$Mssag
  12.10 Like Flies in a Web (Thnks 2 Avatar of Dragonia)$Flies

13. Versus Humans.......................................#V.HUM
  13.1 Seeing the Light (Versus Paladin)................#Pally
  13.2 Shortening the Dwarf (Versus Mountain King)......#MKing
  13.3 Magically Delicious (Versus Arch Mage)...........#AMage
  13.4 Bloody Elves (Versus Blood Mage).................#BMage
14. Versus Orcs.........................................#V.ORC
  14.1 Hoofin’ It (Versus Tauren Chieftain).............#Taurn
  14.2 Dances with Wolves (Versus Far Seer).............#FSeer
  14.3 Chop Sui (Versus Blademaster)....................#BlMas
  14.4 Jamaican Me Crazy (Versus Shadow Hunter).........#SHunt
15. Versus Night Elves..................................#V.ELF
  15.1 Searing Pain (Versus Priestess of the Moon)......#PotM 
  15.2 Thorny Situation (Versus Keeper of the Grove)....#KotG
  15.3 Panda-Blades (Versus Demon Hunter)...............#DHunt
  15.4 Silent but Deadly (Versus Warden)................#Wardn
  15.5 Will-O-Wisp (Thanks to Stephen Hsu)..............#WillO
16. Versus Undead.......................................#V.UND
  16.1 Knight of the Living Dead (Versus Death Knight)..#DKngt
  16.2 Darkness Calls (Versus Dreadlord)................#DLord
  16.3 A Cold Day in Heck (Versus Lich).................#Lich
  16.4 Insecticide (Versus Crypt Lord)..................#CLord
  16.5 Necro-Drop.......................................#NecDR
  16.6 Thanks for the Upgrades! (The Silver Skull)......#Upgrd
17. Versus Everyone.....................................#Every
  17.1 Instant Diet (Versus Pit Lord)...................#PLord
  17.2 End the Silence (Versus Dark Ranger).............#DRngr
  17.3 Hangover Cure (Versus Pandaren Brewmaster).......#BrewM
  17.4 To the Zoo (Versus Beastmaster)..................#Beast
  17.5 Fishsticks for Everyone (Versus Naga Seawitch)...#SWtch
  17.6 Creeping.........................................#Creep
  17.7 Build Orders.....................................#Order

18. Frequently Asked Questions..........................$FAQ
19. Contributor Info....................................$Cntrb
20. Contributor Recognition.............................$Recog
21. Thanks..............................................$Thnks
22. Legal Stuff.........................................$Legal

 *NEW!!!* I just added the shortcut system. Pick the section you want to read and 
look at its shortcut. Hold down the Control key and press the F key to start the 
find program. Then, copy and paste the shortcut into the search. Press find to skip 
to that section. I’m still fixing some bugs, so some shortcuts may not work. E-mail 
me if any are glitched!!

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|_|/_/ \_\_|_\ |_|   |___(_)   |_| |_||_|___| |_/_/ \_\__\_\

1.  V E R S I O N   H I S T O R Y / C O M I N G   S O O N !

 Version 1.0 – 7/23/03
 -First version done!

 Version 1.1 – 7/26/03
 -Tons and tons of spelling and grammatical corrections, some strategies, and info 
about using Neutral Heroes with your army. I also added Undead Basics and removed 
the skill-point-orders for heroes, because it’s too hard to come up with orders that 
satisfy every situation. Also, I’ll be away for the next 2 weeks, but if people keep 
contributing, there will be a BIG update when I return!

 Version 1.6 – 8/10/03
 -I’ve decided to jump the version up 5 points, due to the bunches of contributions 
I got. New strategies, changed section 3 to Nerfs and Notes, 3 new websites to host 
the FAQ… lot’s of new stuff! Keep contributing, and enjoy!

 Version 1.7 – 8/13/03
 -A few new strategies, some typo corrections, and better info about Locust Swarm. 
Also, I tried to organize the Undead Advanced section a little better.

 Version 1.8 – 8/14/03
-A new harassing technique and stats for the Pit Lord and the Dark Ranger. Plus I 
organized the In-Depth strategies into different races. Please send Race-specific 

 Version 2.0 – 8/17/03
 -Stats are done for ALL the Neutral Heroes and new stuff has been added to Undead 
Basics. Plus, I put in some mini-strategies for fighting each race. If you have any 
strategies for other races AND Undead counters to those strats, send them to me! On 
a smaller note, for every unit and hero I added whether or not they could attack 
air. That’s all.

 Version 2.01 – 8/18/03
 -About the smallest update someone could possibly make. A bunch of spelling 
mistakes, and some slightly modified stuff about the Dreadlord’s Inferno spell. I’m 
going away for a week, but when I come back you can expect a bunch of new strategies 
as long as people keep e-mailing me. Also, I’m going to add the cooldowns of each 
spell and ability that has… well… a cooldown. Keep e-mailing! I really need some 
race specific strats.

 Version 2.1 – 8/25/03
 -I added a bunch of new strategies, and this Coming Soon! section where I’ll list 
the things that you can expect me to add eventually, and a few things that I’ll 
probably never get around to. Keep contributing new race-specific strats!

 Version 2.2 – 8/27/03
 -There is now a much better layout for spells under each unit and the Undead 
heroes, and a few new additions to the race-specific strategies. I desperately need 
people’s race-specific ideas, and mission-specific strats. That’s it!

 Version 2.3 – 8/27/03
 -Well I just got back from a friends’ house and have nothing to do, so I’m 
updating. The new spell layout has been used for the Neutral heroes, there are now 2 
new strategies, thanks to The Silver Skull, and I just tinkered around with the 
numbers in the Table of Contents. I can’t stand using #.#A so I just changed around 
everything to make it fit nicer! I still need more race-specific strats and mission 

 Version 2.35 – 8/28/03
 -This just in… I’m a moron! In the last update I wrote in the Version History 
section that the layout was changed for all the Neutral heroes, and forgot to 
actually change it! Okay, NOW the layout has been changed done. Also, I realized 
that I had been spelling Altars as alter, so I changed that. I may have missed a few 
though. Also, I tried to make the Banshee’s Possession Upgrade bonus easier to 
understand due to a few people being confused on the gameFAQs message boards.

 Version 2.4 – 8/29/03
 -Just thought I’d do a few more updates before I have to go to school next week. 
Just added the “Thanks for the Upgrades!” strategy versus Undead and fixed a few 
random typos. I also realized that you can’t Possess allies so I changed that too.

 Version 2.5 – 9/5/03
 -Still waiting for more contributions :D. So while I wait I’m just adding some 
Undead counters to other heroes. I have the Human heroes done (Although I still need 
contributions). I’ll try to complete the other races within the next week or so. I 
also added a section on Harassment in the Short Strats section, but it too is really 
lacking. Anyone who contributes will get… their name in the credits! Or something. 
So please contribute something.

 Version 2.8 – 9/5/03
Woot! Woot! To celebrate the 14th update to this FAQ I redid the title, added a few 
new strats (Thanks to The Silver Skull!) and finished up the hero counters! Hurray! 
Anyway, I’m still waiting for the great hero-counter contributions I know (hope?) to 
receive… eventually. So contribute! Right now! GOGOGO!!!

 Version 2.9 – 9/8/03
 -A bunch of new strategies thanks to The Silver Skull (Is he the only one out there 
who has strats!?) and LichKing. Also, thank to the guys on the GameFAQs message 
board for telling me that units pass through Shades, and Kodos can’t regurgitate. My 
school started a few days ago so updates will become rarer now, although there have 
been rumors about a new WC patch floating around, and if it’s true, a new update 
will be released soon!

 Version 3.0 – 9/12/03
 -The FAQ’s 51 day anniversary! Yes, it’s been around for exactly 51 days and 
counting. Wow. Just note that because people haven’t really been SUMBITTING HERO-
COUNTERS I’m inserting lots of subliminal messages into this update. Maybe it will 
work (SUMBIT HERO-COUNTERS!!). Maybe not (SUMBIT HERO-COUNTERS!!). Oh well. Just in 
case you missed it, SUMBIT HERO-COUNTERS!! Got it? Good. Anyway in this update 
you’ll find the usual: More strategies (Thanks – as usual – to The Silver Skull), 
and little changes here and there. Oh, I also finally came up with a name for the 
Versus Death Knight section (Knight of the Living Dead). That’s all. SUMBIT HERO-

 Version 3.01 – 9/15/03
 -Just a new web host (www.actiontrip.com) and a few minor tweaks. It’s almost time 
for a big layout change... When I get around to it I will organize the in-depth 
strats into better section including:
Combos (Necros + A-Bombs, Fiends + Statues... etc)
Allied Assaults (Undead + Orc, Undead + Human... etc)
One Creature Armies (Surprise Winter, Big, slow and... Stealthy!?... etc)
Beefed Up (Frost Wyrm Frenzy... etc)
And I’ll think of more eventually. It will just be easier to find useful strategies. 
Also, a Creeping/Mercenaries section is on the horizon. Look for this and more... 

 Version 3.1 – 9/20/03
 -OK, like I kept saying, I finally redid the layout so it’s easier to find strats 
you’re looking for. A few more race specific stuff, and little changes here and 
there. I’m sure that there are a bunch of new glitches/mistakes due to the layout 
change (Such as strategies missing, strategies that are posted twice, bad 
numbering... etc). So next update, I’ll fix stuff. Also, in this update I once again 
put in skill orders for UD heroes, so Neutral skill orders are coming soon! As 
usual, CONTRIBUTE ALREADY!! To quote “Bonzai” (Which is both the funniest and the 
stupidest show ever)... “WHAT YOU WAITING FOR, STUPID?!?!”

 Version 3.15 – 9/21/03
 -Another tiny update. LichKing noticed that I spelt Paladin wrong so I changed 
that. Also, so sorry Silver Skull (say that 3 times fast...), but I have to remove 
the Infernal Extinguisher strategy due to the fact that Infernals are unsnareable 
(no, that’s not a word). Also, I put in my skill-orders for the neutral heroes. 
That’s all, folks.

 Version 3.16 – 9/22/03
 -I’m just allowing IGN to host my FAQ. That’s all.

 Version 3.2 – 10/1/03
 -The new layout is almost complete. I finally added a shortcut system to the table 
of contents so you can skip ahead. I’m still working some shortcut kinks out, so e-
mail me if you try a shortcut and it’s messed up. I also noticed that in the Table 
of Contents I listed the Crypt Lord as a Crypt Fiend. Silly me. Anyhoo, there’s just 
a few little tweaks and changes, but not much.

 Version 3.25 – 10/7/03
 -Some small changes here and there. Plus, some typos in the Brewmaster area. New 
layout for the In-depth strategies section. I’m almost half way done with that 
layout change. Look for the rest soon!

 Version 3.5 – 11/11/03
 -Wow. I’ve been busy for a while, but I decided to go back and update. More 
strategies, some corrections, and other stuff. Janus500 convinced me to eventually 
do a neutral/creeping section, so that’s coming soon. And thanks to Blood s3m for 
noticing all the strategies and tips that don’t work (Kodos can’t be devoured, 
Shades don’t get backpacks, Phoenix Eggs are spell immune, and Devour Magic can’t 
eat auras) Anyway, due to some glitch on my computer, some strategies that people 
submitted got deleted. If you sent one in, but it’s not here, resend it. Thanks. 
Also, I WILL finally finish the in-depth strategy layout changes soon. Really.

 Version 3.6 – 11/15/03
 -OK, thanks to Janus5000 for (re)sending me strategies. Some new hero counter 
stuff, more changes, layout switch complete, neutral stuff (Creeping, items, neutral 
hero counters) coming soon.

 Version 3.7 – 12/16/03
 -Neutral/Creeping Stuff will be done next time, but for now I’m just adding in 
patch 1.13 information. Hurray! Patch! Unfortunately, not a lot of people are happy. 
Too bad. Changes have been made, along with the addition of a fast expo strategy. 
Expect strategies to change in the next update due to patch changes. Eh.

 Version 4.0 – 1/6/04
 -HAPPY NEW YEAR!!! HURRAH!!! OK, now that that’s over with, on with the updates. 
Neutrla stuff complete, but highly lacking. Any neutral hero counters, creeping 
tips, build orders, or questions for the actual FAQ section are appreciated. As 
usual, submit stuff, but now it can Build Orders or Creep Tips too. Also, this FAQ 
is now, officially, a FAQ, with the addition of a Frequently Asked Questions 
section. Ask me questions by mail, and if it’s good, it might go in.

 Version 4.1 – 1/15/04
 -Well patch 1.14 came out pretty quickly, so I’m updating. A few more questions 
added to the FAQ section, minor changes, and other junk.

 Version 4.25 – 2/14/04
 -Pretty big update. More strats, little changes, and other stuff you probably won’t 
notice. Enjoy. :D

 Version 4.3 – 2/16/04
 -Reread the entire FAQ, changing a whole bunch of stupid comments I made when I 
first wrote this. I noticed that under Aboms, I said that Disease Cloud is pretty 
good. What was I thinking?! So just changes all over the place.

 Version 4.4 – 3/6/04
 -Realized that I had some bad info in the upgrading stealing areas, so they’re 
changed. More itty bitty changes all over the place.

 Version 4.5 – 3/21/04
 -Been working on my Warcraft map lately, so haven’t updated in a bit. I added my 
big strategies for Orcs and Night Elves (They’re found under the basic tips), so 
Humans and Undead will come soon.

In this section I’ll be listing stuff that’s, well, coming soon. E-mail me with 
ideas for new sections/additions. Seriously. Anything you can think of.

I’ll finish the neutral section.

I’m fixing any errors that popped up due to the layout change.

2.  I N T R O D U C T I O N / T E R M S
Hey, hey! Welcome to my Warcraft III: The Frozen Throne, Undead FAQ. I’ve been 
playing Warcraft since the very first game, and I must say that the Undead is 
definitely my favorite race. I saw that there were no FAQs detailing Undead units 
and stuff, so I decided to write this. MAKE SURE to e-mail any strategies you have 
to me, at [email protected] Build orders, skill-point distribution, hero use… 
whatever - just MAKE SURE to e-mail with whatever you think of!

Now, here is a short glossary of terms I might or might not use in the FAQ. I know 
that most of them are painfully obvious, but I know some people who won’t know this 

 -UD: Undead.
 -HU: Humans.
 -NE/NElf: Night Elves.

 -PASSIVE: This aura/spell/whatever is not cast, and is always activated.
 -CHANNELING: This spell requires the caster to be immobile and channel it. So if a 
Beastmaster is casting Stampede (A Channeling spell) he must stand still while the 
stampede occurs. It will end prematurely if the Beastmaster is interrupted by 
attacks such as Impale or given a new order.
 -AUTO-CAST: Right-clicking on this spell allows the caster to continuously use the 
spell whenever it has the chance, and enough mana to spare.
 -NUKE: A combination of high-powered direct damage spells cast on one unit in an 
effort to kill or seriously weaken it. The Undead Tri-Nuke is any combination of 
Death Coil (Death Knight), Carrion Swarm (Dreadlord), Frost Nova (Lich), and Impale 
(Crypt Lord).
 -INTERRUPT: Interruptions are spells like Sleep and Impale. They can be used to 
stop Channeling spells (see above)
 -BUFFS: Buffs are bonuses to units. Buffs include all the auras, spells like 
Bloodlust and Inner Fire, and items like Healing Wards.
 -FOCUS-FIRE: The act of having all or most of your units focus on destroying one 
specific unit. This is mostly accomplished with ranged units, because onl;y a 
limited number of melee units can surround a target at once.
 -AOE: Area of effect. Attacks and Spells with AOE damage hurt multiple targets with 
one strike. AOE spells are spells like Blizzard, Flame Strike, and Rain of Fire.

 -TIERS: Your tech-tree is divided into tiers. Tier 1, is all units and buildings 
that require a Necropolis. Tier 2 is all buildings and units that require a Halls of 
the Dead. Tier 3 is all buildings and units that require a Black Citadel.
 -MICRO: The art of micromanaging your armies/units. You NEED to get good at this if 
you want to do well. It’s basically just controlling individual units, instead of 
telling your entire army to attack-move. Here are some basic skills: Moving damaged 
units out of battle and back in once the enemy redirects, focus-firing on the weak, 
using spells effectively, moving your hero around a lot to make the most of it’s 
bonuses, attacking ranged/caster units to fry them before they fry you.
 -MACRO: The art of managing your base/economy. Not too hard, especially with 
Undead. Just have 5 Acos on gold, about 3-4 Ghouls on wood, get expansions, and 
organize your base! Upgrade your units when you’ve hit max food and are waiting for 
more Ziggs, and don’t build buildings for no reason. Don’t let heroes get stuck 
between buildings!

 -A-BOMBS: Abominations. The Undead’s tier 3 heavy-assault melee unit.
 -NECROS: Necromancers. The Undead’s primary spell-caster.
 -FIENDS: Crypt Fiends. The Undead’s anti-air support unit.
 -SKELLIES: Skeletons. These refer to all types of Skeletons: Skeleton Warriors, 
Skeleton Mages, Lesser Dark Minions, Dark Minions, and Greater Dark Minions.
 -FROSTIES: Frost Wyrms. The Undead’s aerial tank.
 -STATUE: An Obsidian Statue. An Undead unit that can heal your troops.
 -ACOS: Acolytes. The Undead’s worker units.

 -ZIGG: Ziggurat. Undead Farm.
 -HotD: Halls of the Dead. Tier 2 Undead Command Center.

 -DK: Death Knight. One of the Undead Heroes.
 -DL: Dreadlord. Another of the Undead Heroes.
 -CL: Crypt Lord. See above.

 -HP: Hit points, health, whatever you want to call it. When a unit loses all of 
it’s HP it is dead.
 -MANA: Magical energy. Required to cast spells and other types of special moves.
 -MP: Magic points. Another name for Mana.
 -TP: Town Portal. All heroes start with a Scroll of Town Portal, which allows the 
hero to teleport back to base.

Ummm… That’s all I could think of off the top of my head. If anyone asks me what a 
word means I will add it to the glossary.

All of the strategies that you’ll find in the rest of the FAQ are just my or other 
people’s ideas. To win, I guarantee that you will have to modify the strategies. 
Totally feel free to add or remove units from the ones suggested, whatever. Also, 
don’t e-mail me that the strategies suck because you lost with them. It’s called 
CONSTRUCTIVE CRITISM. Tell me what I should change! Thanks in advance.

3.  N E R F S   A N D   N O T E S
Okay, Frozen Throne’s been out for long enough so I’m changing this section. Now, 
whenever a new patch is released, I will list the updates. Note that these are ONLY 
me when a new version is released. Don’t bother listing the changes. I can just go 
on Blizzard’s website and get them. And also, for those of you who don’t know, a 
nerf is basically just a tweak on a unit, such as changing it’s HP or strength. 
Okay, these are for version 1.14. (By the way, thanks to LichKing for suggesting I 
add this section)

-Lots of glitch changes including:
 -One player heroes now have normal agility (Due to a 1.13 glitch they all attacked 
 -The Scroll of Town Portal now teleports you to where you clicked, instead of the 
bottom right corner of the Town Hall.
 -You can now once again raise skellies from your Meat Wagons after researching 
Skeletal Mastery (Due to a glitch, after researching Necros couldn’t raise straight 
out of the wagon)
 -Unholy Frenzied units will not permanently lose 75% attack speed after being 
Polymorphed or Hexed.
 -No more Mana-Flare Ultimate-Aura glitch! Dang that was so cool...
 -The Spirit Link glitch has been fixed for Berserkers.
 -The unresponsiveness has been fixed
-Anti-Magic Shell now costs 100 mana instead of 150, but absorbs 300 damage instead 
of 350.
-The Beastie bear’s Bash move now only stuns for 1 second instead of 2.
-The Beastie’s Stampede only does 60 damage/lizard instead of 80.
- Nerubian Webspinners (They’re mercs) cost more.

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|  _/ _ \|   / | |    | | | | _   \ V / (_) | |_| |   / | _ \/ _ \\__ \ _| 
|_|/_/ \_\_|_\ |_|   |___|___(_)   |_| \___/ \___/|_|_\ |___/_/ \_\___/___|

4.  U N D E A D   B U I L D I N G S
Undead buildings are basically a mix between the Protoss and the Zerg from 
Starcraft. Like the Zerg’s Creep, Undead Buildings need to be made on Blight. The 
only exceptions are the Necropolis and the Haunted Gold Mine. Those two building 
create a field of Blight anyway. Like the Protoss, Undead Buildings aren’t “built,” 
they are summoned. You can have one Acolyte summon one building and then move away 
and the building will summon itself. Therefore, you only need one Acolyte to build, 
as he can just run around summoning each building before the others are finished. 
This can be very helpful. Now, I will go in depth describing each building, its 
stats, and its role. Here’s how to read each building’s section:

NAME (The building’s name)
ROLE (The building’s role in the scourge)
GOLD (How much Gold the building costs)
WOOD (How much Lumber the building costs)
HP (The building’s Hit Points, or how much damage it can take before exploding)
ARMOR (How much armor the building has)
GROUND ATTACK (How damaging the building’s ground attack is) (Averaged)
AIR ATTACK (How damaging the building’s air attack is) (Averaged)
RANGE (How far the attack reaches)(Also, if the attack hits air units)
COOLDOWN (How long between each attack)
DAY SIGHT / NIGHT SIGHT (How far the building can see in the day and the night)
SUMMONING TIME (How long it takes for the building to be summoned) 
REQUIRED BUILDINGS (Buildings that need to be summoned before this building)

If one of these things doesn’t apply to the building, it just won’t be included.

The Tomb of Relics (Store) is set up a little differently. It’s just a list of each 
item sold, the price, the cooldown between charges (if it has charges), how long 
before the shop gets more in stock, and a comment about each item.

4.1  N E C R O P O L I S
NAME: Necropolis
ROLE: Command Center
GOLD: 255
WOOD: 0 
HP: 1500
SIGHT: 90/60 
SUMMONING TIME: 120 seconds
 -TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
 -BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some Undead 
units to carry (BUT NOT USE) items. Not very useful in my opinion.
 -UPGRADE TO HALLS OF THE DEAD: Upgrades the Necropolis to the Halls of the Dead, 
which allows for the building of tier 2 buildings and units.
The Necropolis is the Undead’s Command Center, and is therefore very important. Due 
to the new anti-hide-the-farm rule, which requires you to have a Command Center or 
else the enemies will eventually see your base, it’s important to build a Necropolis 
in your expansions. Make sure to upgrade the Necropolis quickly, as its upgrades 
(Halls of the Dead, and Black Citadel) can actually attack enemies and are extremely 
durable. I don’t find the backpack upgrade very useful, but you should experiment 
and decide whether you like it or not.
I’m just adding this because I’ve played a few Battle.net games with newbies. YOU 
new. If you have some extra cash, you might want to build a Necropolis at the 
expansion farthest from your base (Although you should only have 1 or 2 expansions 
anyway). That way, you can use a Scroll of Town Portal to warp there if you need to 
get somewhere fast, or if an enemy is attacking the expo.

4.2  H A L L S   O F   T H E   D E A D
NAME: Halls of the Dead
ROLE: Command Center/Heavy Tower
GOLD: 320 (In addition to Necropolis Cost)
WOOD: 210
HP: 1750
SIGHT: 120/80 
SUMMONING TIME: 140 seconds
REQUIRES: Necropolis
 -TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
 -BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some Undead 
units to carry (BUT NOT USE) items. Not very useful in my opinion.
 -UPGRADE TO BLACK CITADEL: Upgrades the Halls of the Dead to the Black Citadel, 
which allows for the building of tier 3 buildings and units.

Adds a cold element to all of the Halls’ attack which slows down the targets.
The Halls of the Dead is a great building. It acts as the Undeads Command Center, 
and has its own attack (Although it’s gotten weaker over the (past few updates). 
Plus, with the addition of this, you can start building tier 2 buildings, including 
the Temple of the Damned, the Slaughterhouse, and the Sacrificial Pit. Upgrade to 
this quickly.

4.3  B L A C K   C I T A D E L
NAME: Black Citadel
ROLE: Command Center/Heavy Tower
GOLD: 32 (In addition to Necropolis and Halls of the Dead Costs)
WOOD: 230 (In addition to Necropolis and Halls of the Dead Costs)
HP: 2000
SIGHT: 120/80 
SUMMONING TIME: 140 seconds
REQUIRES: Halls of the Dead, Alter of Darkness
 -TRAIN ACOLYTE: Trains an Acolyte to work for the Scourge.
 -BACKPACK (20 seconds) (Requires Tomb of Relics): This upgrade allows some Undead 
units to carry (BUT NOT USE) items. Not very useful in my opinion.

Adds a cold element to all of the Citadel’s attack which slows down the targets.
The Black Citadel is great during the late-game, because it allows you to get those 
all important tier 3 units and upgrades. You need this to build the Boneyard, which 
allows you to build the Undead tanks, the Frost Wyrms. Also, it’s required if you 
want Abominations. Plus, it’s more powerful than the Halls of the Dead, so it can 
defend itself quite well.

4.4  H A U N T E D   G O L D M I N E
NAME: Haunted Goldmine
ROLE: Gold Source
GOLD: 255
WOOD: 220 
HP: 800
SIGHT: 90/60 
SUMMONING TIME: 100 seconds
The Haunted Goldmine is by far one of the most important Undead Buildings, because 
you must haunt a goldmine before your Acolytes can harvest from it. The Undead have 
a great advantage to the other races, because the Haunted Goldmine does not need to 
be near you Command Center. Therefore, once you want to expand, send your scouting 
party out (Your heroes, and a few units) to clear out a goldmine. Once the creeps 
are dead, have your Acolyte come over and summon a Haunted Goldmine. Unfortunately, 
Blight will not appear until the goldmine is done being Haunted, so you might want 
to drop a Sacrificial Skull so the Aco can summon a Zigg and upgrade it for safety. 
If you have enough gold, you should also eventually build a Necropolis and upgrade 
it to Halls of the Dead. This is for two reasons: It’s a tower with a lot of HP, and 
its good incase your primary base gets destroyed.

4.5  Z I G G U R A T
NAME: Ziggurat
ROLE: Food Supply
GOLD: 150
WOOD: 50 
HP: 550
SIGHT: 90/60 
SUMMONING TIME: 50 seconds
 -UPGRADE TO SPIRIT TOWER (35 seconds, 145 Gold, 40 Wood): Upgrades the Ziggurat 
into a Spirit Tower.
 -UPGRADE TO NERUBIAN TOWER (30 seconds, 100 Gold, 20 Wood): Upgrades the Ziggurat 
into a Nerubian Tower. 
Obviously, Ziggurats are important, because they are your main food source. 
Therefore, you need a lot if you want to build a big army. However, one thing that 
sets the Ziggurat apart from other race’s food sources is that the Ziggurat is 
upgraded into either of the Undead’s two towers. If the enemy is NE or Orc, build 
your first few buildings close to the goldmine and Necropolis, and consider 
upgrading the Zigg closest to the Acos into a Nerubian tower. This can be handy 
against harassers. However, later on towers aren’t as effective.

4.6  S P I R I T   T O W E R
NAME: Spirit Tower
ROLE: Food Supply/Primary Tower
GOLD: 145 (In addition to Ziggurat costs)
WOOD: 40 (In addition to Ziggurat costs)
HP: 550
SIGHT: 160/80
SUMMONING TIME: 35 seconds
REQUIRES: Graveyard, Ziggurat
Spirit Towers are one of the 2 upgrades you can build from Ziggurats. Essentially, 
Spirit Towers are more powerful, but Nerubian Towers are cheaper and slow down 
enemies. Only build a Spirit Tower if the enemy is harassing, or a few to guard an 
expansion. They’re not very powerful for real defense.

4.7  N E R U B I A N   T O W E R
NAME: Nerubian Tower
ROLE: Food Supply/Support Tower
GOLD: 100 (In addition to Ziggurat costs)
WOOD: 20 (In addition to Ziggurat costs)
HP: 550
SIGHT: 160/80
SUMMONING TIME: 30 seconds
REQUIRES: Ziggurat
Adds a cold element to all of the Tower’s attack which slows down the targets.
Nerubian Towers are one of the 2 upgrades you can build from Ziggurats. Essentially, 
Spirit Towers are more powerful, but Nerubian Towers are cheaper and slow down 
enemies. Try to have a Nerubian Tower if the enemy is Orc or NE, so you’ll be ready 
if they ahrass. If you’re building an expo, build 2 Spirit Towers and 1 Nerubian 
Tower. Frost is very helpful when used in conjunction with a group of Spirit Towers, 
especially when the enemy is sending melee units. The frost slows down the melee 
units that are running towards your towers, and the Spirit Towers can focus fire and 
eliminate each slowed threat before they reach you.

4.8  C R Y P T
NAME: Crypt
ROLE: Primary Troop Production Building
GOLD: 200
WOOD: 150
HP: 1300
SIGHT: 90/60 
SUMMONING TIME: 60 seconds
 -TRAIN GHOUL (18 seconds, 120 Gold): Trains a Ghoul. Ghouls are your tier 1 melee 
units. More info later.
 -RESEARCH CANNIBALIZE (30 seconds, 75 Gold): Cannibalize allows Ghouls and 
Abominations to devour nearby corpses and regain HP. 
 -RESEARCH GHOUL FRENZY (45 seconds, 100 Gold, 150 Wood): Ghouls move faster and 
attack more often. Requires Black Citadel.
 -TRAIN CRYPT FIEND (30 seconds, 215 Gold, 40 Wood): Trains a Crypt Fiend. Crypt 
Fiends are powerful, ranged, tier 1 units. More info later. Requires Graveyard.
 -RESEARCH WEB (30 seconds, 150 Gold, 150 Wood): Allows Crypt Fiends to become 
effective anti-air units that can bind enemies to the ground. Requires Halls of the 
 -RESEARCH BURROW (45 seconds, 75 Gold, 75 Lumber): Allows Crypt Fiends to burrow 
like the Zerg in Starcraft. When burrowed, Crypt Fiends are invisible to enemies, 
and regain HP quickly. Requires Halls of the Dead.
 -TRAIN GARGOYLE (35 seconds, 185 Gold, 30 Wood): Trains a Gargoyle. Gargoyles are 
light, ranged, air-units. Requires Graveyard, and Halls of the Dead.
 -RESEARCH STONE FORM (40 seconds, 75 Gold, 150 Wood): Allows Gargoyles to turn into 
stone. While in stone form, Gargoyles cannot attack, but they get extra armor and 
regain HP quickly. Requires Graveyard and Black Citadel.
The Crypt is your primary troop production building, and should therefore be built 
quickly. Cannibalize is important for creeping, because after destroying each creep-
camp, your Ghouls can eat the corpses and prepare for the next creep-camp strike. 
Ghoul Frenzy is important if you plan on using your Ghouls extensively, but you 
might also consider getting it as a defense. If your enemies attack and you aren’t 
prepared, you’ll only have your lumber-harvesting Ghouls as a defense until your 
main force returns. Therefore, you might consider upgrading your Ghouls so you’ll be 
prepared. Web is very important, because Crypt Fiends are one of the Undead’s only 
anti-air units. Make sure to get this. Burrow is great for watching chokepoints. 
Burrow your Crypt Fiends near Gold-mines (so you’ll know if your opponents are 
building an expansion), outside your opponents base (So you can strike as soon as 
the enemy attack-force leaves), and right outside the edge of your base (So you’ll 
have a trip-wire system for when your opponents attack. The Gargoyle’s Stone Form 
can be used like Cannibalize during creeping or even during battle when you want to 

4.9  G R A V E Y A R D
NAME: Graveyard
ROLE: Primary Upgrade Building
GOLD: 215
HP: 900
SIGHT: 90/60 
SUMMONING TIME: 80 seconds
 -UNHOLY STRENGTH (60 seconds, 125 Gold, 50 Wood): Increases strength of Ghouls, 
Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
 -IMPROVED UNHOLY STRENGTH (75 seconds, 200 Gold, 150 Wood): Increases strength of 
Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages. Requires 
Halls of the Dead.
 -ADVANCED UNHOLY STRENGTH (90 seconds, 275 Gold, 250 Wood): Increases strength of 
Ghouls, Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages. Requires 
Black Citadel.
 -UNHOLY ARMOR (60 seconds, 125 Gold, 50 Wood): Increases armor of Ghouls, Meat 
Wagons, Abominations, Skeleton Warriors, and Skeleton Mages.
 -IMPROVED UNHOLY ARMOR (75 seconds, 200 Gold, 150 Wood): Increases armor of Ghouls, 
Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages. Requires Halls of 
the Dead.
 -ADVANCED UNHOLY ARMOR (90 seconds, 275 Gold, 250 Wood): Increases armor of Ghouls, 
Meat Wagons, Abominations, Skeleton Warriors, and Skeleton Mages. Requires Black 
 -CREATURE ATTACK (60 seconds, 150 Gold, 50 Wood): Increases strength of Crypt 
Fiends, Gargoyles, Destroyers, and Frost Wyrms.
 -IMPROVED CREATURE ATTACK (75 seconds, 200 Gold, 125 Wood): Increases strength of 
Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Halls of the Dead.
 -ADVANCED CREATURE ATTACK (90 seconds, 250 Gold, 200 Wood): Increases strength of 
Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Dark Citadel.
 -CREATURE CARAPACE (60 seconds, 150 Gold, 75 Wood): Increases armor of Crypt 
Fiends, Gargoyles, Destroyers, and Frost Wyrms.
 -IMPROVED CREATURE CARAPACE (75 seconds, 200 Gold, 200 Wood): Increases armor of 
Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Halls of the Dead.
 -ADVANCED CREATURE CARAPACE (90 seconds, 250 Gold, 325 Wood): Increases armor of 
Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms. Requires Dark Citadel.
The Graveyard is important because it is where you upgrade all of your troops. Also, 
it is needed to build some higher tier buildings and units. At the beginning of a 
game, decide whether you want to focus on researching the Unholy upgrades or the 
Creature upgrades, because it is far too expensive to upgrade everything unless it 
is very late in the game. If you are playing with allies, make sure to coordinate 
with them. It’s normally better to have more units than more upgrades, though, so 
only upgrade if you don’t have enough food and are waiting for more Ziggs, or just 
have way too much gold.

4.10  A L T A R   O F   D A R K N E S S
NAME: Altar of Darkness
ROLE: Hero Facility
GOLD: 180
WOOD: 50
HP: 900
SIGHT: 90/60 
SUMMONING TIME: 60 seconds
 -TRAIN CRYPT LORD: Trains the Crypt Lord Hero.
 -TRAIN DEATH KNIGHT: Trains the Death Knight Hero.
 -TRAIN DREADLORD: Trains the Dreadlord hero.
 -TRAIN LICH: Trains the Lich hero.
 -REVIVE HERO: Revives your slain heroes.
If you are a newbie, you should know that Heroes are just about the most important 
determining factor in a battle. The Altar of Darkness is where new heroes are 
trained, and dead heroes are revived. Wait. Dead, Undead heroes. Weird. Anyway, 
although the Undead have 4 heroes, they may only have 3 per game, and the second 
hero may only be trained once you reach tier 2, while the third hero may only be 
trained once you reach tier 3. Also, you need an Altar to hire a neutral hero. 
Finally, remember that the first hero is always free. Reviving heroes take longer 
and cost more in proportion to the level of the dead hero. Higher level heroes cost 

4.11  T E M P L E   O F   T H E   D A M N E D
NAME: Temple of the Damned
ROLE: Caster Production Building
GOLD: 155
WOOD: 140
HP: 1100
SIGHT: 90/60 
SUMMONING TIME: 60 seconds
REQUIRES: Halls of the Dead, Graveyard
 -TRAIN NECROMANCER (30 seconds, 145 Gold, 20 Wood): Trains a Necromancer. 
Necromancers are your primary spell casters, and are great for massing. More info 
 -RESEARCH NECROMANCER ADEPT TRAINING (60 seconds, 100 Gold, 50 Wood): This 
important upgrade gives Necromancers more HP, more MP, damage, faster MP 
regeneration, and the ability to cast Unholy Frenzy.
 -RESEARCH NECROMANCER MASTER TRAINING (75 seconds, 100 Gold, 150 Wood): This 
upgrade gives Necromancers even more HP, more MP, damage, faster MP regeneration, 
and the ability to cast Cripple. Requires Black Citadel.
 -TRAIN BANSHEE (35 seconds, 155 Gold, 30 Wood): Trains a Banshee. Banshees are your 
support spell casters, and while I don’t use them often, their spells can be very 
helpful in certain situations.
 -RESEARCH BANSHEE ADEPT TRAINING (60 seconds, 100 Gold, 50 Wood): This important 
upgrade gives Banshees more HP, more MP, damage, faster MP regeneration, and the 
ability to cast Anti-Magic Shell.
 -RESEARCH BANSHEE MASTER TRAINING (75 seconds, 100 Gold, 150 Wood): This upgrade 
gives Banshees even more HP, more MP, damage, faster MP regeneration, and the 
ability to possess units. Requires Black Citadel.
 -RESEARCH SKELETAL LONGEVITY (60 seconds, 100 Gold, 75 Wood): This upgrade is very 
important if you plan on using Necros often. It makes Skeleton Warriors and Skeleton 
Mages last 15 seconds longer, which can be very helpful in battle.
 -RESEARCH SKELETAL MASTERY (45 seconds, 125 Gold, 150 Wood): Like the above 
upgrade, this is crucial if you plan on using Necromancers a lot. It makes one of 
the 2 skeletons raised from each corpse to be a Skeletal Mage, basically a long-
ranged, more powerful Skeleton Warrior. Requires Black Citadel.
The Necromancers’ Raise Dead ability is very important for increasing the size of 
your army, and Skeletal Longevity, and Skeletal Mastery help increase the power of 
your skeletons. Also, it is important to train your spell casters to Master 
Training, because they will need all the HP and MP they can get. If you are planning 
on using spell casters a lot, try building 2 Temples: One to pump out units, while 
the other researches upgrades. This will give you a powerful army twice as fast.

4.12  S L A U G H T E R H O U S E
NAME: Slaughterhouse
ROLE: Advanced Troop Production Building 
GOLD: 140
WOOD: 135
HP: 1200
SIGHT: 90/60 
SUMMONING TIME: 60 seconds
REQUIREMENTS: Halls of the Dead
 -TRAIN MEAT WAGON (45 seconds, 230 Gold, 50 Wood): Trains a Meat Wagon. Meat Wagons 
are invaluable because they are your only Siege weapon. Plus, they are very 
beneficial to your Necromancers, due to the fact that they can collect and store 
corpses for later use.
 -RESEARCH EXHUME CORPSES (20 seconds, 125 Gold, 100 Wood): This upgrade allows Meat 
Wagons to generate a fresh corpse every 15 seconds. Requires Black Citadel.
 -TRAIN ABOMINATION (45 seconds, 240 Gold, 70 Wood): Trains an Abomination. The A-
Bombs are very powerful tier 3 melee units that should be used as tanks in late-
game. Requires Black Citadel.
 -RESEARCH DISEASE CLOUD (45 seconds, 100 Gold, 200 Wood): This upgrade gives A-
Bombs and Meat Wagons a noxious aura that damages enemies nearby. Requires Black 
 -TRAIN OBSIDIAN STATUE (45 seconds, 200 Gold, 35 Wood): Trains an Obsidian Statue. 
These statues are great support units that can transform into powerful, magic-
support air-units. Requires Tomb of Relics.
 -RESEARCH DESTROYER FORM (60 seconds, 175 Gold, 150 Wood): Allows Obsidian Statues 
to transform into Destroyers. Requires Tomb of Relics, and Black Citadel.
Later in the game, the troops that your Crypt produces just won’t be enough. That’s 
when it’s time to break in the Slaughter House. This is where you’ll buy your late-
game units, including the Meat Wagon, your siege weapon, the Abominations, your 
tanks, and the Obsidian Statues, your support. Actually, if you combine those three 
units, you’ve got yourself a party. Obsidians should be a must for any army: One for 
healing and one for mana. Meat Wagons are less useful, but helpful if you’re using 
Necros. Aboms are fairly good tier 3 melee, but don’t bother wasting gold on Disease 
Cloud. It stinks. If you scout ahead and see an enemy getting lots of buffs, get 
some extra Obsidians and Destroyer Form.

4.13  S A C R I F I C I A L   P I T
NAME: Sacrificial Pit
ROLE: Special Ops Center
GOLD: 75
WOOD: 150
HP: 900
SIGHT: 90/60 
SUMMONING TIME: 45 seconds
REQUIRES: Halls of the Dead
 -SACRIFICE (15 seconds): Targets an Acolyte for Sacrifice. Once an Acolyte 
sacrifices itself it turns into a Shade.
The Sacrificial Pit is a very important building, because it allows you to keep an 
eye on your enemy and prepare for attacks. If you have enough food and Acolytes, 
Sacrifice 2 Acolytes. Have 1 stationed at the enemy’s base so you’ll know what types 
of troops your opponent is building. Then use this trick: have your 2nd Shade follow 
(Right click on) your enemy’s hero. That way you can see where the other team’s main 
force is. If you have another Acolyte to spare, have him patrol the most direct 
route from your base to your enemy’s base. This way, you’ll know when your enemy is 
attacking so your force can teleport back home if they were out creeping. Also, you 
might consider keeping a Shade at your base, because its True Sight allows you to 
watch for invisible enemies.

4.14  B O N E Y A R D
NAME: Boneyard
ROLE: Heavy-Assault Weapon Production
GOLD: 175
WOOD: 200
HP: 1500
SIGHT: 90/60 
SUMMONING TIME: 80 seconds
REQUIREMENTS: Black Citadel, Sacrificial Pit
 -TRAIN FROST WYRM (60 seconds, 385 Gold, 200 Wood): Trains a Frost Wyrms. Frost 
Wyrms are your late-game heavy artillery. They are essentially big, powerful, flying 
tanks. They cost a lot of food (7!) so you probably won’t mass them (anti-air can 
bring them down quickly anyway), although it’s handy to have a pair or so around.
 -RESEARCH FREEZING BREATH (60 seconds, 150 Gold, 275 Wood): This upgrade allows 
Frost Wyrms to Freeze enemy buildings solid, disallowing towers from attacking, and 
temporarily halting unit/upgrade production. Very handy for demolishing enemy bases.
There’s not much you can say about the Boneyard, other than the fact that this is 
where you get your heavy-assault weapons, the Frost Wyrms. Late game, these guys can 
really clean up, as long as your opponents don’t have anti-air. Frost Wyrms are 
multi-use, super weapons: Their Freezing Breath kills towers and acts like a siege 
unit, they destroy buildings insanely fast, and by focus-firing, they can wipe out 
heroes in the blink of an eye. Just bring along some powerful melee units (A hero 
and some A-Bombs are nice) to wipe out the anti-air, and you’ve got yourself a party.

4.15  T O M B   O F   R E L I C S
NAME: Tomb of Relics
ROLE: Store 
GOLD: 130
WOOD: 30
HP: 475
SIGHT: 90/60 
SUMMONING TIME: 45 seconds
------ITEMS FOR SALE------
 -ROD OF NECROMANCY (150 Gold, 3 charges, 22 Seconds Cooldown, 60 Seconds Restock): 
Creates 2 skeleton warriors from a corpse. Very useful early game. You can use it 
from your graveyard to help instantly creep an orange creep camp, and it will help 
you to creep stronger and faster. It’s nice for rushes too.

 -SACRIFICIAL SKULL (50 Gold, 60 Seconds Restock): Creates a small area of Blight at 
the target location. Handy for a few reasons: If you’re building an expansion, it’s 
good because you won’t have to wait for the Necropolis to finish or the Mine to be 
haunted. Also, if you’re just haunting a Gold Mine somewhere, it’s a good idea to 
build 2 or 3 spirit towers to defend. Also, if you’re attacking an enemy, it’s 
helpful to build some kind of troop-building nearby, so you can create 
reinforcements as the battle wages on.
                      *BIG THANKS TO Sanguinsanctis FOR THIS*
In case you didn’t notice, Undead units regenerate HP much faster on Blight. So 
during a big battle, sprinkle it around! It will heal your units.

 -DUST OF APPEARANCE (75 Gold, 4 charges, 20 Seconds Cooldown, 60 Seconds Restock): 
Reveals any invisible units in the target area for 20 seconds. Not very useful, 
because you can just get shades. Only buy it if you’re sure that your opponent is 
building cloaked units, the enemy is harassing with Shadowmeld (NE), or if they rush 
you with a Blademaster.

 -POTION OF HEALING (150 Gold, 120 Seconds Restock): Heals 250 HP. Important item 
for your hero to have, but you should sell it later in the game when you start 
getting Potions of Greater Healing, and stuff like that. Requires Halls of the Dead.

 -POTION OF MANA (200 Gold, 120 Seconds Restock): Restores 150 MP. Pretty much same 
as above. Important at first, but not strong enough later. Requires Halls of the 

 -SCROLL OF TOWN PORTAL (350 Gold, 120 Seconds Restock): After 5 seconds of 
channeling, teleports your hero and all of your nearby units to the selected 
Necropolis (Or similar Command Center). Plus, you can just double-click and warp to 
your highest upgraded Necropolis. This item is a must have, and luckily all heroes 
start out with 1. Great for a bunch of reasons: If you’re attacking and the enemy is 
destroying you, warp back home. Make sure that you definitely have no chance, 
because in an allied game, your allies will get angry if you ruin the assault by 
wussing out. Anyway, this is also a great item in case the enemy is attacking your 
base and you’re away. Just teleport back. This also goes for if your ally is taking 
a beating. Finally, try hit-and runs to piss your enemies off. Just run in, kill a 
few units, and then teleport out. Remember the 5 second channeling though, as that 
can ruin everything. And if the enemy kills your hero as your channeling, well, too 
bad. Also keep at least 1. Requires Halls of the Dead.

 -ORB OF CORRUPTION (375 Gold, 120 Seconds Restock): Adds 5 bonus damage to your 
hero’s attack, gives your hero a ranged attack against air-units, and reduces enemy 
units’ armor by 5 for 5 seconds. If you have a Crypt Lord, Death Knight, or 
Dreadlord it gives you an anti-air defense, and if you have a Lich it gives him some 
extra strength. Plus, the armor reduction is very helpful. If you have Destroyers, 
you can strike enemies and then devour the armor-loss for +20 damage! Requires Black 

 -SCROLL OF HEALING (250 Gold, 120 Seconds Restock): Heals 150 HP to all friendly 
biological units around you. That means that Meat Wagons, Obsidian Statues, and any 
mechanical units your allies have are not healed. Anyway, this item is great. Just 
carry 1 or 2 and use them during a fight. Very useful if you’re massing dual-aura 
Ghouls. Don’t waste it though. Requires Black Citadel.

 ___  _   ___ _____   ___ ___ ___ _  __   _____  _   _ ___ 
| _ \/_\ | _ \_   _| |_ _|_ _|_ _(_) \ \ / / _ \| | | | _ \
|  _/ _ \|   / | |    | | | | | | _   \ V / (_) | |_| |   /
|_|/_/ \_\_|_\ |_|   |___|___|___(_)   |_| \___/ 
       __  __ ___ _    ___ _____ _   _____   __
      |  \/  |_ _| |  |_ _|_   _/_\ | _ \ \ / /
      | |\/| || || |__ | |  | |/ _ \|   /\ V / 
      |_|  |_|___|____|___| |_/_/ \_\_|_\ |_|  

5.  U N D E A D   U N I T S
The Undead have a wide variety of units, including a few powerful summons. In this 
section, I will take an in-depth look at each unit, and discuss its strengths and 
weaknesses. Also, note that every Undead unit besides the Meat Wagon and the 
Obsidian Statue is classified as Undead. The Meat and Wagon and the Obsidian Statue 
are both mechanical. Here’s how to read each unit’s section:

NAME (The unit’s name)
ROLE (The unit’s role in the scourge)
GOLD (How much Gold the unit costs)
WOOD (How much Lumber the unit’s costs)
FOOD (How much Food the Unit requires)
HP (The unit’s Hit Points, or how much damage it can take before dying)
MP (The unit’s maximum Mana, or how much energy the unit has for casting spells)
ARMOR (How much armor the unit has)
ARMOR TYPE (The type of armor the unit has)
GROUND ATTACK (How damaging the unit’s ground attack is) (Averaged)
AIR ATTACK (How damaging the unit’s air attack is) (Averaged)
ATTACK TYPE (The type of attack)
RANGE (How far the attack reaches, if ranged)
COOLDOWN (How long between each attack)
DAY SIGHT / NIGHT SIGHT (How far the unit can see in the day and the night)
UPGRADES (Upgrades this unit benefits from)
SPEED (How fast the unit moves)
TRAINING TIME (How long it takes for the unit to be trained) 
TRAINED AT (The building where this unit is trained)
REQUIREMENTS (Buildings required before this unit can be trained)
The unit’s abilities
Comments and strategies for using the unit

If something doesn’t apply to a unit, it won’t be included.

5.1  A C O L Y T E
NAME: Acolyte
ROLE: Primary Worker Unit
GOLD: 75
HP: 220
RANGE: Melee
TRAINED AT: Necropolis/Halls of the Dead/Black Citadel
 COST: Depends on length of restoration
It’s repair with another name. This very important ability allows you repair 
buildings and mechanical units that need HP. A building regains HP more quickly if 
more Acolytes are repairing!

Allows you to harvest Gold from a Haunted Gold Mine.

-SUMMON BUILDING (Cost depends on the building)
Obviously, this summons a building. See the Buildings Section for more details.

This skill is unique to the Undead. It allows you to “Unsummon” a building and 
recover half of the resources you spent building it. 

Kills the Acolyte at a Sacrificial Pit and turns it into a Shade. See the Shade 
section for more. Requires Sacrificial Pit.
Acolytes are your main worker units, so you obviously need them. Make sure to have 5 
Acolytes harvesting Gold from your Gold Mines at all times, while another Acolyte 
summons the buildings. Also, if you’re attacking with either Meat Wagons or Obsidian 
Statues, you might want to have an auto-casting Acolyte following. Unsummon is 
helpful for 2 reasons: If the enemy is destroying one of your bases (Assuming you 
have an expansion), Unsummon some buildings to save money. Also, if you REALLY need 
money and your allies won’t give you any, Unsummon buildings that you don’t need 
anymore. This includes the Sacrificial Pit if you already have a Shade and the 
Graveyard if you’ve already upgraded. Use the money to Haunt a Goldmine and then 
just rebuild. Remember that the more Acolytes restoring a building, the faster it 
regains HP! Sacrifice is important for scouting, but kills the Acolyte.
5.2  G H O U L
NAME: Ghoul
ROLE: Basic Melee Unit/Secondary Worker Unit
GOLD: 120
HP: 340
ARMOR: 0/6 when upgraded
GROUND ATTACK: 13/17.5 when upgraded
RANGE: Melee
COOLDOWN: 1.3/1.05 when upgraded
UPGRADES: Unholy Strength/Armor Upgrades, Cannibalize, Ghoul Frenzy
SPEED: Average/Fast when upgraded
Devours a nearby corpse to heal 10 HP/sec.
Ghouls are your bread & butter units, but they also get you your lumber. Therefore, 
even if your main force is out hunting, the Ghouls getting lumber at your base can 
defend in case of attack. This is very handy, due to the fact that Scrolls of Town 
Portal need 5 seconds of channeling now. Once fully upgraded Ghouls become more 
powerful than you’d think. They can swarm enemies and quickly rip them to shreds 
with Ghoul Frenzy researched. Also, if they take a beating they can Cannibalize and 
regain health. Use Ghouls as your front line while your higher-end units take down 
the enemy from the side.
Also, Ghouls become insanely good when they are fully upgraded and have both the 
Death Knight’s Unholy Aura, and the Dreadlord’s Vampiric Aura. They move extremely 
fast, are very pretty powerful, and regain health very quickly. Massing them makes a 
force to be reckoned with, as long as you have some Gargs for anti-air.
Also, make sure to use Scrolls of Healing to heal bunches of them at once.

When doing early creeping don’t forget that you can kill critters like Sheep and 
Pigs and Cannibalize the corpses!

5.3  C R Y P T   F I E N D
NAME: Crypt Fiend
ROLE: Support Unit/Anti-Air Defense/Sentry (With Burrow)
GOLD: 215
WOOD: 40
HP: 550
ARMOR: 0/6 when upgraded
GROUND ATTACK: 28.5/39 when upgraded
RANGE: 55 (Ground)
SPEED: Average
UPGRADES: Creature Attack/Carapace Upgrades, Burrow, Web
The Crypt Fiend buries itself underground. It is invisible to opponents, and regains 
5 HP/second. Unburrow takes the Crypt Fiend out of the ground.

 COOLDOWN: 12 seconds
 RANGE: 40
Allows the Crypt Fiend to bind enemy air-units to the ground, so your ground units 
can attack it.
Crypt Fiends are very powerful support units that are also great anti-air. Decide 
whether to use Fiends or Gargs, though, because they basically contradict each 
other’s bonuses. Fiends web enemies which weakens the Garg attacks, but when Gargs 
use their powerful melee, Fiends can’t attack. If you clear out the Creeps by a Gold 
Mine but don’t want to use it as an expansion, burrow a Crypt Fiend right there. 
That way you’ll know if the enemy is expanding there. Also burrow a Crypt Fiend or 2 
along the path from your base to the enemy. If you are playing on a map with a large 
central zone, burrow there too. This allows you to keep a constant watch around the 
map, and is very helpful. However, don’t even bother trying to harass opponents by 
attacking their base, burrowing when they attack you, and then repeating when they 
leave. Eventually they will get a Gem of True-Seeing or a detector and you just 
wasted a few valuable Fiends. Anyway, Web is crucial for your anti-air support. It 
brings enemy flying units to the ground so that your ground units can pound them. 
Make sure to set Web to auto-cast.

5.4  G A R G O Y L E
NAME: Gargoyle
ROLE: Light Air Support Unit/Anti-Air
GOLD: 185
WOOD: 30
HP: 410
ARMOR: 3 (15 Stone)/9 (21 Stone) when upgraded
ARMOR TYPE: Unarmored
GROUND ATTACK: 19.5/27 when upgraded
AIR ATTACK: 65.5/82 when upgraded
ATTACK TYPE: Pierce (Ground)/Normal (Air)
RANGE: 30 (Ground)/Melee (Air)
COOLDOWN: 2.2/1.4
SPEED: Average
UPGRADES: Creature Attack/Carapace Upgrades, Stone Form
REQUIREMENTS: Graveyard, Halls of the Dead
 COOLDOWN: 30 seconds
Stone Form allows Gargoyles to turn into stone, giving them lots of bonus armor, HP 
regeneration, and Spell Immunity. Has 30 second cooldown.
First of all, note from the stats above that Gargoyles are pretty average when 
attacking ground units, but rip air units to shreds. Got it? Good.
Gargoyles are excellent air support for your Ghouls, but don’t work well with 
Fiends. Decide whether to use Fiends or Gargs, though, because they basically 
contradict each other’s bonuses. Fiends web enemies which weakens the Garg attacks, 
but when Gargs use their powerful melee, Fiends can’t attack. When in the heat of 
battle, make sure to put your Gargoyles in Stone Form whenever they take a lot of 
damage. This allows them to heal quickly and gives them lots of armor. Gargoyles are 
also very powerful against enemy air-units, so build them if you know you need anti-
air. Also, use Gargoyles for hit-and-runs. It’s very fun to fly around to the back 
of your enemy’s base, kill some of their Peasants/Peons/Wisps/Acolytes. This can 
really disrupt your opponent’s economy, and is great because most players don’t 
build lots of towers and defense in the back of their base. Finally, remember that 
Gargoyles are only tier 2, so you can build them earlier than you used to. Finally, 
don’t underestimate the cost! Gargs are very cheap, and take only as much food as a 

5.5  N E C R O M A N C E R
NAME: Necromancer
ROLE: Primary Spell Caster
GOLD: 145
WOOD: 20
HP: 305/380 when upgraded
MP: 200/400 when upgraded
ARMOR TYPE: Unarmored
RANGE: 60 (Air/Ground)
SPEED: Average
UPGRADES: Necromancer Adept/Master Training, Skeletal Longevity/Mastery
TRAINED AT: Temples of the Damned
 COST: 75 mana
 COOLDOWN: 8 seconds
 RANGE: 60
Raises 2 Skeleton Warriors from a corpse. Can be auto-cast.

 COST: 50 mana
 COOLDOWN: 1 second
 RANGE: 50
Increases the target units attack rate by 75%, but makes them lose 4 HP per second. 
Lasts 45 seconds. Requires Necromancer Adept Training.

 COST: 175 mana
 COOLDOWN: 10 seconds
 RANGE: 60
Slows the target by 75%, reduces their attack rate to 50%, and weakens their attacks 
by 50%. Lasts 60 seconds against normal units and 10 seconds against heroes. 
Requires Necromancer Master Training.
Due to the fact that Necromancers are your primary spell casters they are used a 
lot, and everyone has different strategies for using them. First of all, make sure 
to get their upgrades, but especially their Training. At Master Training, Necros 
have twice as much MP as they started with! If you’re serious about using your 
Necros as a main unit, build 2 Temples of the Damned: 1 to train and 1 to upgrade. 
Now for the spells. Raise Dead starts of turned off, and you should auto-cast it 
after you move away from any useless corpses (like the skeletons outside your 
Graveyard). Raise Dead is very helpful because it increases the size of your army 
and creates tons and tons of meat shields. This is very important for a ranged army, 
because the Skeleton Warriors will rush at the enemies and create a wall in front of 
them as your ranged units attack from afar. Once you get Skeletal Mastery, one of 
the two skeletons will be a Skeleton Mage. These Mages are a great 2nd line of 
defense in case the enemy breaks through the Warrior meat shields, and they are more 
powerful. Early game, if you kill Creeps and raise the skeletons, make sure to send 
the skeletons to scout the enemy base. This really annoys the enemy too, and if 
you’re playing against a really twitchy opponent, they may teleport their hero back 
to base thinking that you’re attacking with your full force. A great way to waste 
the enemy’s Scrolls of Town Portals. However, be wary of enemies using dispels. They 
can easily wipe out entire armies of Skellies, and it just gives their hero extra 
Unholy Frenzy is a great spell for your Hero, because the Heroes HP regeneration 
counters the HP loss. It’s really just making your Hero faster. If you’re playing 
online, be careful about casting this on allies. They may get angry about the HP 
loss. Now for something that very few people think of: Cast Unholy Frenzy on the 
enemy. This is especially helpful if the enemy is retreating. Quickly cast Unholy 
Frenzy on as many of their units as possible. Any units with under 180 HP will die, 
and the others will be severely weakened. If you and your allies have lots of Hero 
Spells that stun the enemy, cast Unholy Frenzy on the enemy, and take turns using 
your stun moves. Take that! Also, check out the Strategies Section for a few 
strategies involving Necros.
Cripple is an amazing spell. It slows the enemy to a crawl, makes them attack only 
half the time, and weakens them like crazy. Cripple enemy heroes quickly, and have 
other Necros cripple them again after the 10 seconds are up. Also try crippling 
normal enemy units like Frost Wyrms, Wyverns, etc. Because they are normal units 
they stay crippled for a full minute. Ha. Remember to add Cripple in with a Tri-nuke 
to weaken the target even more.

5.6  B A N S H E E
NAME: Banshee
ROLE: Secondary Spell Caster
GOLD: 155
WOOD: 30
HP: 285/365 when upgrade
MP: 200/400 when upgraded
ARMOR TYPE: Unarmored
RANGE: 50 (Air/Ground)
SPEED: Average
UPGRADES: Banshee Adept/Master Training
TRAINED AT: Halls of the Dead
 COST: 50 mana
 COOLDOWN: 1 second
 RANGE: 40
Causes the target unit to miss 1/3 of the time for 2 minutes.

 COST: 150 mana
 RANGE: 50
Cause the target unit to be able to absorb up to 350 points worth of spell damage

 COST: 250 mana/Your Banshee
 CHANNELING (For 4 seconds)
 RANGE: 30
Begins channeling (From a longer range than it used to), stunning the Banshee and 
the target for 4 seconds. During this time the target is invulnerable, while the 
Banshee takes triple damage. After this time, the Banshee possesses the target as 
usual, killing the Banshee but giving you control of the unit. The target must be 
level 5 or below and cannot be flying. Any upgrades the target has are instantly 
researched for you. So if you Possess an enemy Master Necromancer, you’ll 
automatically research Master Necros for free, and instantly!
Not many people use Banshees, but they have some important abilities. Curse is an 
okay support spell, but the other 2 spells are much more useful. Anti-Magic Shell is 
great when cast on your Heroes because it renders then invincible to enemy spells. 
Also, try casting Anti-Magic Shell on the enemy hero so that the enemy can’t cast 
positive spells on themselves. If the enemy is focusing on Magic, make sure to get 
Banshees. Also, cast Anti-Magic Shell on your units with heavy-armor. Heavily-
armored units take extra damage from spells, so this will protect them. Also, cast 
Anti-Magic Shell on your heroes (And allies) when casting channeling spells 
(Earthquake, Big-Bad-Voodoo, etc.), because normally spells can interrupt you.
I’d say that Possession is the real reason that a lot of people get Banshees: This 
powerful spell allows the Banshee to sacrifice herself and take control of a target 
unit. Unfortunately, you can’t Possess Creeps above level 5, flying units, or 
heroes. Oh well. This spell is still great during big fights, because you can 
possess high end units like Tauren and Knights, but also spellcasters and support 
units like Kodo Beasts. Always try to Possess Level 5 Creeps, because they are 
typically very powerful. A highly underused aspect of Possession is that it gives 
you access to upgrades you don’t have. Look at the strategy “Thanks for the 
Upgrades!” for more details and stuff. Note that now in patch 1.13, the spell is 
channeled for 4 seconds, during which time the Banshee and the target are immobile. 
The target is invulnerable, but the Banshee takes 3 times as much damage as usual.

5.7  M E A T   W A G O N
NAME: Meat Wagon
ROLE: Siege Weapon/Skeletal Support
GOLD: 230
WOOD: 50
HP: 380
GROUND ATTACK: 79.5/108 when upgraded
RANGE: 115 (25 minimum)(Ground)
UPGRADES: Unholy Strength Upgrades, Disease Cloud, Exhume Corpses
TRAINED AT: Slaughter House
Allows the Meat Wagon to pick up a nearby corpse for use later.

Allows the Meat Wagon to drop all the corpses it is carrying.

This aura allows thrown corpses to explode is a cloud of poisonous gas which lasts 
for 2 minutes and deals 1 damage/second to enemies in the clouds.
Meat Wagons serve a dual purpose: First, they are your siege units, which means that 
you will need them for wrecking enemy towers. Second, they can hold corpses which 
can be eaten by Ghouls and Abominations, and raised from the dead. Because of the 
siege ability, Meat Wagons are a must for all base assaults. They are crucial for 
destroying enemy towers and luring troops to you. Because in many maps each player 
has a small area for their base, with a tight opening, it can be hard to squeeze 
your entire army in. Instead, keep your army out in the open, and send a Meat Wagon 
in. Have the Wagon attack the enemy from just out of their range, and the enemy will 
target your Meat Wagon. Now just roll the Wagon out and have your main troops rush 
Meat Wagons are also crucial for Skelly Strategies. You can pick up the bodies of 
creeps and drag them into a big battle so your Necros can raise the dead quickly. 
Exhume Corpses is also a must. Note that the corpses are all Ghouls, just in case 
you are using a DK to Animate the Dead.
Finally, make sure you have some backup, because Meat Wagons cannot hit enemies that 
attack from really close.

5.8  A B O M I N A T I O N
NAME: Abomination
ROLE: Heavy-Assault Melee Tank
GOLD: 240
WOOD: 70
HP: 1080
ARMOR: 2/8 when upgraded
GROUND ATTACK: 36/48 when upgraded
RANGE: Melee
UPGRADES: Unholy Strength/Armor upgrades, Cannibalize, Disease Cloud
SPEED: Average
TRAINED AT: Slaughter House
Devour a nearby corpse to heal 15 HP per second.

Gives the Abominations a cloud of gas (farts?) that damages nearby enemies for 1 HP 
per second.
Abominations are melee, heavy-assault tanks. They have a variety of uses. If you 
were using Ghouls during the early game, then these guys are a logical next step, 
due to the fact that they share most of the same upgrades. Aboms are very powerful, 
and don’t forget that they can Cannibalize like Ghouls. Coil them to keep them 
alive. Finally, don’t research Disease Cloud. It’s basically a waste.

When doing early creeping don’t forget that you can kill critters like Sheep and 
Pigs and Cannibalize the corpses!

5.9  O B S I D I A N   S T A T U E
NAME: Obsidian Statue
ROLE: Support
GOLD: 200
WOOD: 35
HP: 700
MP: 600
RANGE: 57.5 (Air/Ground)
UPGRADES: Destroyer Form
SPEED: Average
TRAINED AT: Slaughter House
REQUIREMENTS: Tomb of Relics
 COST: Up to 10
 COOLDOWN: 2 seconds
 AOE: 60
The Obsidian Statue can heal up to 6 nearby units for 10 HP each. The mana cost is 
proportional to the number of targets.

 COST: Up to 10
 COOLDOWN: 2 seconds
 AOE: 60
The Obsidian Statue can give up to 6 nearby units 5 mana each. The mana cost is 
proportional to the number of targets.

 COST: The Obsidian Statue
The Destroyer within the Obsidian Statue breaks free, destroying the Statue but 
giving you access to a Destroyer.
Get Obsidian Statues as soon as you can, because they are one of the most important 
support units in the Undead army. These great units can heal allies or give back 
mana. Start out with 2 Statues for every group: 1 to heal HP, and 1 to give mana. 
Just note that you can only auto-cast one or the other. The only bad thing about 
these guys is that they are mechanical so they can’t heal each other. Whenever they 
stop back at your base though, repair them with your Acolytes. Destroyers are fairly 
helpful magic, flying units. You can morph some Obsidian Statues but always keep 
some around. The best way to use Statues is to just right-click on your hero so 
they’ll follow your army and heal them from behind.
++CHEAP DOUBLE-BUFF++ (Thanks to Redmage)
Here’s a really sneaky strategy that allows you to get double the buff from one 
statue. Auto-cast one of the spells, and then just click really quickly on the 
other. Depending on your speed-clicking ability you can heal health and mana at 
almost the same speed!
Also, Jerry Shen e-mailed me that with a group of statues, you can keep clicking on 
the heal button to heal the group at once. This is very helpful during, or after a 

5.10  D E S T R O Y E R
NAME: Destroyer
ROLE: Aerial Ant-Magic Support
GOLD: 0 (200 including Statue cost)
WOOD: 0 (35 including Statue cost)
FOOD: 2 (5 including Statue cost)
HP: 900
MP: 400
ARMOR: 4 (10 when upgraded)
GROUND ATTACK: 22.5 (30 when upgraded)
AIR ATTACK: 22.5 (30 when upgraded)
RANGE: 45 (Air/Ground)
UPGRADES: Creature Attack/Carapace Upgrades
TRAINING TIME: N/A (45 including Statue time) 
TRAINED AT: N/A (Upgrades from Obsidian Statue)
REQUIREMENTS: Black Citadel, Destroyer Form Upgrade, an Obsidian Statue
 COST: All of the target’s mana
 RANGE: 90
Takes Mana from one of your units and gives it to the Destroyer.

 COOLDOWN: 8 seconds
 RANGE: 60
 AOE: 20
Removes all Magic buffs (positive and negative) from an area. The Destroyer receives 
50 HP and 75 MP for each unit that loses a buff. Summoned units lose 180 HP.

 COST: 25 mana
This auto-cast spell makes the Destroyer attack more powerful (+20) and adds AOE 

Just what it sounds like: The Destroyer is immune to spells.
The Destroyer is extremely helpful if your opponent is using lots of casters. For 
those Human players, Destroyers are pretty much flying, extra-powerful, tier 3 Spell 
Breakers. The main weakness of the Destroyer is that it is constantly draining mana, 
and it starts with 0. You can use Absorb Mana to steal energy from friendly units, 
so the best way to handle this is to absorb your hero’s mana and then have the hero 
drink a Potion of Mana or something. Devour Magic is great for if your opponent is 
using lots of buffs (buffs include moves like Roar, Lightning Shield, and those 
Scrolls of Speed and stuff), and it damages Summoned Units too! Helpful if your 
enemy is using moves like Slow (Dang Sorceresses), or massing weak summons like 
Skellies. Orb of Annihilation should be auto-cast because it makes the Destroyer 
much more powerful. You won’t be able to use it until you get some mana anyway. 
Really, Destroyers are only worth their cost if the enemy is using lots of casters, 
but when they’re needed, they work wonders. And besides, it’s inevitable that the 
enemy will get casters eventually, and because Destroyers are the only UD anti-
casters you might as well get some now and then.

~EAT MY SHORTS~ (Thanks to blood s3m)
Destroyers need  mana to use their powerful Orb of Annihilation. But what if the 
enemy has no buffs for you to eat? Well if you let your heroes carry Orbs of 
Corruption, the armor-reduction counts as a buff. Run in, reduce the enemy’s armor, 
and then eat it for mana!

5.11  S H A D E
NAME: Shade
ROLE: Scout
GOLD: 0 (75 including Acolyte cost)
FOOD: 0 (1 including Acolyte cost)
HP: 125
MP: 0
TRAINING TIME: 15 (30 including Acolyte cost) 
TRAINED AT: Sacrificial Pit
The Shade can see invisible enemies.
Shades are amazing Scouts. They are invisible, so you can just sneak them into an 
enemy’s base. If you have enough food and Acolytes, Sacrifice 2 Acolytes. Have 1 
stationed at the enemy’s base so you’ll know what types of troops your opponent is 
building. Then use this trick: have your 2nd Shade follow (Right click on) your 
enemy’s hero. That way you can see where the other team’s main force is. If you have 
another Acolyte to spare, have him patrol the most direct route from your base to 
your enemy’s base. This way, you’ll know when your enemy is attacking so your force 
can teleport back home if they were out creeping. Also, you might consider keeping a 
Shade at your base, because its True Sight allows you to watch for invisible 
enemies. Just beware if you suspect your opponent has detectors.
NOTE: Shades cannot pass through other units and buildings
DOUBLE NOTE: I used to have the Invisible Robbery strategy here, but Blood s3m told 
me that backpack doesn’t affect Shades. Whoops.

5.12  F R O S T   W Y R M
NAME: Frost Wyrm
ROLE: Aerial Heavy-Assault Tank
GOLD: 385
WOOD: 120
HP: 1350
MP: 0
ARMOR: 1/7 when upgraded
GROUND ATTACK: 95/113 when upgraded
AIR ATTACK: 95/113 when upgraded
RANGE: 30 (Air/Ground)
UPGRADES: Creature Attack/Carapace Upgrades, Freezing Breath
This skill allows the Frost Wyrm to freeze enemy buildings, which halts unit/upgrade 
production, and renders towers unable to attack.
Frost Wyrms are the Undead’s late-game tanks. They take a ton of time and money to 
build, but they can really mop the floor with your opponents. Because they take a 
full minute to train, you should build multiple Bone Yards if you are really serious 
about building them. I instead prefer to just build 2 or 3 to tag along with my 
troops. While Frost Wyrms are powerful, anti-air units can destroy them easily. Get 
Freezing Breath before you assault an enemy base. Make sure to freeze towers and 
unit-production buildings. If you kill and enemy hero, quickly freeze the Alter and 
destroy it when you get the chance. Once you wipe out the enemy troops, they won’t 
be able to make any more and you can just destroy their base.
+Orc Warning+
A few Troll Batriders can use Unstable Concoction to blow your Frost Wyrms’ Minds, 
so beware. Therefore, it’s probably better not to mass Frosties, because when your 
opponent finds out, they WILL get Batriders.

5.13  S K E L E T A L   W A R R I O R
NAME: Skeletal Warrior
ROLE: Summoned Meat Shield
HP: 180
ARMOR: 1/7 when upgraded
GROUND ATTACK: 14.5/19 when upgraded
RANGE: Melee
UPGRADES: Unholy Strength/Armor Upgrades, Skeletal Longevity
SPEED: Average
TRAINING TIME: N/A (Summoned by Necromancer) 
Skeletons aren’t that powerful, but that’s not what they are meant for. They are 
meant to be meat shields. Upgrade their armor, and then when you attack the enemy, 
set Raise Dead to auto-cast for your Necros. The raised skeletons will overwhelm the 
enemy and make it hard for them to reach your fragile Necros. Many times, your enemy 
will simply be overwhelmed by the dozens of skeletons attacking them. Unfortunately, 
Skeleton Warriors can be dispelled easily. Now for upgrades. Skeletal Longevity is 
helpful, but Skeletal Mastery is more important. More info on that in the Skeletal 
Mage section. Even during Creeping, raise the dead and send the Skellies to harass 
your opponent. This will also let you scout his base. Sometimes, a twitchy opponent 
will even TP back to base, thinking that you are mounting a full scale attack.

5.14  S K E L E T A L   M A G E
NAME: Skeletal Mage
ROLE: Summoned Caster
HP: 230
ARMOR: 0/6 when upgraded
GROUND ATTACK: 11.5/16 when upgraded
AIR ATTACK: 11.5/16 when upgraded
RANGE: 70 (Air/Ground)
UPGRADES: Unholy Strength/Armor Upgrades, Skeletal Longevity
SPEED: Average
TRAINING TIME: N/A (Summoned by Necromancer) 
REQUIREMENTS: Skeletal Master
Once Skeletal Mastery is researched, 1 of the 2 skeletons that a Necromancer raises 
will be a Skeletal Mage. These guys are slightly weaker than Skeletal Warriors, but 
they are ranged and can attack air. Over all these guys are worth it and you can use 
the same strategies for them that you would use for a Skeletal Warrior.

5.15  I N F E R N A L
NAME: Infernal
ROLE: Ultimate Summon
HP: 1500
RANGE: Melee
TRAINING TIME: N/A (Summoned by Dreadlord) 
The Infernal burns nearby enemies for 10 HP per second.

The Infernal is immune to spells.

Negative spells have a decreases duration when cast on the Infernal.
The Infernal is the ultimate summon. A Level 6 Dreadlord can summon one of these 
giants to wreck complete havoc on the enemy, and there isn’t much strategy. When 
you’re in the heat of a huge battle, summon one of these guys and watch the fun 
begin. Hahaha!!!

5.16  C A R R I O N   B E E T L E
NAME: Carrion Beetle
ROLE: Basic Summon/Scout
HP: 140/275/410
GROUND ATTACK: 8.5/16.5/24.5
RANGE: Melee
SPEED: Average
TRAINING TIME: N/A (Summoned by Crypt Lord) 
The Carrion Beetle buries itself underground. It is invisible to opponents, and 
regains 5 HP/second. Only available to Beetles of levels 2 and 3.
Beetles are great permanent summons that are made by the Crypt Lord. Unfortunately, 
you can only have 5 of these guys at a time. When fully upgraded these guys are 
actually pretty strong, and they get burrow which is awesome. If you clear out the 
Creeps by a Gold Mine but don’t want to use it as an expansion, burrow a Beetle 
right there. That way you’ll know if the enemy is expanding there. Also burrow a 
Beetle or 2 along the path from your base to the enemy. If you are playing on a map 
with a large central zone, burrow there too. This allows you to keep a constant 
watch around the map, and is very helpful.

6.  U N D E A D   H E R O E S
The Undead have some great Heroes. The Dreadlord is great for putting enemy heroes 
out of action with Sleep, and Vampiric Aura is awesome. The Death Knight is both an 
amazing healing and hero killer, plus he can use Death Pact to stay alive. The Crypt 
Lord is one of the best tanks in the game, with a lot of HP, Spiked Carapace, and 
Beetles for backup. And the Lich, while fragile, is a force to be reckoned with if 
microed properly. Just a note: Whenever you see a few numbers with a / between them, 
these are normally referring to what a spell does in Level 1/2/3.

6.1  C O M P A R I S O N S
These are just comparisons between the heroes. Right now it’s only stat-wise, but 
soon I’ll add more (Which heroes are good in which situations, etc.) Yay.

Health: Crypt Lord -> Death Knight -> Dreadlord -> Lich
Mana: Lich -> Dreadlord -> Death Knight -> Crypt Lord
Damage (Early-Mid Game): Crypt Lord -> Death Knight -> Dreadlord -> Lich
Damage (Late Game): Crypt Lord -> Lich -> Death Knight -> Dreadlord
Strength: Crypt Lord -> Death Knight -> Dreadlord -> Lich
Armor: Death Knight -> Dreadlord -> Crypt Lord/Lich
      (NOTE: The Spiked Carapace ability bumps the Crypt Lord’s armor up a lot)
Agility (Early-Mid Game): Dreadlord -> Crypt Lord/Lich -> Death Knight
Agility (Late Game): Dreadlord/Death Knight -> Lich -> Crypt Lord
Intelligence: Lich -> Dreadlord -> Death Knight -> Crypt Lord

6.2  D E A T H   K N I G H T
NAME: Death Knight
ROLE: Warrior Hero/Healer
GOLD: 425
WOOD: 100
RANGE: Melee
TRAINED AT: Altar of Darkness
|  1  | 675 | 255 |   30    |    23     |   4    |    12    |      17       |
|  2  | 725 | 270 |   32    |    25     |   4    |    13    |      18       |
|  3  | 800 | 300 |   35    |    28     |   5    |    15    |      20       |
|  4  | 875 | 330 |   38    |    31     |   5    |    16    |      22       |
|  5  | 925 | 360 |   40    |    33     |   5    |    18    |      24       |
|  6  |1000 | 390 |   43    |    36     |   6    |    19    |      26       |
|  7  |1075 | 405 |   46    |    39     |   6    |    21    |      27       |
|  8  |1125 | 435 |   48    |    41     |   7    |    22    |      29       |
|  9  |1200 | 465 |   51    |    44     |   7    |    24    |      31       |
| 10  |1275 | 495 |   54    |    47     |   8    |    25    |      33       |
 COST: 75 mana
 COOLDOWN: 5 seconds
 RANGE: 80
This useful spell damages non-Undead enemies for 100/200/300 damage, or heals an 
allied Undead unit for 200/400/600 HP.

 COST: 50 mana/1 unit
 COOLDOWN: 15 seconds
 RANGE: 80
Kills a target allied unit and heals the DK for 100%/200%/300% of the targets 
remaining HP.

 AOE: 90
Nearby allies regain HP 50%/100%/150% faster than usual, and move 10%/20%30% faster.

 COST: 250 mana
 COOLDOWN: 180 seconds
 RANGE: 40
 AOE: 90
Raises 6 nearby corpses who become invulnerable and fight for your team for 40 
seconds. The raised dead have the same stats (besides HP) that they did when they 
were alive. This spell can be used to revive members of the other team, and if there 
are more than 6 corpses, the 6 most powerful will be animated.
While the Death Knight can be used as a tough warrior, he is also a superb support 
hero. Death Coil is great for early creeping, and is a great hero-killer later in 
the game. If a hero is giving you trouble, hit them with the Undead’s tri-nuke: 
Death Coil, Carrion Swarm, and Frost Nova. This should kill them quickly. Death Coil 
is also your primary healing early game. Use it wisely.

Death Pact basically kills one of your own units, but heals the DK. You may not like 
killing units, but learn to use it. Killing a Ghoul (120 gold), heals 330 HP, while 
buying a Potion of Healing (150 gold) heals only 250 HP! At level 3, Pact kills a 
lowly Ghoul to heal 990 HP!! Your enemy will likely focus-fire on your DK, as he 
acts as the backbone of the UD army a lot of the time, but a quick pact can help.
-“Avatar of Dragonia” writes:
Much of the logic I have applied to Dark Ritual here could also apply to the Death 
Knight's Death Pact skill as well, except that Death Pact is more forgiving.  Even 
at level 1 sacrificing a healthy ghoul gets you a good 330 HP, which is a larger 
boost than most health potions give you.  At level 3 a healthy ghoul would net you 
990(!) HP, excellent when the enemy player tries to focus fire on the Death Knight.  
As with Dark Ritual, however, beware the long cooldown.

Unholy Aura is an amazing aura, and is very helpful for Ghouls. Fully upgraded 
Ghouls with Unholy Aura move blazingly fast. Plus, if you get a Dreadlord, get 
Vampiric Aura too, which just makes even stronger Ghouls.

Animate Dead is great during a big battle. Try to animate power units like Knights, 
A-Bombs, Taurens, or Bears. The best part is that they are invulnerable! Even 
Animated Ghouls are helpful. They move so fast that you can rush them into the enemy 
base and easily kill off a bunch of workers. Then get the farms. After a battle, 
even if you are retreating, send the Animated into the enemy’s base to wreck some 
quick havoc.
One problem with the Death Knight is that he has a painfully slow rate of attack, so 
try to get items that make him swing faster, along with a few Mana Potions to refill 
him for Death Coils.

-Skill order (General):
Death Coil, Unholy Aura, DC, UH, DC, AD, UH, Death Pact, DP, DP

6.3  D R E A D L O R D
NAME: Dreadlord
ROLE: Warrior Hero/Control
GOLD: 425
WOOD: 100
RANGE: Melee
SPEED: Average
TRAINED AT: Altar of Darkness
|  1  | 600 | 270 |   27    |    20     |   3    |    16    |      18       |
|  2  | 650 | 300 |   29    |    22     |   3    |    17    |      20       |
|  3  | 725 | 345 |   32    |    25     |   3    |    18    |      23       |
|  4  | 775 | 375 |   34    |    27     |   4    |    19    |      25       |
|  5  | 850 | 420 |   37    |    30     |   4    |    20    |      28       |
|  6  | 900 | 450 |   39    |    32     |   4    |    21    |      30       |
|  7  | 975 | 495 |   42    |    35     |   5    |    22    |      33       |
|  8  |1025 | 525 |   44    |    37     |   5    |    23    |      35       |
|  9  |1100 | 570 |   47    |    40     |   5    |    24    |      38       |
| 10  |1150 | 600 |   49    |    42     |   6    |    25    |      40       |
 COST: 110 mana
 COOLDOWN: 10 seconds
 RANGE: 70
 AOE: 15
Sends out a wave of bats that deal 75/125/200 damage to enemies in the way.

 COST: 100/75/50 mana
 COOLDOWN: 6 seconds
 RANGE: 80
Puts the target unit to sleep for 20/40/60 seconds. Heroes are put to sleep for 
5/10/15 seconds. The sleeping unit wakes up if it is attacked.
 AOE: 90
Friendly melee units gain HP equal to 15%/30%/45% of their attack damage for every 
successful attack they make.
 COST: 175 mana
 COOLDOWN: 180 seconds
 RANGE: 90
 AOE: 25
Calls down an Infernal. The initial drop causes a small earth-quake that deals 50 
damage to nearby enemies and stuns them for 4 seconds (2 for heroes, air units 
aren’t stunned). The Infernal lasts for 180 seconds, and more info on Infernals can 
be found in the Units section. Also, notice that the Infernal lasts for as long as 
the spell’s cooldown. That means that you summon a new Infernal the instant your old 
one’s time is up. Unless your Infernal is killed, you should always have around.
The Dreadlord is a common choice for a first hero, because he has so many uses. For 
early creeping, sleep is a great choice. When you attack a camp, put the strongest 
creep to sleep and then kill his cronies. Once he wakes up, you can surround and 
kill him. This is also great for attacking enemies: You can put their hero to sleep 
and wreck their army! If your enemy hero rushes you, Sleep the hero, surround him 
with Ghouls, and then wipe him out.

Carrion Swarm is helpful also, and at higher levels it can do a lot of damage to 
heroes. Try the line-of-fire strat: Move your Crypt Lord and Dreadlord to the side 
of a battle. You can use Impale to stun all the enemies in a straight line and then 
Carrion Swarm them to death.

Vampiric Aura is very helpful, especially when used in conjunction with Unholy Aura 
(DK). A good early strategy is for you and your allies to all get heroes with auras 
and attack the enemy with super-charged units. Just remember not to get it if you’re 
massing Fiends. They don’t get the Aura’s bonuses due to their ranged attacks.

Inferno is the ultimate summon. Use it in the heat of battle to stun entire armies 
and then let the Infernal wreck havoc. Try hit and runs too: Run your DL into an 
enemy base, drop and Infernal, and get out of there!

-Skill Order (General):
Sleep, Vamp Aura, S, VA, S, Inferno, Carrion Swarm, VA, CS, CS

-Silver Skull’s Rush Skill Order:
Sleep, Carrion Swarm, CS, S, CS, Inferno, S, Vamp Aura, VA, VA

-Silver Skull’s Normal Skill Order:
Sleep, Vamp Aura, VA, Carrion Swarm, VA, Inferno, Sleep, CS, S, CS
The logic behind the above is that Sleep and Vamp Aura are great for creeping. The 
level 2 Sleep comes after Inferno, because by then you’re opponent will probably 
have some Channeling spells, and Sleep is a great interrupter.

6.4  L I C H
NAME: Lich
ROLE: Caster Hero
GOLD: 425
WOOD: 100
RANGE: 60 (Air/Ground)
SPEED: Average
TRAINED AT: Altar of Darkness
|  1  | 475 | 300 |   25    |    15     |   2    |    14    |      20       |
|  2  | 525 | 345 |   28    |    17     |   3    |    15    |      23       |
|  3  | 575 | 390 |   31    |    19     |   3    |    16    |      26       |
|  4  | 625 | 450 |   35    |    21     |   3    |    17    |      30       |
|  5  | 675 | 495 |   38    |    23     |   3    |    18    |      33       |
|  6  | 725 | 555 |   42    |    25     |   4    |    19    |      37       |
|  7  | 775 | 600 |   45    |    27     |   4    |    20    |      40       |
|  8  | 825 | 645 |   48    |    29     |   4    |    21    |      43       |
|  9  | 875 | 705 |   52    |    31     |   5    |    22    |      47       |
| 10  | 925 | 750 |   55    |    33     |   5    |    23    |      50       |
 COST: 125 mana
 COOLDOWN: 8 seconds
 RANGE: 80
 AOE: 20
Hits the target for 100 damage and damages nearby enemies for 50/100/150 damage. It 
also slows enemies and lowers their attack rate for 4/6/8 seconds.
 COST: 40 mana
 COOLDOWN: 2 seconds
 RANGE: 80
Gives the target 3/5/7 bonus armor, and slows enemies for 5 seconds whenever they 
attack (melee only) the armored unit.
 COST: 25 mana/1 unit
 COOLDOWN: 15 seconds
 RANGE: 80
Kills the target allied unit and transforms 33%/66%/100% of its HP into mana for the 
 COST: 250 mana
 COOLDOWN: 150 seconds
 RANGE: 100
 AOE: 30
Everything within the AOE loses 4% of its max HP per second for 35 seconds. Also 
damages buildings and trees.
The Lich is a difficult Hero to use, due to its low HP and armor. The trick is to 
use heavy units (such as A-Bombs) as meat shields. I don’t really get the Lich that 
often, but when I do I like having a Crypt Lord around to shield. The leveled-up 
Crypt Lord acts as a super-meat-shield for the Lich, absorbing tons of damage while 
the Lich wrecks havoc. Frost Nova is the Lich’s power spell. It is extremely 
powerful, and it slows units. Use it often. The only problem is its high mana 

And that’s where Dark Ritual fits in. It kills one of your units, but gives you some 
good mana in return. Ghouls are cheaper than Potions of Mana, and you don’t need to 
wait for tier 2 to buy them, so if you decide to Lich+Ghoul rush, get Nova first, 
and Ritual as your second skill. Don’t be afraid to kill of Ghouls. Nova is more 
powerful than a Ghoul anyway.
-“Avatar of Dragonia” writes:
Your suggestion that the Lich use Dark Ritual on Skeletons is not likely to pay off 
very well.  The more health a unit has, the more mana the Lich gets.  Even at full 
power, using Dark Ritual on a skeleton warrior is not going to get you more than 155 
mana (factoring in the 25 mana cost of Dark Ritual), and only 185 mana if used on a 
skeletal mage.  Not exactly a lot of mana since the Lich has rather expensive 
spells.  Sure, skeletons are expendable, but Dark Ritual itself has a rather high 
cooldown of 15 seconds--even with skeletal longevity, you will not be able to get 
many sacrifices before the skeletons disintegrate, plus most of them will be below 
full health at that time, making it less efficient.  You can get comparable results 
by sacrificing a cheap-and-quick-to-build ghoul at level 1 for 85 mana, or for 195 
mana at level 2.  Even better would be sacrificing crypt fiends.  While they take 
noticeably longer to build, sacrificing one at level 1 gets you 158 mana, and 341 
mana at level 2.  This is noticeably more cost effective than buying and using a 
mana potion at your tomb of relics.

Frost Armor is a useful spell, but the mana is probably worth better spent on Nova. 
Use it on Aboms, or a Crypt Lord for better tanking.

Death and Decay works much like the Far Seer’s Earthquake spell, in that it’s very 
useful for wrecking enemy towns. Unfortunately, it’s a channeling spell, which means 
that the Lich cannot do anything while casting it, and if the Lich is interrupted 
the spell will stop. Remember that Death and Decay hurts your own units, so focus on 
using it to destroy towers and stuff. Also, it’s important to know that when you are 
aiming Death and Decay every building that is being affected (They will turn green) 
will take EQUAL damage! Don’t think that buildings on the edge of the AOE take less. 
Therefore, make sure to hit as many buildings as possible. Just be careful because 
focus-fire can easily kill you. The Lich benefits from carrying Potions of Health 
and Mana, and a Boots of Speed. The best way to use the Lich is to run him in, cast 
Frost Armor on allied heroes, Frost Nova clusters of units and then run out.
Also, check the In-Depth Strategies section for the Lich strategy Surprise Winter.

-Skill Order (General):
Frost Nova, Frost Armor, FN, Dark Ritual, FN, Death & Decay, FA, DR, FA, DR

-Avatar of Dragonia’s Order:
Frost Nova, Frost Armor, Dark Ritual, DR, FN, FA, FN, DR, Death & Decay, FA. This 
skill order is eminently more practical if you plan on using the lich as your first 
or second hero, as it will ensure that the Lich should always have a good amount of 
mana  Death and Decay _can_ kill anything that is continuously exposed to it for 25 
seconds, but it is a channeling spell, hurts your own units too and has a rather 
small area of effect. Thus it is best used with targets that cannot run--ideally 
buildings--or in combination with strategies/spells that give no room for the enemy 
to run (perhaps a Keeper of the Grove who spams entangling roots?). Because of this, 
it is best to leave Death and Decay out of the Lich's repertoire unless or until you 
plan to assault an enemy base or you have a strategy that will allow your enemy no 
escape. Remember, 25 seconds is a long time to fight your way out of any trap, and 
while you could hasten the enemy's defeat by sending your own units in, they too 
would most likely take heavy damage from the spell, and from the enemy units.

6.5  C R Y P T   L O R D
NAME: Crypt Lord
ROLE: Warrior Hero/Super Tank
GOLD: 425
WOOD: 100
RANGE: Melee
SPEED: Average
TRAINED AT: Altar of Darkness
|  1  | 675 | 210 |   31    |    26     |   2    |    14    |      14       |
|  2  | 750 | 225 |   34    |    29     |   3    |    15    |      15       |
|  3  | 825 | 255 |   37    |    32     |   3    |    16    |      17       |
|  4  | 900 | 270 |   40    |    35     |   3    |    17    |      18       |
|  5  | 975 | 300 |   43    |    38     |   3    |    18    |      20       |
|  6  |1075 | 330 |   47    |    42     |   4    |    20    |      22       |
|  7  |1150 | 345 |   50    |    45     |   4    |    21    |      23       |
|  8  |1225 | 375 |   53    |    48     |   5    |    22    |      25       |
|  9  |1300 | 390 |   56    |    51     |   5    |    23    |      26       |
| 10  |1375 | 420 |   59    |    54     |   5    |    24    |      28       |
 COST: 100 mana
 COOLDOWN: 9 seconds
 RANGE: 70
 AOE: 25
Slams a spike through the ground that impales enemies in a line. Enemies that get 
impaled are thrown up into the air, take 50/80/110 damage, and are stunned for 2/3/4 
seconds. Heroes are stunned for 1/2/3 seconds.
The Crypt Lord gets 3/5/7 bonus armor, and each time a melee unit attacks the Crypt 
Lord they take damage equal to 15%/25%/35% of their attack.
 COST: 30 mana
 COOLDOWN: 6 seconds
 RANGE: 90
The Crypt Lord creates a Carrion Beetle from a corpse. Carrion Beetles are 
permanent, and more info on them can be found in the units section.
 COST: 150 mana
 COOLDOWN: 180 seconds
 AOE: 80
The Crypt Lord releases a ton of angry Locusts that fly around dealing damage to 
enemies and healing the Crypt Lord with each successful strike. This releases 20 
locusts, which do 0.75 damage per second for one locust. The maximum number of 
locust attacking one unit is 7 locusts. That means that with 7 locusts attacking one 
unit, they will do 5.25 damage/sec. 7 Locust can do up to 157.5 damage to 1 unit 
(5.25 damage/sec for 30 seconds). The locusts return to the Crypt Lord after 30 
seconds and heal him. So if all 20 locusts are doing 0.75 damage/sec for the entire 
30 seconds, they will do 450 damage total and heal the Crypt Lord for 450 HP. Whew. 
Too many numbers. (Thanks to Redmage for the basic numbers, and Falcon20386 for the 
The Crypt Lord is a great all around hero. Early on, Carrion Beetles are excellent 
for scouting, and when they level up you can just send a few to different expansion-
locations and burrow them. Impale is great for damaging groups of enemies, and 
stunning retreating heroes. Early on, a lot of people like harassing by sending one 
hero to your base. You can impale the hero as it tries to get away and then surround 
it with your Ghouls! Free experience! Spiked Carapace is great, because it increases 
the Crypt Lord’s armor and deals damage to enemies. Use the Crypt Lord as a tank for 
your spellcasters: He can absorb the damage from the front lines. In a 1 vs. 1 or 2 
vs. 2 game you should get Carrion Beetles first for scouting and burrowing near 
important chokepoints. Plus, they make great meat shields if you’re rushing and 
using Fiends. For 3 vs. 3 or 4 vs. 4 games Impale is probably a better choice since 
there will be so many enemies anyway.

Locust Swarm is a great Ultimate that works a lot like the Carriers from Starcraft, 
but also gives you back health! For a nice Crypt Lord strat, read the “Big, Slow, 
and… Stealthy!?” strategy later on. Finally, you might want to stock the Crypt Lord 
with a bunch of Mana Potions because he very limited mana early levels.

-Skill Order (1 vs. 1/2 vs. 2):
Carrion Beetles, Spiked Carapace, CB, SC, Impale, Locust Swarm, CB, SC, I, I
The logic behind the above is that Beetles are great meat shields. Impale comes at 
level 5 so you can interrupt enemy channeling spells.

-Skill Order (3 vs. 3/4 vs. 4):
Impale, Spiked Carapace, I, SC, I, Locust Swarm, SC, Carrion Beetles, CB, CB
Beetles aren’t very helpful in large team games.

-Silver Skull’s Skill Order:
Impale, Carrion Beetles, I, Spiked Carapace, CB, Locust Swarm, CB, I, SC, SC
Impale is for early creeping, and Carrion Beetles are for reinforcements. Pretty 
simple order.

7.  N E U T R A L   H E R O E S   &   T H E   U N D E A D
One of the best new features in The Frozen Throne is the addition of Neutral Heroes. 
A few of the maps (I want more!) have a building called a Tavern where you can hire 
Neutral Heroes. Neutral Heroes work the same as normal heroes: They level up, gain 
new skills, and really put the smack down on enemies. Here are some things to know 
about Neutral heroes and Taverns.
-Like items at Goblin Merchants, and mercenaries, Neutral heroes aren’t available 
until a certain item.
-However, they appear immediately (Instead of training)
-You need an Altar to hire a Neutral hero.
-You may hire a neutral hero with any unit.
-Neutral heroes (And your race-specific heroes) may be revived at the Altar or the 
-Reviving heroes at a Tavern is instant, but costs twice as much. Plus the hero will 
have half health and no mana.

7.1  P I T   L O R D
NAME: Pit Lord
ROLE: Super Warrior Hero/Super Tank (NOTE: footprint deceased in patch 1.13)
GOLD: 425
WOOD: 100
RANGE: Melee
|  1  | 700 | 210 |   31    |    24     |   2    |    14    |      14       |
|  2  | 775 | 225 |   34    |    27     |   3    |    15    |      15       |
|  3  | 850 | 255 |   37    |    30     |   3    |    16    |      17       |
|  4  | 925 | 270 |   40    |    33     |   3    |    17    |      18       |
|  5  |1000 | 300 |   43    |    36     |   4    |    18    |      20       |
|  6  |1100 | 315 |   47    |    40     |   4    |    20    |      22       |
|  7  |1175 | 345 |   50    |    43     |   4    |    21    |      23       |
|  8  |1250 | 360 |   53    |    46     |   5    |    23    |      25       |
|  9  |1325 | 390 |   56    |    49     |   5    |    24    |      26       |
| 10  |1400 | 405 |   59    |    54     |   6    |    25    |      28       |
 COST: 85 mana
 COOLDOWN: 8 seconds
 RANGE: 80
 AOE: 20
Rain of Fire casts down fire balls from the sky for 3 seconds that burn all units in 
their path (Even yours). Now has damage cap (Only hits 5 units per wave).
 COST: 75 mana
 COOLDOWN: 12 seconds
 AOE: 50
Enemies’ attacks are 30%/40%/50% weaker for 15 seconds. Kind of like a reversed Roar.
With every attack the Pit Lord makes, 25%/45%/65% of the damage will be splash 
damage. Now has longer race in patch 1.13.

 COST: 150 mana
 COOLDOWN: 120 seconds
 RANGE: 65
The target (non-hero) unit takes 40 damage per second until it dies. Once it dies, 
the unit is transformed into a Demon that fights for you.
The Pit Lord is a natural choice for an Undead player, because the Pit Lord is 
Undead. This allows you to heal the Pit Lord with the Death Knight’s Death Coil. The 
Pit Lord is a huge, uber-powerful tank. This is good, because he is extremely 
powerful, but it’s bad because his gigantic size makes it difficult for him to get 
out of a jam. There are two basic ways to use the Pit Lord: as a spell caster and as 
a meat tank. You can have him hang back with your spell casters, using Howl of 
Terror to scare enemies and Raining Fire on their skulls. Rain of Fire is like an 
extra-powerful Blizzard. Just make sure to have your Banshees cast Anti-Magic-Shield 
on you tough units that get caught in the blasts. The other way to use a Pit Lord is 
to have him rush into the battle headfirst, Cleaving his way through the enemy. Make 
sure he has some Potions of Healing though. Doom is a lot like the Dreadlord’s 
Inferno, but it kills a target no matter what. Try to target tough enemies like 
Taurens and Knights. Or, if you want to really piss off an opponent, rush a Pit Lord 
into an enemy base, Doom a Peasant/Peon/Acolyte/Wisp, get out of there, and watch 
the fun begin. GWAHAHA!!

-Skill Order (Version A):
Howl of Terror, Cleaving Attack, HoT, CA, HoT, Doom, CA, Rain of Fire, RoF, RoF

-Skill Order (Version B):
Rain of Fire, Cleaving Attack, RoF, CA, RoF, Doom, CA, Howl of Terror, HoT, HoT
The logic behind the above 2 is that the Pit Lord lacks mana most of time so it’s 
better to focus on 1 spell. Pick one and go with it.

7.2  D A R K   R A N G E R
NAME: Dark Ranger
ROLE: Cunning Hero/Super Banshee
GOLD: 425
WOOD: 100
RANGE: 60 (Air/Ground)
|  1  | 550 | 225 |   26    |    18     |   4    |    19    |      15       |
|  2  | 575 | 255 |   27    |    19     |   4    |    20    |      17       |
|  3  | 625 | 300 |   29    |    21     |   5    |    22    |      20       |
|  4  | 675 | 330 |   30    |    23     |   5    |    23    |      22       |
|  5  | 725 | 375 |   32    |    25     |   6    |    25    |      25       |
|  6  | 775 | 420 |   33    |    27     |   6    |    26    |      28       |
|  7  | 825 | 450 |   35    |    29     |   6    |    28    |      30       |
|  8  | 875 | 495 |   36    |    31     |   7    |    29    |      33       |
|  9  | 925 | 525 |   38    |    33     |   7    |    31    |      35       |
| 10  | 975 | 570 |   39    |    35     |   8    |    32    |      38       |
 COST: 75 mana
 COOLDOWN: 15 seconds
 RANGE: 90
Stops all units in a target area from casting spells for 16/20/24 seconds. Heroes 
are stopped for 8/10/12 seconds.
 COST: 6 mana
 COOLDOWN: 0/0/0 seconds.
The Dark Rangers attack gets a +2/10/20 bonus, and enemies that are killed by Black 
Arrows turn into Dark Minions (skellies) with 200/260/320 health. Level 1 Dark 
Minions now do less damage to compensate for the 0 cooldown.
 COST: 75 mana
 COOLDOWN: 8 seconds
 RANGE: 50
The Dark Ranger sucks 20/35/50 HP/second from the target over the course of 8 
 COST: 150 mana
 COOLDOWN: 45 seconds
 RANGE: 70
Allows you to take control of a non-hero unit that is under Level 6. The creature 
can also be flying or spell immune, which possessible units may not. When you Charm 
and enemy, you automatically get all of it’s upgrades. So Charming an enemy A-Bomb 
with Poison Gas researched, automatically gives you Poison Gas for your A-Bombs.
Like the Pit Lord, the Dark Ranger is an easy pick because she is Undead and can be 
healed by Death Coil. Silence is very powerful, as it prevents enemies from casting 
spells. As soon as you run into an enemy army, silence their casters, hero, 
anything. It’s especially important to stop enemies late game before they can cast 
level 6 ultimates, or any powerful spells.. Use it if your enemy has a bunch of 
casters grouped together. Black Arrows require micro, because the kill-shot needs to 
be a Black Arrow for the victim to turn into a Dark Minion. Useful if you are using 
Necros a lot, because it just adds more powerful skellies into the fray. Life Drain 
is a great move, because it damages an enemy while healing the Dark Ranger. 
Unfortunately, because it’s channeling, enemies can cancel you. Try to Drain heroes. 
Charm is an awesome Ultimate. You can use Charm every 45 seconds to add a unit to 
your army, be they neutral, enemy, flying, or spell immune (Thanks to bloods3m) 
Remember that you can get free upgrades by Charming. See the strategy “Thanks for 
the Upgrades!” for more details and stuff.

-Skill Order:
Life Drain, Black Arrows, LD, Silence, BA, Charm, S, BA, LD, S
The logic behind the above is to get Silence for your 5th skill, which is usually 
around the time the enemy is using casters. If you know that you’re opponent is 
going with a caster hero, then by all means get Silence first and then follow the 

7.3  P A N D A R E N    B R E W M A S T E R
NAME: Pandaren Brewmaster
ROLE: Strength Hero/Tank
GOLD: 425
WOOD: 100
RANGE: Melee
SPEED: Average
|  1  | 650 | 225 |   29    |    22     |   3    |    14    |      15       |
|  2  | 725 | 240 |   32    |    25     |   4    |    15    |      16       |
|  3  | 800 | 270 |   35    |    28     |   4    |    17    |      18       |
|  4  | 875 | 285 |   38    |    31     |   4    |    18    |      19       |
|  5  | 950 | 315 |   41    |    34     |   5    |    20    |      21       |
|  6  |1025 | 330 |   44    |    37     |   5    |    21    |      22       |
|  7  |1100 | 360 |   47    |    40     |   6    |    23    |      24       |
|  8  |1175 | 375 |   50    |    43     |   6    |    24    |      25       |
|  9  |1250 | 405 |   53    |    46     |   7    |    26    |      27       |
| 10  |1325 | 420 |   56    |    49     |   7    |    27    |      28       |
 COST: 70 mana
 COOLDOWN: 10 seconds
 RANGE: 50/70/70
 AOE: 15
Blows a cone of fire at enemies that deals 50/100/150 damage. Units that are in a 
Drunken Haze ignite and take 7/14/21 damage per second for 5 seconds!
 COST: 70 mana
 COOLDOWN: 12 seconds
 RANGE: 55
 AOE: 20
Drenches an enemy is beer, slowing them by 50% and making them miss 45%/65%/80% of 
the time for 12 seconds (5 seconds for heroes). Drunken enemies also burn if they 
are hit by Breath of Fire.

The Brewmaster dodges attacks 7%/14%/21% of the time, and 10% of the time his attack 
is 2/3/4 times as powerful as usual!
 COST: 150 mana
 COOLDOWN: 180 seconds
The Brewmaster splits into 3 pandas, each representing a different element. After 60 
seconds, if any of the elements survived, the Brewmaster is remade!

-STORM: Has 1000 HP, and can cast Dispel Magic, Cyclone, Windwalk, and has Resistant 
-EARTH: Has 1500 HP, and can cast Pulverize, Taunt, and has Spell Immunity and 
Resistant Skin.
-FIRE: Has 900 HP, and has Permanent Immolation and Resistant Skin.

First of all, he has a good one-two punch: You can drench an enemy in beer, and then 
light them on fire! ALWAYS use Drunken Haze on an enemy before using Breath of Fire, 
but don’t be afraid to use Drunken Haze a lot. Heroes get really messed up if you 
get them drunk, even if it is only for 5 seconds. I like getting Drunken Haze as my 
first spell, because it is handy for rushes and for creeping. Drunken Brawler is 
another awesome spell. It not only gives you evasion, but gives you a chance to do 
extreme damage. If you have Drunken Brawler and a drunken enemy swinging at you, 
there is VERY LITTLE chance of them hitting. Storm, Earth, and Fire is a very unique 
spell, because it gives you 3 units that you only have a few seconds to learn to use 
properly. Earth the tank of the group, with high HP, Spell Immunity, and Resistant 
Skin, he is a powerhouse. Taunt is great if your casters are taking a beating, 
because it requires your opponent to micro a lot. And it doesn’t matter if Earth 
dies, because only one Panda needs to survive! If you really want to play it safe, 
get one of the elements out of the battle to safety, so no matter what the Pandaren 
Brewmaster will come back. Storm is the trio’s spell caster. Dispel enemies, cast 
Cyclone on tough enemies, and use Wind Walk if you want to get your Panda out of the 
action for a little. There’s not much to using Fire. He has Permanent Immolation, so 
you’ll probably want to get him right in the action. Basically, leave all the Pandas 
in the fight, and if Storm starts taking a beating, Wind Walk him out of there. This 
also gives you a safety in case the other Pandas fall. The Brewmaster doesn’t do 
much to benefit only the Undead, but he still is an awesome hero! Pandas bring Panda-

-Skill Order:
Drunken Haze, Drunken Brawler, DH, DB, DH, Storm Earth & Fire, Breath of Fire, DB, 
BoF, BoF

7.4  B E A S T M A S T E R
NAME: Beastmaster
ROLE: Strength Hero/Summoner
GOLD: 425
WOOD: 100
RANGE: Melee
|  1  | 725 | 225 |   32    |    22     |   2    |    14    |      15       |
|  2  | 775 | 240 |   34    |    27     |   4    |    15    |      16       |
|  3  | 850 | 270 |   37    |    30     |   4    |    16    |      18       |
|  4  | 925 | 300 |   40    |    33     |   4    |    17    |      20       |
|  5  |1000 | 330 |   43    |    36     |   5    |    19    |      22       |
|  6  |1075 | 360 |   46    |    39     |   5    |    20    |      24       |
|  7  |1150 | 375 |   49    |    42     |   5    |    21    |      25       |
|  8  |1225 | 405 |   52    |    45     |   6    |    23    |      27       |
|  9  |1300 | 435 |   55    |    48     |   6    |    24    |      29       |
| 10  |1375 | 465 |   58    |    52     |   7    |    25    |      31       |
 COST: 125 mana
Summons a Bear with 600/900/1200 HP. At Level 2, the Bear gains Bash, and at Level 3 
it gains Blink. The bear lasts 70 seconds, so you’ll be able to have 2 bears at once 
(Summon again when the cooldown wears off)
 COST: 75 mana
 COOLDOWN: 20 seconds
Summons a Quilbeast with 425/515/600 HP. At Level 2, the Quilbeast gains Frenzy, and 
at Level 3 it gains AOE damage. The Quilbeast lasts 20 seconds, so you can summon 
more when the cooldown is over.
 COST: 35 mana
 COOLDOWN: 70 seconds.
Summons a Hawk with 300/450/650 HP and True Sight (can see invisible enemies). At 
Level 2, the Hawk can attack, and at Level 3 it is invisible. The Hawk lasts 70 
 COST: 150 mana
 COOLDOWN: 180 seconds
 RANGE: 30
 AOE: 100
Summons a stampede of explosive Thunder Lizards that do 60 damage per victim and 
wreck buildings. The stampede lasts 30 seconds or as long as the Beastmaster is 
The Beastmaster is the master of summoning. With 3 powerful summons and a crazy 
Ultimate, he is pretty powerful. The Bear is a tank, the Quilbeast is a long-range 
killer, and the Hawk is a scout but later becomes a Harasser. Most people get the 
Bear first because he is a tank, but the Undead already have enough (Crypt Lord, A-
bombs…). Bears are awesome meat-shileds that eventually do insane damage due to 
Bash. And Blink is just crazy. Hawks are insanely helpful. They only cost 35 mana. 
Later, the Hawk gets invisibility, which gives you a great harasser. Just fly the 
Hawk behind enemy lines and kill of their worker units. Ha! The Quilbeast starts off 
fairly weak, but quickly becomes very powerful thanks to Frenzy. Plus, the Quilbeast 
is great for killing casters. Get him as close as you can and kill them from long-
range. The AOE hurts multiple casters at a time! Stampede is considered by many to 
be cheap, because it totally wrecks buildings. Unfortunately, a smart enemy knows 
that because this is a channeling spell, it can be cancelled. Therefore, you need to 
protect the Beastmaster while he rampages. Note that the Beastmaster is a quick pick 
for enemy NE players, because Moon Wells can give him a large mana pool for more 
summoning. Beware.

-Skill Order:
Bear, Hawk, B, H, B, Stampede, Quilbeast, H, QB, QB

7.5  N A G A   S E A   W I T C H
NAME: Naga Sea Witch
ROLE: Mystical Hero
GOLD: 425
WOOD: 100
RANGE: 60 (Air/Ground)
SPEED: Fast (Slowed a bit in patch 1.13)
|  1  | 475 | 330 |   29    |    15     |   3    |    16    |      22       |
|  2  | 525 | 375 |   32    |    17     |   3    |    17    |      25       |
|  3  | 575 | 420 |   35    |    19     |   3    |    18    |      28       |
|  4  | 625 | 465 |   38    |    21     |   4    |    19    |      31       |
|  5  | 675 | 510 |   41    |    23     |   4    |    20    |      34       |
|  6  | 725 | 555 |   44    |    25     |   4    |    21    |      37       |
|  7  | 775 | 600 |   47    |    27     |   5    |    22    |      40       |
|  8  | 825 | 645 |   50    |    29     |   5    |    23    |      43       |
|  9  | 875 | 690 |   53    |    31     |   5    |    24    |      46       |
| 10  | 925 | 735 |   56    |    33     |   6    |    25    |      49       |
 COST: 110 mana
 COOLDOWN: 11 seconds
 RANGE: 60
Blasts up to three units with lighting dealing 100/175/250 damage per unit.
 COST: 7 mana
Attacks slow the enemy’s attack rate and movement speed by 30%/50%/70% for 5 seconds 
or 1.5 seconds for heroes. Also adds 5/10/15 damage to attacks (Thanks to Robbert)
 COST: 25 mana to activate
 COOLDOWN: 10 seconds
While activated, the Naga Sea Witch loses 1 point of mana for every 1/1.5/2 points 
of damage. Essentially, mana becomes health.
 COST: 250 mana
 COOLDOWN: 120 seconds
 RANGE: 70
Creates a user-controllable Tornado that hits nearby enemies with cyclone and deals 
50 damage/second to buildings under it. The tornado lasts 40 seconds
I don’t know why, but the Sea Witch is my least favorite hero. Anyway, Forked 
Lighting is a good hero-killer, but is also useful for killing units that are 
grouped together. Frost Arrows are pretty nice, as you can slow an entire army with 
good micromanagement. However, I seem to prefer the Lich for Nova ability. Mana 
Shield is a great spell, but there’s no point in protecting a fairly average hero, 
when you could just get a better one. If you do plan on using the Sea Witch, give 
her a bunch of Mana Pendants and Mana Potions. Tornado is a great spell for wrecking 
bases, but the enemy can easily interrupt you. If you want a cold hero, stick with 
the Lich.

 ___  _   ___ _____   _____   ___   _____ ___ ___  ___   _ _  _ _ 
| _ \/_\ | _ \_   _| |_ _\ \ / (_) |_   _|_ _| _ \/ __| ( ) \| ( )
|  _/ _ \|   / | |    | | \ V / _    | |  | ||  _/\__ \ |/| .` |/ 
|_|/_/ \_\_|_\ |_|   |___| \_/ (_)   |_| |___|_|  |___/   |_|\_|  
 _____ ___ ___ ___ _  _____ 
|_   _| _ \_ _/ __| |/ / __|
  | | |   /| | (__| ' <\__ \
  |_| |_|_\___\___|_|\_\___/

8.  S H O R T    S T R A T S
These are just short strategies and basics. E-mail me!!! Basics are aimed towards 
newbies who have no idea how to play the Undead, while Advanced is aimed towards 
those that know the different units and such but don’t really know specific 

8.1  U N D E A D   B A S I C S
These are just the basics for using the Undead and are really just for newbies. E-
mail me if you think there are any other important basics that I left out!

-The Undead have two worker units.
 -Acolytes harvest gold, while Ghouls harvest lumber
 -Ghouls are also your tier 1 basic units.
 -You really only need 5 Acolytes for every goldmine you control.
 -A goldmine must be “haunted” before you harvest gold.
 -Try to have about 3 Ghouls harvesting lumber.
 -Ghouls harvest 20 lumber at a time.
 -Acolytes “summon” buildings instead of actually building them.
 -One Acolyte can summon every building, and then go back to the goldmine.
 -You don’t need a Necropolis (Command Center) to harvest gold.
 -Once you control a goldmine, just send an Acolyte over to haunt it.

-All Undead buildings besides the Necropolis (Command Center) and the Haunted 
Goldmine require Blight on the ground.
 -The Necropolis and the Haunted Gold Mine create Blight.
 -Every new building you build generates more blight.
 -You can create Blight by using an item called the Sacrificial Skull.
 -The Sacrificial Skull can be bought at the Undead buildings, Tomb of Relics.
 -All Undead units regain HP much faster when on Blight.

-Looking for the Undead tower?
 -The Ziggurat (farm) upgrades into one of the two Undead towers
 -Spirit Tower is more powerful
 -Nerubian Tower is weaker, but cheaper and slows enemies

-The Undead tier 1 units are:
 -Acolyte (worker)
 -Ghoul (worker/basic melee unit)
 -Crypt Fiend (anti-air/support unit)

-The Undead tier 1 buildings are:
 -Necropolis (command center)
 -Haunted Goldmine (allows Acolytes to harvest gold)
 -Ziggurat (farm)
 -Nerubian Tower (tower/upgrades from Ziggurat)
 -Spirit Tower (tower/upgrades from Ziggurat)
 -Crypt (basic troop production)
 -Altar of Darkness (hero production)
 -Graveyard (upgrades)
 -Tomb of Relics (shop)

-The Undead tier 2 units are:
 -Gargoyle (light air support/anti-air)
 -Meat Wagon (siege/caster support)
 -Obsidian Statue (support)
 -Necromancer (primary caster)
 -Banshee (secondary caster)
 -Shade (scout)

-The Undead tier 2 buildings are:
 -Halls of the Dead (command center/upgrades from Necropolis)
 -Temple of the Damned (spellcaster production)
 -Slaughterhouse (advanced troop production)
 -Sacrificial Pit (specialized scout production)

-The Undead tier 3 units are:
 -Abomination (heavy melee tank)
 -Frost Wyrm (heavy air tank)
 -Destroyer (flying anti-magic unit/upgrades from Obsidian Statue)

-The Undead tier 3 buildings are:
 -Black Citadel (command center/upgrades from Halls of the Dead)(Thanks to Janus5000 
for pointing out that I stupidly forgot this)
 -Boneyard (specialized heavy-assault unit production)

8.2  U N D E A D   A D V A N C E D
These are more advanced Undead strategies. Contribute!!

-The following are all courtesy of blood_s3m. Thanks a lot!!
 -Massing Ghouls
 -Most players know that undead early unit, the Ghoul, is quick to build, and cheap. 
With DK and DL, some players suggest the Double Aura (Vampiric Aura, and Unholy 
Aura) with mass Ghoul, especially with full upgrades, of course. Moreover if you're 
paired with Human (auto-cast inner fire), NE(roar), or Orcs (Kodo, Bloodlust), 
Ghouls become very powerful.
-Keep in mind that there are some spells that can do area damage. A lv.3 Shockwave 
(Tauren Chieftain) + Chain Lightning (Far Seer) is more than enough to nail many of 
the Ghouls. If they are paired with Warden's Fan of Knives, Dreadlord's Carrion 
Swarms, or Mountain King's Thunder clap, they can kill many of Ghouls in an instant, 
regardless of any Aura they have, since they have only 340 HP.

-Casters and Meat Shield Warnings
   -If you're thinking about massing casters and using Abominations as shields, 
watch out for siege units (Mortar Team, Meat Wagon etc). It can mess up your casters 
without piercing through your meat shield. (Siege attacks do extra damage to 
unarmored). Casters have low HP while Siege do AOE damage.
-A massive amount of auto-casted spells can be broken by a single AOE type of dispel 
(Dispel, Disenchant, Devour magic, Wisp's Detonate). That means you've lost mana for 
nothing. Though Dryads have no area dispel, she can autocast. Devour-Magic will do 
even worse for you.
-If you're thinking of massing skeletons, better worry about dispels again. a mass 
of destroyed skeletons will cost you only corpses and mana, right?! Think again! It 
gives plenty of Experience to enemy Heroes. So while your Hero works hard for Exp, 
they get plenty in 2 or 3 dispels.

  -Massing in General
   -Don't harass with burrow-unburrow Crypt Fiends. Dust of Appearance, Faerie Fire, 
Shades etc will ruin it. Besides, certain spells could still damage them if done 
correctly. Use Burrow only for ambushes or to regenerate HP.
-Don't mass Gargoyles. Web or Ensnare will fail it. Besides, Gargoyle's ground 
attack is poor and has slow attack rate. Use some Gargoyles against air units if 
you're not using Crypt Fiend's web.
-Don't mass Frost Wyrms also. Ever seen 4 Unstable Concoction crush 4 Frost Wyrms? 
Not a pretty site.

-Take a Shade with your troops to avoid raids by Shadow-melding Elves, Stasis Traps, 
Burrowed Fiends, and other invisible units.
-Give Anti Magic Shell to Heavy Armor Unit, so Magic Damage won't hurt them. In the 
late game, tier 3 creatures (Frost Wyrms, Chimeras, Gryphons…) can do massive damage 
to Heavy armored unit. Give it also to (allied) Heroes while performing Channeling 
Spells, so they won't be cancelled by other spells, e.g. Sleep, Stun.

8.3  H A R A S S M E N T
This section is devoted to Harassment in Warcraft. Unfortunately, the Undead do not 
have any particular means of harassment early in a game, so this is mostly going to 
be about defending against harassment. I could use some contributions here!

-Building your base
-Try to build your base as tightly as possible, unless they’re Human
-DO NOT build your base tightly packed if the enemy is Human. An Arch Mage or Blood 
Mage will use their AOE spells, and the tighter your base, the more damage they’ll do
-Put a few Ziggurats in between the Gold Mine and your Necropolis (Acos don’t need 
to deliver gold anyway).
-You can build your Altar and Crypt right next to the Ziggs. As long as you rally 
your units to the front of the base, they will always pop out on the tight side and 
never get stuck.
-The point of this, is that if an enemy harasses you, their primary targets will be 
your workers and their secondary targets will be Ziggs (Your source of food).
-Due to this set-up, harassers will have a very hard time getting to your workers 
and food.

-Cheap Trick
-The main goal of harassing is to make you waste time and/or money.
-If you see a harasser entering your base, use this cheap (free, actually) tactic:
-Immediately select all of your Ziggs and have them all start upgrading into either 
type of tower.
-The harasser may continue to kill a worker or two, but once they see the towers 
upgrading they’ll run off, thinking that they have accomplished their task of 
forcing you to waste money on defense.
-Lucky for you, as soon as the harasser leaves you can just cancel all of the 
-Your opponent will (probably) not return to harass, because he will think that your 
base is now surrounded by expensive towers. Haha.

 ___  _   ___ _____  __   ___   ___ _  _     ___  ___ ___ _____ _  _ 
| _ \/_\ | _ \_   _| \ \ / (_) |_ _| \| |___|   \| __| _ \_   _| || |
|  _/ _ \|   / | |    \ V / _   | || .` |___| |) | _||  _/ | | | __ |
|_|/_/ \_\_|_\ |_|     \_/ (_) |___|_|\_|   |___/|___|_|   |_| 
           ___ _____ ___    _ _____ ___ ___ ___ ___ ___ 
          / __|_   _| _ \  /_\_   _| __/ __|_ _| __/ __|
          \__ \ | | |   / / _ \| | | _| (_ || || _|\__ \
          |___/ |_| |_|_\/_/ \_\_| |___\___|___|___|___/

OK, here’s how the new In-depth strategy layout works:
UNITS: The units used in the strategy. Some of them are required for the strategy, 
while others are optional. The strategy itself will outline which units are needed. 
I kind of assume that you will always have a pair of Obsidian Statues, by the way.
ITEMS: Any items your hero will/might need
ALLIES: You might need specific allies with specific units/skills
SKILLS: Any hero skills, or unit skills that are used.
CIRCUMSTANCES: When to use this strategy. Just a suggestion by the way.

G O L D E N   R U L E ! ! !
This is the golden rule to winning: Scout and counter!! Did you get that? SCOUT AND 
COUNTER!!! Good. The way to win to scout early, find out what units your enemy is 
producing, and counter them. If you’re opponent is going air, make anti-air!! If 
your opponent is using lots of casters, use Destroyers!! If they’re using ground 
units that have no air attack, use air!! Just remember to scout early and counter 
your opponent.

9.  C O M B O S
These are combinations of your troops that complement each other and work pretty 
well. If you have any good ideas that are not already listed, e-mail them to me. Got 
it? OK.

9.1  M E A T   W A L L
UNITS: Necromancers
       Crypt Lord
       Death Knight
ITEMS: Wand of Necromancy
SKILLS: Auto-cast Raise Dead (Necromancers)
CIRCUMSTANCES: When the enemy has only melee, and no dispels (Priests or Spell 
Breakers for Humans, Spirit Walkers for Orcs, Dryads for Night Elves, Destroyers for 
the Undead)

This strategy is awesome if your enemy is focusing on melee, but still works on 
ranged. Get a bunch of upgraded Necros ready, along with A-Bombs and A Crypt Lord. 
When the enemy attacks, the A-Bombs will swarm the enemy making a huge meat shield. 
The huge wall will make it very difficult for the enemy to get through and kill your 
fragile Necros. The Crypt Lord acts as a tank, and can also impale any enemies that 
sneak through. Make sure the Necros have Raise-Dead on auto cast, and you’ll also 
get a new line of skeletons as each line of the enemy’s army is killed. This 
strategy also works well if you have a Lich as your hero. The Lich is powerful, but 
VERY fragile, and can hang back behind the lines as your A-Bombs block the enemy. 
Also, if you have a Death Knight he can easily Death Coil any dying units.

9.2  N I G H T   O F   T H E   A N G R  Y   D E A D
UNITS: Necromancers
       Meat Wagons
       Death Knight
       Dark Ranger
ITEMS: Wand of Necromancy
ALLIES: Human (Paladin)
        Night Elf (Warden)
SKILLS: Animate Dead (Death Knight)
        Resurrection (Paladin)
        Avatar of Vengeance (Warden)
        Auto-cast Raise Dead (Necromancers)
        Black Arrows (Dark Ranger)
CIRCUMSTANCES: If your enemy has no dispels (Priests or Spell Breakers for Humans, 
Spirit Walkers for Orcs, Dryads for Night Elves, Destroyers for the Undead)
This is the ultimate way to swarm your enemy with skeletons. Mass Necros, a few 
Obsidian Statues and bring a Death Knight and a Dark Ranger as your hero. As you 
fight, the Necros will keep raising the dead, while the Statues supply mana and 
health. You need to constantly micro so that the Necros and the Death Knight keep 
switching targets as soon as an enemy is about to die. Then have the Dark Ranger hit 
them with a Black Arrow and raise a Dark Minion. Once some of the enemy’s higher end 
units die (Tauren, Knights, A-Bombs, and Bears), have your Death Knight Animate the 
Dead. If you really want to make it nearly impossible for the enemy to drop your 
guys, have a Human ally train a Paladin until they get Resurrection, and a Night Elf 
ally train a Warden until they get an Avatar of Vengeance.
WHOOPS!! I forgot to add that you should definitely bring a corpse-exhuming Meat 
Wagons. Thanks to a bunch of people including LichKing and olipark for reminding me.

9.3  F I E N D S   A N D   S T A T U E S
UNITS: Crypt Fiends
       Obsidian Statues

One of the most currently popular strategies, this involves simply massing Crypt 
Fiends, using your heroes effectively, and throwing in a pair of Obsidian Statues. 
It works fairly well if used correctly, but you may have a tough time against Humans 
who’s Footmen can Defend against the Fiends. Make sure to get Web for anti-air.

9.4  W Y R M   F R E N Z Y

UNITS: Necromancers
       Frost Wyrms
       Death Knight
SKILLS: Unholy Frenzy (Necromancers)
        Freezing Breath (Frost Wyrms)
        Death Coil (Death Knight)
CIMCUMSTANCES: Works best if enemy has no anti-air

The Necromancers' Unholy Frenzy can turn a pack of Frost Wyrms into a very fast, 
very efficient, base-destroying machine.  Group 4-6 Wyrms with 5 Necromancers, and 
cast unholy frenzy on all of the Wyrms before entering an enemy base.  The Wyrms 
will attack so quickly that buildings will fall at an alarming rate.  Even enemy 
units, ground or air, will take so much damage from the cold attacks coming at an 
increased rate that even decent anti-air measures won't be able to stop it.  Throw a 
Death Knight with Death coil into the mix, and there's not a lot that can stop 
them.  I usually leave Raise Dead off of auto-cast for the Necromancers, until the 
actual battle begins, to conserve mana for Frenzy.  Having a wall of skellies will 
help keep them alive to Frenzy the Wyrms again later.

9.5  U L T I M A T E   H A N D I C A P

UNITS: Pit Lord
       Dark Ranger
ITEMS: Staff of Silence (If you don’t have a Dark Ranger)
SKILLS: Howl of Terror (Pit Lord)
        Silence (Dark Ranger)
        Cripple (Necromancers)
        Curse (Banshees)
CIRCUMSTANCES: If your enemy has no dispels (Priests or Spell Breakers for Humans, 
Spirit Walkers for Orcs, Dryads for Night Elves, Destroyers for the Undead), or 
magic immune units

This strategy needs a Pit Lord, a Dark Ranger, many Necros, a few Banshees and 
Obsidian Statues. Pit Lord's Howl of terror reduces 30/40/50%
of enemies' damage. Necro's Cripple reduces 50% damage of enemies' reduced damage. 
Dark Ranger needs to cast Silence on dispellers (Priests/Spirit 
Walkers/Shamans/Banshees). Banshees may auto-cast Curse and Statues provide mana. 
With Level 3 Howl of terror, Enemies' has 66% chance to hit you with about 25% 
damage and very slow movement and attack rate. Silence keeps it effective for 
(16/20/24) seconds. Oh, that's not all, if you're using Lich also, get Frost Armor, 
so the damage done to you will be reduced even more. Don't use it if they're massing 
Spell Immune unit, especially Spell Breakers.

9.6  P O S S E S S   A N D   D E S T R O Y

UNITS: Ghouls
       Death Knight
       Dread Lord
SKILLS: Dual Auras (Unholy and Vamparic)
        Possession (Banshees)
        Frost Nova (Lich)
CIRCUMSTANCES: Much better if enemy lacks air. Anywhere where you can flank your 

This one is actually highly effective. When Ghouls are on their own, dual aura is 
useful. Regardless of whom you are, with good micro, this is a winning combination 
over and over. However, taking 6 - 10 Banshees can pose a terrifying strategy and a 
damaging alternative. The Curse concentrated on the enemy’s air assault (that may 
cause Ghoul armies issues) can twist a battle into the favor of the Ghouls 
dramatically. However, the strategy being Possess and Destroy, you’re relying mostly 
on Possession here. People make the underestimation of believing Banshees must be 
defended. However with dual aura Ghouls … well, try this.
Standard undead start: mass Ghouls. Amass dual aura army and continue as normal. 
This should do you fairly well but occasionally you will go under. This is when 
Possess and Destroy can swerve the odds to your favor again. Taking another Ghoul 
army, create 6 - 10 Banshees with possession. Attack head on with your ghouls while 
training a 3rd hero to walk with your ghouls. The Lich is a good choice. Now take 
your Ghouls head on to battle and bring your banshees and Lich around to the side of 
there army to flank them. A quick nova blast against their Archers or ranged units 
can cripple. Let the Banshees do a few Curses and then Possess their stronger units: 
Preferably the ones across the front line just behind the first line of attack. This 
means the first line of attack will get sandwiched, while you have removed a chunk 
of his army into attacking your Banshees. The possessed units will "crunch" the 
first line, and then become your meat shield while your Lich runs in and out with 
Nova and Dark Ritual, sacrificing any units you might not need, while obviously 
hitting level 2 somewhere in the occurrence of the battle. This can switch favors 
hilariously fast.

9.7  I N F E R N A L   D I S T R A C T I O N

UNITS: Dreadlord
       Meat Wagons
ITEMS: Infernal Stone (If you don’t have a Dreadlord)
SKILLS: Inferno (Dreadlord)
        Possess (Banshees)
CIRCUMSTANCES: Enemy has Possession-worthy troops/lacking air

Use a Dreadlord, Banshees, and some Meat Wagons. Keep the Banshees away from the 
army as opponents will focus-fire on the banshees quickly. Summon an Infernal in the 
heat of a battle, stun the enemies, then micro all the Meat Wagons and focus-fire at 
the enemy hero, hoping that the enemy will focus-fire on the Infernal and ignore 
your troops for a while. Possess the units of the opponent as he will be distracted 
for a while...

9.8  N U K E   A N D   P O S S E S S

UNITS: Death Knight
SKILSS: Death Coil (Death Knight)
        Sleep (Dreadlord)
        Frost Nova (Lich)
CIRCUMSTANCES: Enemy has mainly biological units (No mechanical units)
In this strategy you use your heroes as hero killers-Death knight heals your heroes-
Dread Lord sleeps enemy heroes-Lich novas enemy heroes. The banshees use possess to 
control any enemy ground units while the gargoyles will wipe out the enemies air 
It is an interesting strategy that works fairly often and can devastate orcs and 
night elves. If the Gargoyles do not seem to work that well, try to focus on Crypt 
Fiends or possibly a combo of Gargoyles/Wyrms to slow the enemy air.

10.  A L L I E D   A S S A U L T S
All of the following strategies depend on you and your teammate(s) working together 
to achieve a really great victory. If you have any good ideas that are not already 
listed, e-mail them to me. Got it? OK.

10.1  R E V E N G E

UNITS: Crypt Lord
ITEMS: Orb of Corruption
       Wand of Lightning Shield (If you don’t have allied Shamans)
ALLIES: Night Elf (Keeper of the Grove)
        Night Elf (Druid of the Talon)
        Orc (Shaman)
SKILLS: Spiked Carapace (Crypt Lord)
        Frost Armor (Lich)
        Thorns Aura (Keeper of the Grove)
        Faerie Fire (Druids of the Talon)
CIRCUMSTANCES: Enemy is massing melee units.

Crypt Lord's Lvl. 3 Spiked Carapace + Lich's Lvl. 3 Frost Armor + Keeper of the 
Grove's (allied) Lvl. 3 Thorns Aura + Orb of Corruption + Faerie Fire = dead melee 
attackers everywhere.  Fully powered, this combination is brutal. Cast all of these 
things on your Crypt Lord (BESIDES FAERIE FIRE) and let him tank. And we all know 
that the Undead work best when corpses lie around.

Use a Wand of Lighting Shield, too, and you’ve got a party!

10.2  O O P S ,   I   M I S S E D

UNITS: Banshees
       Pandaeran Brewmaster
ITEMS: Talisman of Evasion (If you don’t have an allied Demon Hunter)
ALLIES: Night Elf (Demon Hunter)
SKILLS: Curse (Banshees)
        Evasion (Demon Hunter)
        Drunken Haze (Pandaeran Brewmaster)
CIRCUMSTANCES: Enemy has no/few spell immune units, and no dispellers.

While Banshees are given little respect nowadays, Curse is still one heck of an
overpowered spell. Combined with an allied Demon Hunter's Lvl. 3 Evasion, high 
ground, and Drunken Haze (Brewmaster) - that Demon Hunter is NOT going to die any 
time soon.

10.3  L O S T   T E M P L E   W Y R M   F R E N Z Y

UNITS: Frost Wyrms
       Death Knight
       Forest Troll High Priest
       Gnoll Overseer
ITEMS: Alleria’s Flute of Accuracy (If you don’t have a NE ally)
       Scroll of the Beast (If you don’t have a NE ally)
ALLIES: Night Elf (Priestess of the Moon)
        Night Elf (Druid of the Claw)
SKILLS: Inner Fire (Forest Troll High Priest)
        Command Aura (Gnoll Overseer)
        Trueshot Aura (Priestess of the Moon)
        Roar (Druids of the Claw)
        Possess (Banshees)
        Unholy Frenzy (Necromancers)
        Unholy Aura (Death Knight)
        Frost Armor (Lich)
CIRCUMSTANCES: Works best if enemy has no anti-air or dispellers, and doesn’t expect 
what you’re doing. Mix and match the different auras and moves to create super Wyrms.

Okay, first, this strategy is very situation-specific. It works in the map Lost 
Temple or any other map with the following creeps: Forest Troll High Priest and 
Gnoll Overseer. Also, your ally has to be Night Elf. Pretty much just pick and 
choose from your options to make the best Wyrms you can. Now for the strategy:

In certain maps with certain creeps (Lost Temple), and with a NE Ally, you can 
create Super Frost Wyrms. Get the full Upgrades of Creature's attack and Carapace. 
Possess/hire a Forest Troll High Priest for Inner Fire (+10% damage & +5 armor). 
Possess/hire a Gnoll Overseer for Command Aura (+10% damage). Get Priestess of the 
Moon Trueshot Aura (+10/20/30% damage) Get Druid of the Claw to cast Roar (+25% 
damage) (Scrolls of the Beast do the same effect) If any enemy using Kodo Beasts, 
possess it for (+10/20% damage), beware of being Devoured! Cast Unholy Frenzy to the 
Wyrm for very fast attack speed. Get Death Knight for Regeneration and Movement 
Rate. Get Lich for Frost Armor for (+3/5/7) additional armor. Well, you do not want 
any Heavy Armor units to be blown by this super Frost Wyrm. That's why I do not 
recommend to bring Ghouls (340 HP) for late battle.

10.4  R U M B L I N G   D E C A Y

       Necromancers (If you don’t have an Orc/Human ally)
ALLIES: Orc (Far Seer)(If you don’t have a Human ally)
        Humans (Sorceresses)(If you don’t have an Orc ally)
SKILLS: Death and Decay (Lich)
        Cripple (Necromancers)
        Earthquake (Far Seer)
        Slow (Sorceresses)
CIRCUMSTANCES: Enemy lack flying units. Enemy base has two entrances, or there are 2 
ways to get to where you are attacking.

Here’s how it works:
Have your bait units (The Ghouls) attack the edge of the base –FROM ONE SIDE-. Make 
sure that there’s enough that the enemy will actually retaliate seriously. Now, have 
your real force attack from the back. Have your allies cast their slowing spell: 
Either Earthquake, or slow. If you don’t have an ally, cast Cripple on as many enemy 
units as possible. Meanwhile, have your Lich cast Death and Decay on the enemy 
units! You’re enemies will be sandwiched between 2 forces, while being slowed, and 

10.5  S P I D E R   P I G S
THANKS TO SLASHER_WEIYOU, and his friends Cal and Revan
Sorry, this was the best name I can think of. Slasher, if you have a better anem, e-
mail me again.

UNITS: Dread lord
       Death knight
       18 Crypt Fiends
       5-6 Obsidian Statues
       Necromancers (Unholy frenzy)(optional)
ITEMS: Orb of lightning
       All other items give to Chieftain
ALLIES: Orc (Tauren Chieftain)
        5 Taurens
        5 Spirit Walkers
        Shamans (Bloodlust)(optional)
SKILLS: Triple auras
        Spirit walkers with all spells
CIRCUMSTANCES: Enemies masses ANY air/melee with zero casters. Best used in 
Ice crown map and other big maps. (Share unit control with bases side by side)
(Tauren and crypt fiends fully upgraded)

How to place them:
Tauren Chieftain and his Tauren in front. 1st group of 12 Crypt Fiends behind, 
together with Dread Lord and Death Knight. Spirit Walkers and Obsidian Statues 
behind 1st group of crypt fiends. 2nd group of 6 crypt fiends

Orc ally must build ONLY his hero at the beginning and upgrade all the way to tier 3 
as fast as possible to get Taurens and spirit walkers. Let orc ally use 5 ghouls and 
undead heroes to creep. Return to base after each creep to let the heroes regain 
life and the ghouls to continue harvesting lumber. Orc can provide lumber aid to 
undead if there is insufficient lumber. Keep creeping to get Tauren Chieftain to lvl 

Since all units are highly exp and high on the tier, both must get another mine ASAP 
and another if possible. Defend undead base with Spirit towers and orc base with 
burrows and towers. Don’t give a damn about the 2nd base. Let it die if enemy 
attacks and don’t bother even defending it with any towers. Just order all units to 
escape somewhere safe. The point is that everyone is spread far out that everyone 
will be creeping instead of looking for each other.

This tactic can be used to wipe out a base SUPERFAST. If his/her army comes to 
engage with no casters to curse/banish etc. your ally's Tauren, he/she is DEAD. 
Tauren are hard to die in the first place, together with the statues stacked healing 
and 40% life steal Vampiric aura, and he’s practically invincible. If they die, what 
are the spirit walkers for? Just use Ancestral Spirit whenever any of them dies. The 
Crypt Fiends web all air units for the Tauren to chop on and help with their 
piercing attack. If any AOE hero comes along, give him the tauren stomp/dread lord 
sleep to stop him in the tracks long enough for the taurens to surround him and send 
him back to his altar.

11.  H E R O   S T R A T E G Y
These are good strats for wrecking havoc with your heroes. Some are tips for using 
specific heroes, while others are just cool tricks. If you have any good ideas that 
are not already listed, e-mail them to me. Got it? OK. Also, note that while the 
following are fun, they probably shouldn’t be used in serious situations. If the 
enemy can deplete your hero’s mana, or stun them before they teleport away, they’re 

11.1  T R I – N U K E
UNITS: Death Knight
       Crypt Lord
SKILLS: Death Coil (Death Knight)
        Carrion Swarm (Dreadlord)
        Impale (Crypt Lord)
        Frost Nova (Lich)
CIRCUMSTANCES: Hero/target unit is not spell-immune!

I know that I mentioned this in the Heroes section, but I thought that I’d just post 
it here too. For killing an enemy hero, use any combination of the following moves: 
Impale, Death Coil, Carrion Swarm, and Frost Nova. Hit a hero with 3 of those at 
level 3, and that hero will be dead (or close). Plus, these spells have fairly quick 
cooldowns, so you can hit them again!

11.2  S U R P R I S E   W I N T E R

ITEMS: Lesser/Greater Potion of Invulnerability
       Lesser/Greater Potion of Invisibility
       Mana Potion
       Any summoning item
       Scroll of Town Portal
ALLIES: Human (Sorceress)
SKILLS: Frost Nova (Lich)
        Frost Armor (Lich)
        Invisibility (Sorceress)
CIRCUMSTANCES: Enemy is not Night Elves.

For this annoying strategy, you’ll need to get your Lich into the enemy base 
unnoticed. You can use a Potion of Invisibility, or if you have a Human ally, have 
them cast Invisibility on your Lich. 
Move your Lich to the enemy command-center (Castle/Fortress… etc)
Near the enemy command-center there will probably be some empty space where the 
enemy cut his first bunch of trees... so move the Lich there (don't go too far 
though from the enemy main building and gold mine)
Suddenly, fire Frost Nova in the middle of a bunch of workers!!! If there are any 
survivors attack them with your normal attack. Target the weakest workers if you 
have the Orb of Darkness to turn them into skellies. As soon as your spell is ready 
again, blast any survivors if mana allows you to. Also, summon and units you can 
with items.
If no enemy forces have started to charge on the poor Lich, continue to either Frost 
Nova anything that moves nearby, if you have enough mana to spare (REMEMBER TO SAVE 
250 MANA FOR THE GRAND FINALE) or drink a potion of mana.
If the enemy has decided to get a move on the Lich, activate the Potion of 
Quickly target the enemy command center or any clumped group of important buildings 
and fire DEATH ANY DECAY. Keep on for as long as the Lich can survive. If you go 
under 200, immediately double-click the Scroll of Town Portal to become invincible 
and teleport away.

You can also bring a Shade into the enemy base and then use a Staff of Teleportation 
(Available at any Goblin Merchant) to warp in.

11.3  B I G ,   S L O W   A N D . . . S T E A L T H Y ! ?

UNITS: Crypt Lord
ITEMS: Cloak of Shadows
       Mana Potion
ABILITIES: Carrion Beetles (Crypt Lord)
           Impale (Crypt Lord)
CIRCUMSTANCES: Enemy is not Night Elf or Undead, and enemy has no detection.

From the beginning, get a Crypt Lord and a few Ghouls. Creep about as usual until 
you find a Cloak of Shadows. Bring the Ghouls and the Crypt Lord to the enemy base 
AT NIGHT! Send in the Ghouls as a diversion for the enemy’s defenders, while the 
Crypt Lord sneaks around the perimeter of the base to the gold mine/lumber area and 
Once the enemy has destroyed your Ghouls and left to Creep, simply fire Impale at 
the worker units, make Carrion Beetles out of the corpses and then hide again while 
the Beetles kill any remaining workers. Continue unhiding throughout the night and 
repeating this until your enemy has no more workers and thus, very little resources. 
Then, get your Crypt Lord out of there once the night has ended. If the enemy 
returns to stop you, try to fight your way out, and then just use a Scroll of Town 
Portal to teleport away once you go below 200 health, or earlier if the enemy hero 
has a stun move. 

You can also bring a Shade into the enemy base and then use a Staff of Teleportation 
(Available at any Goblin Merchant) to warp in.

11.4  B E T T E R   T H A N   R E A L
*NOTE* Sorry, Skull, I lost your e-mail so I made up my own name and tried my best 
to recreate the strategy! Sorry!

ITEMS: Wand of Illusion
CIRCUMSTANCES: Enemy has no detectors

This is basically useful for tricking your opponent into attacking your illusions 
(Due to the Wand of Illusions, of course!). Pretty much, after the illusion appears, 
have your Necros cast Unholy Frenzy on it, and give it some other buffs. Hopefully, 
this will make your opponent believe you’re pumping up the real hero, and focus-fire 
on the fake! This can save your hero’s life (Or at least postpone it...), although 
it requires some good micro to treat all of your heroes (Real and fake!) like the 
real thing. Although, be sure not to use a move like Impale which makes it pretty 
obvious which hero is real.

Just a little change on the above strategy. As soon as you create the copies, take 
one copy and move them away from battle. If the enemy is experienced, they’ll assume 
that that’s the real hero being moved away and will direct attention to the escaping 
illusion, hopefully leaving the real hero alone for a bit.

11.5  R E T U R N   O F   D R A C U L A

UNITS: Dreadlord
ITEMS: Potion of Invisibility
       Inferno Stone (If you don’t have Infernal)
       Scroll of Town Portal
ABILITIES: Carrion Swarm (Dreadlord)
           Inferno (Dreadlord)
CIRCUMSTANCES: Enemy has no detectors, and they’re not in their base (Use a Shade to 

I have decided since the Lich has Surprise Winter and the Crypt Lord has 
Big, Slow, and Stealthy?? the Dreadlord needs a harassing technique. Use a 
Potion of Invisibility (beware of detectors) to sneak into the enemy base 
near the workers. Suddenly Carrion Swarm the ones harvesting gold (or lumber 
in NE). Now send and Infernal down on the lumber harvesters and watch them 
die. Finish off the ones harvesting gold with your bare hands. Then have your 
Dreadlord help the Infernal kill the wood cutters. Now focus your units on 
the town hall structure. If the army comes, ignore them and keep hacking 
apart the town hall. To buy some time, put the strongest enemy hero to 
sleep. Now continue wrecking the town hall until your Dreadlord goes under 
200 hp. Then it would be wise (read: do this) to use a scroll of TP far 

12.  O T H E R   S T R A T E G I E S
These are strategies that just don’t fit into any of the above categories. Some of 
them are weird and mostly for fun, while others are highly-effective but are 
difficult to do. Some of them just didn’t have any where else to go. If you have any 
good ideas that are not already listed, e-mail them to me. Got it? OK.

12.1  E X P A N D   A N D   C O N Q U E R

UNITS: Crypt Lord
       Death Knight
       Crypt Fiends
ABILITIES: Carrion Beetles (Crypt Lord)
           Death Coil (Death Knight
CIRCUMSTANCES: Enemy doesn’t rush.

Because Ghouls make good melee units, it allows you to stay at tier 1 long enough to 
build an expansion. Build the expansion, train the Acolytes, and then get to 
upgrading. Make sure you have enough Ghouls to defend the expansion (11 Ghouls, plus 
a Crypt Lord and Carrion Beetles is enough). Use a Sacrificial Skull to help build 
defenses at the expansion and creep near it so you can go back there if the need be. 
While you’re upgrading to the Halls of the Dead get 2 or 3 Crypt Fiends so that when 
you hit tier 2 you can research web for some anti-air. As soon as you reach tier 2, 
train a Death Knight with Death Coil, and get Death Pact as he reaches level 2. 
Then, build a Temple of the Damned and a Slaughterhouse. When you have enough cash, 
build another Temple of the Damned and a Sacrificial Pit (With the expansion, you’ll 
make money quickly). Get Necros, a pair of Statues, 2 Shades, and some Gargs. 
Upgrade to Black Citadel as well. From then on it’s just a matter of teching and 
upgrading one of the Statues into a Destroyer. Because of the Shades you should know 
what your opponent is doing, so you should balance out your units accordingly. The 
whole idea is based around getting an early expansion and defending until your force 
is ready. It works well unless your opponent rushes during tier 1.

12.2  S T O N E   W A L L   H A M M E R I N G

UNITS: Gargoyles
ABILITIES: Stone Form (Gargoyles)
CIRCUMSTANCES: Enemy has big units (Size-wise), or lots of anti-air and you 
accidentally built Gargs.

This one is a good multiplayer strategy. In multiplayer, when you are undead, you 
may be asked to tower air defense. Gargoyles make great bait and excellent micro-
strikers but crappy ground based assault. Their worth in a mostly ground based 
battle is limited, and especially against Bat Riders. However when your Night Elf 
ally goes mass archers, you will find that a large melee-based army can pose an 
extreme problem.
This strat uses this ordeal to abuse the gargoyles stone form ability. With a little 
micro you can drop the gargoyles in a wall from tree to tree (Keep an eye on the 
shadow of the gargoyle to watch where he will land). Throw a few Necros behind them 
to Frenzy any bigger allied units and a with few meat wagons you have an almost 
impenetrable wall that melee enemies will be throwing themselves against. This is 
especially useful against the likes of "AOW RUSH" where if you separate the Gargs 
slightly your units will pass without problem and the AOW will not be able to get by.

12.3  S T A M P E D E   O F   W H A T ! ?

UNITS: Dark Ranger
       Crypt Lord
       Any creeps you can find
ITEMS: Any summoning items (Red Drake Egg, Demonic Figure... etc)
SKILLS: Possession (Banshee)
        Charm (Dark Ranger)
CIRCUMSTANCES: You feel like trying a weird strategy/Funnier if enemy is low level 
and doesn’t know about Possession and stuff

This again is REALLY an irritating multiplayer strat. You need to learn to use your 
Banshees as a support unit. Preferably you will be wanting to get a strong first 
hero, murdering any small creeps you can get your hands on, while also power-teching 
to Banshees and Possession ASAP. Pull out all the stops and kill as many smaller 
creeps as you can manage, including in enemy territory. Try starting there and 
moving back towards your base. A few ghouls and the DK is a great way to do this 
from their speed.
After amassing Banshees, you want to move across the map Possessing every single 
high-level creep you have left behind (Remember, level 5 is the limit). The beast 
master is a good addition to this team, as is the Crypt Lord with beetles. You 
should also buy mercenaries with the extensive gold you will have managed to gain 
during the run. Grab a few Necros, too, just for skeletons and perhaps frenzy. And 
when you have an army of creeps, rush your opponent’s base, cast Stampede, and 
listen to their reactions. You’ll receive some of the usual comments (“WTF?!”) but 
also a few crazy ones (“OMG! YOU ARE HAX!!”). This strategy seems like it’s just for 
fun, but it can be really useful. Also, use and items your heroes may have collected 
to summon more creeps (Furbolgs, Fel Stalkers, and a few more can be summoned).

NOTE: The Dark Ranger is a good hero for this strategy, if you can get her to level 
6 and start Charming away.

12.4  C R E E P ‘ S   R E V E N G E

UNITS: Necromancers
       Goblin Zeppelin
SKILLS: Raise Dead (Necromancers)
        Unholy Frenzy (Necromancers)
CIRCUMSTANCES: You know where your enemy is creeping

For this strat you need a Zeppelin full of Necros and a Shade following your enemy’s 
hero. Keep the Zeppelin just out of your opponent’s sight and follow him while he’s 
creeping. Once the enemy’s attack a Creep Camp, drop some Necros and cast Raise Dead 
to raise the fallen Creeps! Also, you can Cripple your enemy’s hero for more fun! 
Your opponent will go nuts trying to figure out how the Creeps are reanimating. If 
you really want to annoy your opponent, drop your Necros ahead of his heroes and 
cast Unholy Frenzy on the Creeps! Take that!

12.5  M Y   S T R A T E G Y
This is my strategy, build order and all. Yeah.

UNITS: Crypt Lord
       Crypt Fiends
       Death Knight
       Frost Wyrms
SKILLS: Carrion Beetles (Crypt Lord)
        Spiked Carapace (Crypt Lord)
        Death Coil (Death Knight)
        Unholy Aura (Death Knight)
        Death Pact (Death Knight)
CIRCUMSTANCES: This strategy is used from the start of the game, so adjust according 
to what your opponent is getting.

So this is my strategy. Start out by sending your Acolytes to go harvest gold, the 
Ghoul to harvest wood, and queue an Acolyte from your Necropolis to the mine. Now 
take an Acolyte out and summon an Altar, a Graveyard, and then a Ziggurat as 
resources allow. Once you have enough gold, queue up another Acolyte. As you 
accumulate gold, summon a Crypt, and then summon another Crypt when you have the 
cash. As soon as the Altar finishes, you might need to wait a second before the 
Ziggurat is done. Then train a Crypt Lord. As the Crypts finish, train 2 Ghouls, and 
queue them both to wood. Then train a Crypt Fiend, and summon another Ziggurat. Once 
the Crypt Lord is done, get Carrion Beetles as a first skill, and begin summoning 
Beetles from your Graveyard. Once you have 5 Beetles, your Crypt Fiend should be 
done, and you should go out and creep a weak camp. Train more Fiends when your 
Ziggurat is done, and queue them to the Crypt Lord. Continue creeping weak camps, 
get Spiked Carapace when you have the exp., summoning more Ziggs, and training more 
Fiends, until you have about 5-6 Fiends creeping with your Crypt Lord. Then begin 
upgrading your Necropolis, and summon a Tomb of Relics. As your Crypt Lord gains 
experience, get Spiked Carapace upgrades and better Beetles.
Once you hit tier 2, send some of the Beetles out to search for your enemy. When one 
of them finds them, have the Beetle burrow there, and burrow another one of your 
Beetles at an important chokepoint. Summon a Slaughterhouse, train a Death Knight, 
and begin training some Gargoyles. Once the Slaughterhouse is done, train an 
Obsidian Statue (or 2), and continue creeping with your CL, DK, Fiends, and Gargs. 
Attack any time now if you have the opportunity, but if not, upgrade to tier 3 and 
summon a Sacrificial Pit. At tier 3, summon a Boneyard and begin getting Frost Wyrms 
when you have the cash. If your enemy has lots of anti-air units, get Abominations 
instead. If you have spare cash, train a Lich for your third hero. Eventually, you 
should have a buff enough attack force to destroy your opponent. Good luck.

12.6  F A S T   E X P A N S I O N
UNITS: Crypt Lord
       Carrion Beetles
       Crypt Fiends
ITEMS: Wand of Necromancy
       Sacrificial Skull
SKILLS: Carrion Beetles (Crypt Lord)
CIRCUMSTANCES: It’s a fast expand. Use it to get a nice stream of gold early on.

This is a fast expansion strategy, which means you’ll expand very early on. Start 
the game by summoning an Altar and a Ziggurat, while training an Acolyte rallied to 
the mine. Summon a Graveyard when gold permits, followed by another Aco rallied to 
the mine. Summon a Crypt followed by a Tomb of Relics when you have the cash. When 
the Altar’s ready, train a Crypt Lord, and once the Crypt is ready train a pair of 
Ghouls for wood. Summon a second Crypt when you have the gold. When the Crypt Lord 
comes out, summon 5 Carrion Beetles from the Graveyard, train a Crypt Fiend rallied 
to your CL, and buy a Sacrificial Skull and Rod of Necromancy from the Tomb of 
Relics. When you have a Crypt Lord, 5 Beetles, a Fiend, and the items, use the Wand 
of Necromancy to summon a pair of Skellies from the Graveyard, and head off for the 
nearest Gold Mine. Once there, plop the Sacrificial Skull down, and let your 
Skellies and Beetles absorb most of the damage. While this is going on, rally more 
Fiends from your Crypts, summon another Ziggurat... the usual. Also send an Acolyte 
out to Haunt the mine and go back to base. Continue with your usual strategy, and as 
the Haunted Gold Mine comes to completion rally 5 more Acolytes from your Necropolis 
over there. You should have an expo is no time, and your CL will have good 
experience from quickly taking down an expo camp.

12.7  T A S T E S   L I K E   C H I C K E N
Just a little tip regarding corpses. Never forget that the almighty critter (Sheep, 
lobster, stag, or anything else!) leaves a nice juicy corpse upon death. If a Ghoul 
is low on health, kill a sheep and cannibalize it. Preparing for battle and want 
extra Beetles or pair of Skeletons? Kill a stag and summon. Want to pick up a boar 
corpse so you can use Animate Dead on it later? Go ahead. If you’re doing some early 
creeping or fast expanding and ever want a quick pair of Skellies from your Wand of 
Necromancy, don’t forget this! Mmmmm...

12.8  T H E   G R E A T   C O R N H O L I O

The name of this strategy comes from a constantly-heard line on the old MTV 
show "Beavis and Butthead": "I need TP for my bunghole!"  In a Warcraft III setting, 
this strategy is really just another way to stop or delay enemy reinforcements when 
attacking bases or expansions by making sure they don't have a Scroll of Town Portal 
(hence TP).  For example, if you plan on attacking an expansion of the enemy's and 
don't want to fight his hero's army head on, launch a decoy attack (preferably with 
cheap units, but at least enough to make him/her think it's serious) on his main 
base.  Their hero will TP in, joining the battle, while you take advantage of the 
situation by destroying your real target--the (often poorly defended) expansion.  
Try to destroy their store with the decoy attack so he doesn't have TP for the next 
little while.  
This strategy can also be used in team games to keep your enemy's allies from 
interfering.  Launch a decoy attack on one enemy player's base, make sure you 
provoke the whole (or at least most of the) enemy team to TP in, and then use your 
real force to destroy one of their (now undefended) bases. 
Judicious use of this strategy will make the enemy wish they had "TP for their 
bunghole"--the bunghole in their base's defenses that is spewing forth your attack 
force. Haha!
To avoid falling prey to this strategy yourself, defend your expansions well with 
towers and/or a necropolis to allow you to TP there, have more than one hero, each 
with their own army so that you can fight a war on multiple fronts if necessary, and 
summon more than one tomb of relics.  While this may seem like overkill, having more 
than one store will allow you to buy items faster, making sure you "always have TP 
for your bunghole"--so as to clean up any mess the enemy throws your way.

12.9  K I L L   T H E   M E S S E N G E R

This strategy is really just a way to get items to your hero without having to go 
back to your base--while your creeping, attacking, or defending an expansion, for 
instance.  Anytime your Necropolis is idle and you have a tomb of relics, research 
backpack.  It's cheap, and it allows fast ground units (like ghouls) to carry a pair 
of items to your heroes, which could save precious time spent heading back to your 
store and/or save the hero's life by providing much needed healing potions/scrolls.  
Though I have not confirmed it myself, I believe it also allows ground units that 
can carry items to use goblin merchants/marketplaces too!  
And as if that weren't enough, you could always sacrifice the fresh unit for your 
Death Knight/Lich once it's finished its deliveries!

12.10  L I K E   F L I E S   I N   A   W E B

If your opponent is twitchy and likes to chase you if you attack his base, exploit 
this weakness with this strategy.  First, mass a good force, including several crypt 
fiends/carrion beetles with burrow.  Now line them up from tree to tree near an 
enemy's base as to form a wall, then burrow them.  Next, begin attacking with a good 
but ultimately expendable force (preferably with a hero to help).  When the enemy's 
army comes to chase you, lead them out past the line of burrowed crypt 
fiends/carrion beetles, making sure your enemy cannot see your real force, and when 
a sufficient number of your enemy's units cross the line (preferably along with 
their hero), spring the trap by unburrowing your crypt fiends/carrion beetles and 
attacking with your main force.  The enemy will be caught and unable to maintain 
formation, attacked as they are from the front and the rear.  Then proceed to devour 
them--like a spider does with flies in its web.

 ___  _   ___ _____  __   _____ _   _   _ _  _ ___  ___   _   ___  
| _ \/_\ | _ \_   _| \ \ / /_ _(_) | | | | \| |   \| __| /_\ |   \ 
|  _/ _ \|   / | |    \ V / | | _  | |_| | .` | |) | _| / _ \| |) |
|_|/_/ \_\_|_\ |_|     \_/ |___(_)  \___/|_|\_|___/|___/_/ 
    __   _____     _____ _  _ ___  __      _____  ___ _    ___  
    \ \ / / __|   |_   _| || | __| \ \    / / _ \| _ \ |  |   \ 
     \ V /\__ \_    | | | __ | _|   \ \/\/ / (_) |   / |__| |) |
      \_/ |___(_)   |_| |_||_|___|   \_/\_/ \___/|_|_\____|___/

13.  V E R S U S   H U M A N S
These are strategies that are particularly effective against Humans. Unfortunately, 
there aren’t any right now! If you have any ways to destroy Humans or counter Human 
strategies, send them to me!

-The best way to fight Humans is with lots of dual-aura Ghouls. Start with a 
Dreadlord, and get Sleep first for creeping. Fiends don’t work against Defend, so 
don’t get them if you can. Try to keep your Ghouls moving around, since AOE spells 
can toast them.
-Always wipe out enemy Priests first, or else they will just heal their troops.
-One of the best ways to deal with Priests is with a pair of Meat Wagons. Because 
Priests are unarmored, they take extra damage from the flying corpses.
-If your opponent is using lots of spellcasters, get Destroyers. They can Devour 
Inner-Fire, and eat Slow for breakfast.
-Necros are risky against Humans, because they have Spell Breakers.
-Watch out for the infamous Human fast-expand.
-Rushing is a pain, because Footmen can easily overpower Ghouls and can Defend 
against Crypt Fiends. Try to just use quick hit and runs to cripple the opponent 
(killing Peasants and destroying Farms), since Humans usually have big advantages 
over the Undead.
-While Ghouls and Spirit Towers usually provide adequate defense in your base, 
Dragonhawk Riders can easily cloud your towers and wreck havoc from the safety of 
the air.
-Watch out when using Shades to view the enemy base. Towers with Magic Sentry can 
spot you.
-Siege Engines are a huge pain in the behind. Just try to swarm them with Ghouls 
while Crypt Fiends attack from behind. They’re tough to deal with no matter what, 
-Kill any Critters that enter your base, especially the ones that are doing stuff 
unusual. They may be Human spies.
-Beware of using Frosties, because Dragon Hawks can just Shackle you. Pump out Gargs 
to deal with the Dragon Hawks and Gryphons.
-AMS is good for defending against Polymorph

13.1  S E E I N G   T H E   L I G H T

-Thanks to LichKing for noticing that I misspelled Paladin. Whoops.
-The Pally is just the Human Death Knight.
-Try to defeat the Pally before you destroy the other heroes, because he can just 
use Holy Light to heal.
-Remember that Holy Light can do heavy damage to your units, too.
-Use Anti-Magic-Shell on your heroes to defend them from Holy Light.
-If you have a Death Knight, use Animate Death before your opponent uses 
Resurrection. Resurrection only brings back Human units, so you can Animate some 
Humans and steal the dead!
-Divine Shield is a pain. If the Pally uses it, just try to get away from him until 
it wears off. Thanks to Blood s3m for noticing that you can’t Anti-Magic-Shell a 
Pally to stop him from using Divine Shield.
-Thanks to Janus5000: Your army should be master Banshees and a Dark Ranger. Unless 
your enemy massed air, you will now mess them up. When your armies meet, use your 
excellent micro (if you have it :P) to possess and charm the entire enemy army. If 
you kill any enemy troops, make sure you used a Black Arrow. Now surround the Pally 
and Silence him. Use any surviving Banshee to curse him. Now he is messed. Even when 
Silence wears off, Holy Light and Resurrection are useless. Divine Shield will still 
mess you up, but keep him surrounded and it will wear off. Devotion Aura won't save 
him. Life Drain will quicken his demise.

13.2  S H O R T E N I N G   T H E   D W A R F

-Do not mass Ghouls if you know the enemy is using an MK.
-Thunder Clap can easily fry Ghouls or Skellies that are surrounding the MK.
-You can use Anti-Magic-Shell to protect your Heroes from Storm Hammer.
-The MK isn’t that fast so you can hit it from afar, then run away a bit and repeat.
-Use Tri-Nuke to pick off the MK fast.
-Thanks to Janus5000: Make your hero a Lich and get a good sized army that should 
include Necros and a corpse exhuming Meat Wagon. When your forces meet in battle, 
make sure to have at least four Necros survive. When you see the MK, Frost Nova or 
cripple him. Now pray he doesn't use Avatar. Use your necros to raise any corpses 
(Make sure you have skeketal mastery) and have the warriors surround him. Constantly 
have your necros and Lich retreat, casting Frost Armor on your skellie warriors. 
Dump exhumed corpses to raise, rinse and repeat until 
you have a dead dwarf. Ha.
-If the MK is level 6 or above, it’s very important to use Tri-Nuke and focus fire 
to kill the MK before he uses Avatar.

13.3  M A G I C A L L Y   D E L I C I O U S

-The Arch Mage doesn’t have too much HP, so you can easily use a Tri-Nuke, focus 
fire, or even just surround the Arch Mage to kill him.
-Later on in the game, you’ll want to get a Destroyer or 2 to deal with him.
-Destroyers can use Devour Magic to just eat Water Elementals alive. Mmmm... Good, 
fresh, spring water...
-Use either Sleep (Dreadlord), or Impale (Crypt Lord) to just interrupt a Blizzard.
-If you have a bunch of Banshees, cast Anti-Magic-Shell on a bunch of your units. 
Then if the Arch Mage casts Blizzard, he’ll only be damaging his own units. Very fun 
to do.
-Remember to kill Critters in your base. Easily one of the most annoying things is 
when an Arch Mage Mass Teleports his army to a Mecha-Critter in your base. Ugh.
-Keep a Shade around. Mass Teleporting to an invisible unit kills you.

13.4  B L O O D Y   E L V E S

-Like with the Arch Mage, you can cast Anti-Magic-Shell on a bunch of units. Then, 
when the Blood Mage casts Flame Strike he’ll only hurt his own units.
-With good micro you should be able to get a few, if not more, of your units out of 
the way of a Flame Strike.
-It is pretty difficult to interrupt the Flame Strike before it occurs, so don’t 
bother unless you’re really prepared.
-Thanks to Janus5000 for reminding me that if the BM casts Banish on itself to 
protect itself, a good tri-nuke will do an insane amount of damage and kill him if 
the nukes are high enough
-If the BM is Banishing lots of his units, use Carrion Swarm or Impale to deal 
damage to groups of them
-Siphon Mana can be a pain, but you can cancel it by running the Siphoned unit out 
of the BM’s range or just interrupting the BM.
-The Phoenix is annoying, but lucky for you it helps you by burning itself to death. 
Just have some ranged units focus fire on it take it down.
-Gargs can tear through a Phoenix
-I used to have here that you can nuke the Phoenix Egg to destroy it, but Blood s3m 
told me that the egg is spell immune. Whoops.

14.  V E R S U S   O R C S
These are strategies that are particularly effective against Orcs. If you have any 
ways to destroy Orcs or counter Orcs strategies, send them to me!

-If your opponent is getting lots of spellcasters, get Destroyers.
-If Witch Doctors are spamming wards, just use Devour Magic (Destroyer) to wipe them 
-Keep a Shade with you so you don’t run into a Stasis Trap Ward.
-Don’t plan on massing Frost Wyrms, because a Batrider can just use Unstable 
Concoction and blow your Frosties back to the stone-age.
-If an enemy Shadow Hunter is casting Big Bad Voodoo just use Impale to interrupt 
the spell.
-Leave a Shade in your base so Wind-Walking Blademasters don’t harass you.
-From the start of the game, build your base in a sort of maze with your Crypt and 
Altar blocking your Ziggurats which are blocking your Gold Mine. This makes it a 
pain for harassing Far Seers to micro their wolves through every thing. And remember 
to upgrade the Ziggs into towers so they can destroy any Wolves that sneak in.
-Don’t mass Ghouls. A Chain-Lightning trained Far Seer and a Tauren Chieftain can 
easily exterminate Ghouls. Stick with Fiends.
-Bring a Shade with your army so a Windwalking Blademaster can’t escape battle.
-Early game, Grunts will mop the floor with you. It’s best to creep and just try to 
avoid the Orcs until tier 2. Don’t rush.
-Hot-key a few ranged units (A group of 2-4 Gargoyles are good) and use them 
as “ward-hunters”. Whenever a Ward is plopped down, have them focus-fire and destroy 
it fast.
-If the enemy uses Raiders have your Necros Cripple them. A really irritating tactic 
(That I use when playing Orc) is to lead you out of your base, Ensnare about all of 
your guys, then rush in and destroy a few buildings! Therefore, Cripple them to slow 
them down.
-If enemy Raiders are rushing at your Necros, Cripple them and run! Raiders do Siege 
damage so they’ll mop the floor with Necros. (Thanks to the Silver Skull)
-When attacking the Orc base, get the Burrows early. Not only will it stop the 
static defense, but it also cuts off their food.
-Use ranged units to attack buildings while the melee units fight the enemy. Those 
spikes can hurt.

For Orcs, you must decide early what to do, as your early strategy can determine the 
rest of the game. After playing numerous games with your brother, you should know 
whether he likes to harass or not. If he does not harass, go with Crypt Fiends, and 
use either a Death Knight or Crypt Lord. If he does harass, get a Dreadlord and 
focus on Ghouls. If he harasses with a Far Seer, get a Nerubian Tower, and try to 
block of the entrance to the Gold Mine area as much as possible. On the map Turtle 
Rock, it's actually possible to put an Altar on one side of the Necropolis, and a 
Graveyard on the other to completely block of the gold mine to attackers. When the 
Seer comes, use Sleep on him, and have the Nerubian Tower and a Ghoul or two destroy 
the Wolves (Or just let the Wolves do their thing. If you can manage the Acolytes, 
they'll survive). Then surround the Far Seer with Ghouls and the Dreadlord, and 
start ripping him up. With some practice you'll be able to completely surround him, 
and attack him until he dies or teleports away.
If he harasses with a Blade Master it's slightly more annoying. Try and 
Sleep+Surround again, but make sure to have a Tomb of Relics before hand. If he 
Windwalks, buy a Dust of Appearance, and sprinkle it to attack. It may take some 
practice as a Windwalking BM is quick and tough to surround, but you'll get it.
If he does not harass, you'll want to try and avoid confronting the Orcs early game. 
Grunts with Speed Scrolls can take down Fiends, and Ghouls die to Orc AOE spells 
(War Stomp, Shockwave, Chain Lightning... etc). Creep normally while teching, and 
work towards tier 3. You'll probably plan on getting Destroyers eventually for 
devouring Bloodlust and Healing Wards. The Orc will most likely get casters, so 
always kill the casters first, then the main force. A Blademaster is best left alone 
as many of his spells are based on avoiding damage, and you probably won't kill him. 
Focus on the army first. A Tauren Chieftain isn't that tough at low levels (Unless 
you went Ghouls, in which case he'll rip them up), but later on he's a huge 
annoyance. Far Seers and Shadow Hunters fall to tri-nukes. Eventually, you may want 
Frosties, as Tauren will probably be attacking, and they will get slaughtered by 

14.1  H O O F I N ‘   I T

-The Chieftain is a Ghoul exterminator. A few Shockwaves/War Stomps will put your 
Ghouls away.
-Try to lay the smack down on the Chieftain when it’s still at a low level
-While low-level Chieftains aren’t that great, once they hit level 6 you’re in for it
-Reincarnate is easily one of the most annoying Ultimates. Do. Not. Let. The. 
Chieftain. Hit. Level. 6.
-If the Chieftain has reached Level 6, remember that every 4 minutes Reincarnate 
will be ready again. This means that whenever it’s revived, you will have 4 minutes 
before it has yet another life to kill you with.
-Endurance Aura is annoying but you have bigger things to worry about.
-A high level Chieftain is a force to be reckoned with. As I’ve been stressing, put 
the Chieftain away early.

14.2  D A N C E S   W I T H   W O L V E S

-The Far Seer is currently the most popular Orc hero (At least I seem to think...), 
so expect to see a lot of this wolf-riding green dude.
-If your opponent does go Far Seer you’re likely to be harassed by some wolves very 
early on so be prepared and read my Harassing Section
-If you’re too lazy to read the whole Harassing section, I’m just going to repeat 
some good ways to stop Harassing
-Build your base in a way that makes it difficult for the Wolves to get to your 
fragile Acos. You’ll have to prepare for this very early on.
-When you do see Wolves coming try to micro your Acos through the maze making it 
tough for the Wolf to attack. You should be able to distract the Wolves long enough 
for your hero to be trained, and then you can just destroy it and get some free 
-Try this: When the Wolves come in, immediately select all of your Ziggs and start 
upgrading them into towers. This will scare your opponent into pulling their Wolves 
out early, in fear of the towers quickly destroying them. They’ll still think 
they’ve accomplished something by forcing you to waste money on towers. However, you 
can just cancel the build order and save your gold.
-Okay, now that harassing is done, onto actually fighting the Far Seer.
-Unlike most summons, only 2 Wolves can be out at a time, even if the Far Seer’s 
cooldown is ready.
-Your opponent is using Wolves as a meat shield, so have a few units tackle the 
wolves, while your main force focus-fires on the Far Seer.
-Don’t get distracted and chase the Wolves half-way around the map. It’s just free 
shots for the enemy. Know how close you are to actually killing a Wolf, and only 
send a unit or 2 after it if you are positive you can kill it before it disappears.
-There isn’t much to say about Chain Lighting or Far Sight I guess.
-Earthquake is a big pain because it can reduce your base to rubble FAST. However, 
it’s a channeling spell, so you can just interrupt it.

14.3  C H O P   S U I

-The Blademaster’s primary purpose in battle is to waste your time while the other 
Orc heroes slaughter you.
-Mirror Image shouldn’t be very tough to stop. Just see which Blademaster is 
actually doing damage and go for it.
-The real image will usually be the one that the enemy micros, while the others just 
attack randomly.
-Also, you can dispel Mirror Images.
-Hold down the Alt key to display the health bars and just watch the units getting 
hit the Blademasters. The ones whose health bars don’t decrease are being attacked 
by fakes.
-Wind Walk is only really a pain when the BM is harassing so ignore it. If you 
really don’t like it, get a Shade.
-Critical strike is annoying, but rarely occurs. To reduce the chances further, have 
a Banshee Curse the BM.
-Okay, Blade Storm is serious. This move can literally rip your guys apart like a 
giant blender of doom. Just try not to let the Blademaster reach level 6.
-I’ve actually seen lots of people ignore the Blademaster in battles, and that’s a 
good strategy. He’s not all that powerful, and 2 of his moves are meant to run away 
or distract you, focus on the other heroes first, and then the Blademaster.

14.4  J A M A I C A N   M E   C R A Z Y

-The Shadow Hunter is a common choice for second hero, so be ready for him.
-He should be your primary target because of Healing Wave. Just focus-fire or use a 
-Use Anti-Magic-Shell on your heroes to block Hex, which is normally a big pain.
-If a hero or important unit IS Hexed, try to just get them out of the battle, your 
opponent may not even notice them anyway!!
-Try to destroy Serpent Wards if you can. There will be 2 or 3 of them out at once
-A level 3 Serpent Ward does 43 damage per attack! That’s the same as a fully 
upgraded A-Bomb!! Never underestimate those flaming snake heads.
-Big Bad Voodoo is easy to beat. Just interrupt the spell, or use a tri-nuke to try 
and kill the Shadow Hunter.

15.  V E R S U S   N I G H T   E L V E S
These are strategies that are particularly effective against Night Elves. If you 
have any ways to destroy Night Elves or counter Night Elf strategies, send them to 

-If your opponent is getting lots of spellcasters, get Destroyers.
-Keep a Shade with you so you don’t run into a group of Shadow-melding Elves.
-The Night Elf heroes are all fairly weak (HP wise), so nukes deal lots of nice 
damage. Fry them!
-Mountain Giants are annoying, but by swarming them and focus-firing you can kill 
them relatively easily.
-When attacking there base use Meat Wagons to take out all the Moon Wells. If you 
don’t, the enemy will just keep healing.
-Can someone e-mail me whether or not using Frosties to freeze Moon Wells stops the 
healing? If it does, it is great to bring a Frosty with you just for freezing Wells.
-If you’re fighting a Warden, keep your Necros’ Raise Dead on Auto-Cast. The more 
corpses you raise, the less there will be for the Avatar of Vengeance! If you really 
want to annoy your opponent have your Death Knight use Animate Dead when the Avatar 
is summoned.
-When attacking the NE base, bring along a Meat Wagon or two to focus on wrecking 
Moon Wells. Otherwise, the NE units will just keep healing.
-Use ranged units to attack buildings while the melee units fight the enemy. Those 
fighting trees will take damage.
-Obsidian Statues get killed by those annoying Faerie Dragons. The Faeries will burn 
the Statues EVERY TIME THEY HEAL. So have Gargs or Fiends pound the Faeries early.
-Be prepared to deal with the Beastmaster when facing the Night Elves. He’s tough, 
so try to fast expand (See the fast expand strat) and out creep him if you can. 
Remember that when you fight, try to get the Huntresses and Archers out of the way , 
followed by the Beastmaster. Don’t waste time trying to kill the summons, they’re 
main purpose is to be meat, so don’t let them.

For Night Elves you probably want to go with Crypt Fiends, and either Death Knight 
or Crypt Lord as your hero. Fiends do extra damage to unarmored Huntresses early 
game, so they're nice, and a Crypt Lord can be good for Impale (Night Elves tend to 
have lots of Hunts or Archers lined up or in packs). Death Knight can be good as 
Coil is good for healing Fiends (Just make sure to dance the DK, as the Night Elves 
will probably focus-fire on him), and Unholy Aura can speed up Fiends for chasing 
the Elves if they try to do some hit and runs. If you know that your brother likes 
to harass early on, consider building a Nerubian Tower by your mine, and build a 
Tomb of Relics early. If the Elves harass with Warden (Or Priestess, though she 
can't harass very well) and tries to Shadowmeld, just buy a Dust of appearance and 
try to kill her.
Try and rush the Elves early, but if you can see that you're not going to make it, 
back off or you'll allow your enemy to counter for the win. Creep-jack him if you 
can, or at least draw him out of his base, as Moonwells can be a pain. You don't 
have to win with the rush, just try and delay his economy. You want to avoid letting 
him tech to Mountain Giants, as they can be a pain. Once you hit tier 2, build a 
pair of Obsidian Statues, and get a second hero. If your first hero was a Crypt 
Lord, Death Knight is a good choice for Coil support. If you got Death Knight first, 
either get a Crypt Lord or a Lich. If your enemy is still using Archers, you can 
choose to get a Dreadlord, and tech to tier 3 for Abominations to rip through the 
Now you really have to alter your strategy depending on what your enemy is doing. 
You're probably going to want to reach tier 3 fast, but decide what to get. If the 
enemy is going casters, you'll plan on getting Destroyers (Faerie Fire can be a 
pain, and it's always nice to Devour any Rejuvenation or Roars.), if he sticks with 
Huntresses or Archers, get Abominations and a Dreadlord for Vamp Aura, if he has any 
Faerie Dragons, get some Gargs to rip through and stop them from Mana Flaring 
whenever your Obsidians heal, and if he gets Mountain Giants, either try to ignore 
them and focus on the powerful but frail archers, or use Aboms to try and kill them. 
If he ends up with Chimeras, either Web them, or just use Gargs. Once at tier 3, 
either get a Dreadlord or Lich, depending on what he's been doing. And no matter 
what he does, remember that the Night Elf heroes are all fairly frail (Even 
their "tank", the Demon Hunter", can't stand up to as much as other tanks), so the 
infamous tri-nuke (Death Coil + Impale + Frost Nova), or any type of nuke, will 
waste them quickly. If he decides to use the neutral Beastmaster, either nuke him to 
death, or ignore him and go straight for the frail archers, dryads, or huntresses in 
back. If he summons, either use Devour Magic (If you have Destros), or just ignore 
them all together.

15.1  S E A R I N G   P A I N

-Bring a Shade with your army so the PotM can’t Shadowmeld.
-Priestess of the Moon = PotM
-The PotM is really just a souped up Archer.
-Just use some quick focus-fire, or Sleep and surround here to kill her fast.
-There’s nothing you can do about Scout. That stupid Owl just won’t die.
-Nothing much about Searing Arrows either. It just makes the PotM stronger.
-Trueshot Aura just helps ranged units. If you see that the PotM has gotten this, 
they’re probably going Archers
-Starfall can be canceled by any interruptions spell

15.2  T H O R N Y   S I T U A T I O N

-Keeper of the Grove = KotG
-Cast Anti-Magic-Shell on your heroes so that the KotG cannot use Entangling Roots 
on you.
-The KotG harass is a pain. If at all possible, try to surround him with Ghouls, 
although it is difficult.
-Be warned that Entangling Roots interrupts Channeling spells, and stops units from 
teleporting (Scroll of Town Portal).
-Don’t use a Scroll of Town Portal if one of your heroes is entangled. They’ll get 
-Treants from Force of Nature are stupid. Just dispel them or run away until they 
-Thorns Aura is pretty stupid too. Use ranged from the beginning if you scout and 
find a KotG.
-The KotG isn’t very powerful, so just use focus-fire/Tri-Nukes to waste him fast.
-If he starts casting Tranquility, interrupt it FAST. You obviously don’t want any 
healing going on.

15.3  P A N D A   B L A D E S

-Why does the Demon Hunter use Panda Blades? We may never know...
-Cast Anti-Magic-Shell on your heroes to defend against Mana Burn.
-Also cast Anti-Magic-Shell on your casters. You don’t want them losing mana and 
-Don’t surround the Demon Hunter with Ghouls due to Immolation. Just use ranged to 
attack, run away a bit, and repeat. Your enemy might even forget to turn Immolation 
-Evasion is a pain. Just make it harder for him to hit you by either drenching him 
with beer (Brewmasta) or Cursing him.
-If he goes into demon form just use a Tri-Nuke, Cripple him, Curse him, whatever it 
takes to finish him before he wrecks havoc on you.

15.4  S I L E N T   B U T   D E A D L Y

-Bring a Shade with your army so the Warden can’t Shadowmeld.
-Fan of Knives can hurt invisible units and burrowed units so be careful if you have 
a Shade following a Warden during creeping, or Crypt Fiends recovering HP during 
-Use Anti-Magic-Shell to defend against Shadowstrike.
-Try to Cripple/Curse the Warden. She’ll be Blinking around the battle field a lot 
and you don’t want her attacking you back lines.
-Beware when using Impale (CL). A fast Warden can Blink out of the way just in time.
-Unlike what I originally assumed, Avatar of Vengeance raises your corpses too!
-Use Animate Dead or have Necros around to try to steal corpses before the Avatar of 
Vengeance can use them.
-If the Avatar is summoned, just use focus-fire and stuff to try to kill it fast.
You will need.............
1 Wand of Mana Stealing
A meat wagon or 2
A Necro with cripple
Try to clean the place of dead bodies.......... If you really want to raise them, 
keep your Wagon in the back to supply corpses. Anyway, when the Warden comes out 
Cripple her to slow her down. Now, use the Wand of Mana Stealing to drink her mana!
The enemy will be left with a good-for-nothing Warden. If the enemy was really 
looking forward to letting an Avatar of Vengeance out, they’ll stupidly not cast any 
spells in an attempt for the mana to fill back up. Yay! No Fan of Knives!!
*ghouls cheer.......GHWARTHHHHHHH!!!!!!!!*....
If the enemy is stupid enough to use a Mana Potion, just steal the mana again!

15.5  W I L L – O – W I S P

Just cast Unholy Frenzy on the Elves' lumber-harvesting Wisps. Wisps only have 120 
HP, so they'll die from the spell (unless they're next to a Moon Well). Even better, 
the Night Elves don't dispel effectively. Doing this doesn't trigger an "under 
attack" warning. Most of the time, players won't notice their Wisps dying off until 
they're short of lumber.

Just to add to that, if you have a Human ally, have them cast invisibility on the 
Necro, rush him in, cast it a few times, and rush out. Take that!

16.  V E R S U S   U N D E A D
These are strategies that are particularly effective against Undead. If you have any 
ways to destroy Undead or counter Undead strategies, send them to me!

-Just fight fie with fire!
-It’s probably best to go Ghouls against an UD. Fiends don’t do too well against 
Ghouls, and if you just have more, better microed Ghouls you’ll do fine.
-If the enemy goes Ghouls too, I find it best to tech towards Frosties for the 
splash freeze. Impale, Carrion Swarm, and Frost Nova are all great against masses of 
-If your opponent uses Necros/Banshees, bring out the Destroyers!
-Use Devour Magic if they’re massing skeletons.
-Destroy Obsidian Statues whenever you get the chance.
-Bring a Shade with your army so you don’t hit enemy Shades or burrowed Crypt Fiends.
-Use a Zeppelin to drop a few Necros behind enemy lines. They can raise Skellies 
from the Graveyard and then use the Zeppelin to get out of there! Then just use the 
Skellies to easily kill the weak Acolytes.
-Use Gargoyles to whack Frost Wyrms.
-Check this out: let’s say you’ve been building Banshees and your opponent has fully 
upgraded Necros. If you possess one, you instantly get all the upgrades for free! 
This works for other units too.
-Using Sacrificial Skulls to create regenerating HP for your units is kind of 
pointless because your opponent benefits too!
-Make sure to abuse the enemy Graveyard if you’re attacking their base. You can use 
the corpses.
-When attacking the enemy base, unless they have towers, it’s best to push them into 
their base so you can use their blight regen to your advantage.

16.1  K N I G H T   O F   T H E   L I V I N G   D E A D  

-If you have a Human ally, tell them to get Holy Light eventually. It will make 
killing the Death Knight much easier.
-The Death Knight already has a painfully slow attack rate, but if he’s Crippled, 
he’ll be even slower!!
-Lucky for you, Death Coil can’t hurt any of your units.
-If you get Destroyers, Devour the Unholy Aura that the Death Knight will obviously 
be releasing.
-Use Necros and a DK of your own to animate corpses before the enemy DK can.

16.2  D A R K N E S S   C A L L S

-Try to surround the DL with units and destroy it.
-Use Anti-Magic-Shell to prevent Sleep on your heroes.
-If one of your units are put to sleep, have a weak unit like a Carrion Beetle 
attack it once to wake it up and then stop.
-An Infernal is a pain, but it’s large size makes it vulnerable to Ghoul Surrounding.
-Use focus-fire and Tri-Nuke to kill the Dreadlord and stop it’s Vampiric Aura.

16.3  A   C O L D   D A Y   I N   H E C K

-The Lich shouldn’t give you much trouble.
-Use focus-fire and the Tri-Nuke to melt it fast.
-As usual, Anti-Magic-Shield your important units to defend against Frost Nova.
-If your opponent keeps moving the Lich in and out of battle, Cripple him to reduce 
his speed and then kill him as he slowly tries to escape.
-Death and Decay is easily interrupted

16.4  A R A C H N O P H O B I A

-The Crypt Lord is used as a Tank...
-So try to stop him in his tracks.
-Cripple and Curse work wonders against the big guy.
-Melee units have a tough time due to Spiked Carapace so stick to Fiends.
-You need to constantly move your units around so he can’t get a good Impale in.
-Carrion Beetles should be ignored. They’re meant to just soak up damage for the 
Crypt Lord (Who is also a damage soaker...) but are fairly weak.
-Remember to bring a Shade with your army. Carrion Beetles are commonly used as 
scouts and guard expansion areas.
-Nothing much to do about Locust Swarm. Just try to waste the Crypt Lord before he 
gets healed.

16.5  N E C R O – D R O P
Here’s a little strategy that I tried today that actually worked fairly well! If 
you’re playing against the Undead, buy a Goblin Zeppelin at a Goblin Laboratory and 
fill it with 5 Necromancers. Make sure the Necros have Raise Dead on Auto-cast. Now 
fly the Zeppelin around to the rear of your opponent’s base and find their 
Graveyard. Drop the Necros, let them raise the skeletons around the Graveyard, pick 
them up, and get out of there! If you’ve researched all the Necromancer upgrades and 
a few Unholy Strength/Armor upgrades your enemy will have 10 angry skeletons 
wrecking havoc in his base! Try to have them kill the enemy Acolytes, and if you 
have time, go for the Ziggurats/Spirit Towers/Nerubian Towers. With enough upgrades 
you can wreck your enemy’s food production! This trick usually only works once, 
because the enemy will probably build/upgrade a tower or two to destroy your 
Zeppelin. This move is very fun though!

16.6  T H A N K S   F O R   T H E   U P G R A D E S !
I pretty much said this stuff under the Banshee and Dark Ranger sections, but I’m 
just putting this here to reinforce how great it is. If you take a Banshee/Dark 
Ranger and Possess/Charm an enemy Gargoyle with Stone Form, you’ll instantly get 
that upgrade for all your Gargs, FREE OF CHARGE! Take advantage of this. For 
instance you can Possess a Master Necromancer, and then just start pumping out your 
own Necros, all of which will already be at Master status. Nice. You can steal 
upgrades like Initiate/Master caster status, Poison Cloud, Cannibalize... etc. Make 
sure to get used to the new Possession (Patch 1.13), delay, triple damage, range, 
and everything. You’ll get used to it.

17.  V E R S U S   E V E R Y O N E
This section is for dealing with the rest of everything: Creeping, fighting neutral 
heroes, building... Anything that didn’t fit anywhere else. The neutral heroes need 
lots of counters, so anything will be appreciated.

17.1  I N S T A N T   D I E T

-The Pit Lord is pretty gigantic and can’t maneuver very well through battle
-Try massing lots of dual-aura Ghouls and surrounding him. He won’t be able to get 
out easily and will be messed up.
-You can use any interrupt to stop him from channeling Rain of Fire
-If he’s got a level 3 RoF, you might consider getting some Banshees for AMS to 
block against the damage.
-Remember that Death Coil can’t hurt him. He’s Undead.
-If he Dooms a unit, you might want to use Death Coil to heal it and try to prolong 
the arrival of the Doom Guard. The later in the battle it arrives, the better.

17.2  S T O P   T H E   S I L E N C E

-Remember that Coil can’t hurt her, she’s UD
-If you’re massing casters, get Destroyers eventually to eat up Silence when it hits.
-Devour Magic can also eat Dark Minions that are summoned.
-If the Dark Ranger is using Life Drain, try to just maneuver your hero away and cut 
off the draining.

17.3  H A N G O V E R   C U R E
-Drunken Haze can be Devoured by Destroyers... but until then you’ll just have to 
deal with it.
-Breath of Fire is annoying
-If units have been hazed, get them away so the Brewmaster can’t light them on fire
-If he uses Storm Earth and Fire, take care of Storm first because of his spells, 
then Fire, and then Earth. Earth is just meant to tank, so constantly micro to avoid 
being Taunted.

17.4  T O   T H E   Z O O

-If you see the Beastie being used by NE, remember that his purpose is to be a tank 
and meat shield for the fragile yet powerful NE units. There are too ways to deal 
with this. If you have a DL you can either put him to sleep and rush around to pound 
the Archers and Huntresses, or sleep and surround him. Try to just work around and 
deal with the Archers. They’re fragile, but very damaging. Later on, you’ll want to 
tri-nuke and kill him off fast. Try to avoid wasting time on the summons.
-Thanks to Janus5000 for submitting a strategy, and thanks to bloods3m for 
correcting it. YOU CAN’T CHARM/POSSESS SUMMONS so don’t try.
-If he starts channeling a Stampede, use any interrupt to stop it.
-You can use a Destroyer to Devour, but the damage isn’t that powerful. Use it for 
eating Hawks and Quillbeasts, but Bears are too strong.

17.5  F I S H S T I C K S   F O R   E V E R Y O N E

-Cold Arrows are a pain, but you just have to deal with them. Just beware because 
she can hit your heroes as you run them away.
-Forked Lightning is just something to deal with. You can’t really counter it.
-Mana Shield is good for you. Be happy that she’s wasting mana that could be used 
for Cold Arrows or Forked Lightning.
-For Tornado, either run your units away, or interrupt her

17.6  C R E E P I N G
These are just random tips for creeping. Contribute here!!

-If you use a DL, put the most dangerous/highest level creep to sleep
-Always spread the damage out across your units. Move damaged units away, and let 
tank heroes soak up damage.
-Remember that if creeps are sleeping, you can just use the neutral shops they’re 
guarding. You can abuse Fountains of Life/Mana when creeps sleep
-If creeps are sleeping, you can line your CL up for a good impale.
-Remember to get Ghouls to cannibalize the corpses to stay alive.
-Never leave any items/runes behind
-Wait for creeps to group together before using spells like Frost Nova
-Never let your hero die to creeps. Ever.
-If you know a creep is guarding a Rune of the Watcher (Rune which activates a 
permanent Sentry Ward), lead them out to the open before killing them. You’ll get a 
better spy. For example, the map Turtle Rock has 2 Goblin Merchants, and the Ogre 
Magi guarding each carries a Rune of the Watcher. Lead them out, then attack.
-Creep-jacking is always great (Attacking your opponent as they’re fighting creeps, 
and cornering them between you and the neutral creatures
-Try to get a Shade following the enemy hero to do the above

17.7  B U I L D   O R D E R S
Probably one of the most contribution heavy sections in the FAQ. I need BOs for 
Necros, Frosties, Destroyers, Banshees... etc. Thanks in advance!!

-3 Acos to gold, Ghoul to wood. Start queuing up an Acolyte, rallied to gold
-Pull an Aco out to summon an Altar, Graveyard, and then Ziggurat
-Rally another Aco to gold
-Summon a Crypt and then Tomb of Relics when you have the gold
-Summon another Crypt with gold
-Once Crypt is ready, train 2 Ghouls rallied to wood
-Once Altar is ready, train a CL
-Summon a Ziggurat
-Once second Crypt ready, train a Fiend rallied to the CL
-Have the CL summon 5 Beetles from the Graveyard, and buy a Wand of Necromancy and 
Sacrificial Skull
-Continue training Fiends rallied to the CL
-Have CL use WoN to summon 2 Skellies from Graveyard (If the map you’re on has 
critters, leave early and summon the Skellies from a critter carcass.
-GO attack a gold mine with your CL, 5 Beetles, 2 Skellies, and Fiend
-Make sure the Skellies and Beetles absorb the damage
-If necessary, summon more Skellies during the battle
-Drop the Sac Skull for blight regen
-Train an Aco rallied to the new mine, and summon another Zigg
-Once new Aco comes, haunt the mine, build 1 or 2 Ziggs on the blight, and go on 
with your strategy.

-3 Acos to gold, Ghoul to wood. Start queuing up 2 Acolyte, rallied to gold
-Pull an Aco out to summon an Altar, Crypt, and Ziggurat
-Summon another Crypt when resources allow, followed by a Tomb of Relics and then 
-Train either a Dreadlord or Death Knight from the Altar. If DL, go with a Sleep-
Vamp skill point order. If DK, go with a Coil-Aura skill order, stopping to get Pact 
at either level 3 or level 5.
-Begin training lots of Ghouls from the Crypts
-Once you have 5-6 Ghouls, begin researching Cannibalize, buy a Wand of Necromancy, 
and go creep
-Summon another Zigg, continue with Ghouls
-Once you near the food limit, begin teching, and get a DL or DK once you hit tier 2
-Remember to reach T3 fast for Ghoul Frenzy

(NOTE: This BO is not preferred against Orcs or NE, because the late-hero is tough 
to defend against harassing. Try the Fast-Expo BO, but don’t fast-expo)
-3 Acos to gold, Ghoul to wood. Start queuing up 2 Acolyte, rallied to gold
-Pull an Aco out to summon a Crypt, Graveyard, and Ziggurat
-Summon an Altar when resources allow
-When Crypt completes, train 2 Ghouls rallied to wood
-Summon a Tomb of Relics, followed by a Zigg when resources allow
-When Altar finishes, train any hero but the DL. He doesn’t mix very well with 
-When Crypts are done, just start rallying Fiends to your hero, and creep
-Begin upgrading to HotD when you have 5 or so Fiends
-At tier 2, build a Slaughter House for Obsidians and train a second hero
-Good luck from there

 ___  _   ___ _____  __   _____ ___ _    ___ _    ___  ___ ___ _  _  ___ 
| _ \/_\ | _ \_   _| \ \ / /_ _|_ _(_)  / __| |  / _ \/ __|_ _| \| |/ __|
|  _/ _ \|   / | |    \ V / | | | | _  | (__| |_| (_) \__ \| || .` | (_ |
| |/_/ \_\_|_\ |_|     \_/ |___|___(_)  
                         ___ _____ _   _ ___ ___ 
                        / __|_   _| | | | __| __|
                        \__ \ | | | |_| | _|| _| 
                        |___/ |_|  \___/|_| |_|

18.  F R E Q U E N T L Y   A S K E D   Q U E S T I O N S
What would an FAQ be, without an actual FAQ? If you have any questions, please e-
mail them to me.

Q: I just can’t win no matter how hard I try. Help me!!

A: I will try, but be more specific. You probably either can’t micro very well, have 
a slow build order, are playing too slowly, lag, don’t know what roles the units 
have, can’t counter effectively, don’t scout, or just play hard opponents. Make sure 
to play the UD single player campaign until you know every UD unit and what their 
uses are. Also, learn the other races too. You need to know how to counter them 
effectively. Practice against the computer. For micro practice. Try playing an easy 
computer with a 50% handicap so they won’t beat you, and build a few towers to 
defend. Then get 3 heroes, go out, and creep. It’s easier to learn to manage 3 
heroes when they’re alone, instead of lost in an army. Learn how to handle them 
effectively, and let the tank heroes tank, the caster heroes stay out of harm, and 
the heroes to play their parts. Learn the hot-keys! It’s much easier to press the C 
button for Death Coil then to actually click it. Also, control-group your army. Make 
a group for ranged units/heroes, a group for melee units/heroes, and a group for 
everyone. Have the melee surround while the ranged focus-fire. It’s efficient. 
Overall, it’s just experience that you probably need. The more you play the more you 
Q: My Acolytes can’t harvest lumber! Oh no!!

A: It’s not a glitch in your game, Acos can’t harvest wood. That’s what Ghouls are 
Q: What are “tiers”?

A: The tiers are your tech level. Tier 1 units/buildings/upgrades are everything 
that can be made when you have a Necropolis. Tier 2 units and stuff, require a Halls 
of the Dead. And tier 3 requires a Black Citadel.
Q: Can I e-mail you spam?

A: Short answer: No. Long answer: No!!
Q: Does massing Frosties really equal instant win?

A: No. Just because you have a boat-load of Frost Wyrms you will not instantly end 
the game victorious. You still have to attack your enemy. Frost Wyrms are very 
powerful, but they are incredibly expensive and limit the amount of other units you 
can supply. If your enemy has good anti-air, they’ll rip through. However, if you 
scout and see your enemy massing only melee units, then by all means go with 
Q: What are the UD icons on battle.net?

A:       Reign of Chaos                   Frozen Throne
   --------------------------     --------------------------
   Ghoul       ~    25   Wins     Crypt Fiend ~    25   Wins
   Abomination ~    250  Wins     Banshee     ~    150  Wins
   Lich        ~    500  Wins     Destroyer   ~    350  Wins
   Tichondrius ~    1500 Wins     Crypt Lord  ~    750  Wins
                                  Sylvanas    ~    1500 Wins

Q: Will you put this question in your FAQ?

A: Sure!
Q: So is it worth it to try and Possess/Charm enemy Peasants so I can build their 
tech-tree? (Thanks to Goht_j)

A: Not really. First of all, it’s difficult, unless you rush in to an enemy’s 
expansion, possess, and run away. Second, you’ll need a lot of resources to build up 
another tech tree. You’ll have to waste valuable time and money waiting for their 
buildings to finish, and then you’ll need other buildings for more technical 
buildings. And let’s say you want a Human hero, but you already have 2. You need to 
build a Town Hall, and then upgrade it to a Castle before you can get your third 
hero! It’s better to spend money and time on Undead units.

-“Taraea_f” adds that it can be worth it to possess or charm Peons or Wisps. While 
there’s obviously no point in stealing Acos, and HU can’t contribute anything good, 
with Wisps or Peons you can build their racial shop. The Orc Voodoo Lounge sells 
Speed Scrolls, Healing Salves, and Lesser Clarity Potions. Scrolls can be good for 
helping Ghouls surround even faster, or for slower Fiends to move faster. Healing 
Salves are always good cheap healing, and Lesser Clarity Potions are cheap ways to 
get more Frost Novas. Yay. The Wisp can contribute a nice Ancient of Wonders, which 
also ha Lesser Clarity Potions. But the real nice reason for a Wisp is that it lets 
you buy some Moon Wells. These are real nice for healing.
Q: What are some good taunts to annoy my opponent?

Answered by “Avatar of Dragonia”:  Adding a little atmosphere to a game is never 
unwelcome, and is certainly a good break from the usual "I ROXXORZ J00 SUXXORZ" 
chatter that goes on during a game.  And who knows, it just might raise morale 
amongst your allies. 
Here are a few:
 "You are nothing before the power of DEATH!"
 "Death is not to be feared . . . I AM!!"
 "We won't stop at killing you."
 "Mmmm... Night Elf _is_ a delicacy!" (to be used when cannibalizing enemy corpses)

19.  C O N T R I B U T O R   I N F O
Okay, here’s information for contributing. My e-mail address is:
                [email protected]
Please put FAQ, or Warcraft, or Undead, or something like that in the subject. 
Otherwise I will trash it. I really welcome e-mails, and could use a lot of 
strategies for units and stuff! Oh and by the way, DON’T INSTANT MESSAGE ME! AND 
*NOTE* I put the same thing about not IMing me in my Enter the Matrix FAQ, so a few 
people (*cough* IEATPASTE *cough*) decided to IM for the sake of it. I will not get 
angry at you, but I can’t help you via IM. Please... E-mail instead.

Here are some things to e-mail me:
 -If you have ways for the Undead to counter strategies used by other races. If you 
e-mail me both another race’s strat, and the Undead’s counter, it WILL get in this 
FAQ, due to the lack of race specific strats I have right now.
 -Asking for help in a certain situation. Be specific though, and don’t just command 
that I help you. Nicely give me a specific situation that you’re having problems 
with, and I’ll try to help.
 -Grammar corrections
 -Correcting stat mistakes
 -Just thanking me for writing this!
 -Build orders
 -Skill point distribution
 -Constructive criticism
 -Suggestions for new sections.
 -If you find a website besides the ones listed in the Legal section hosting my FAQ.
 -If you want to post my FAQ on your website! I’ll almost definitely do it (The more 
people who see the FAQ, the more people who will contribute!!)
 -If you contributed something, I posted it, and I forgot to give you credit! Tell 

*NOTE* Be sure to try out your strategy before sending it to me. I’ve gotten a few 
strategies that only worked in older versions, or didn’t work at all. So double 

Here are some things not to e-mail me:
 -Spam. Just don’t. Do I have to give a reason?
 -Flames. Don’t yell at me for writing my strategies! Tell me why you think they 
don’t work, or send your own!
 -Don’t send me grammatical corrections for the strategies that others contributed. 
I try to fix up the ones that have tons of typos, but I really don’t want to have 
alter every single contribution I receive.
 -Don’t ask for help about other races!
 -Don’t ask for help in the campaign!
 -Don’t e-mail me about something that has nothing to do with this FAQ!

PLEASE E-MAIL ME!!! I really need contributions! Finally, you can give your strategy 
a name and I’ll use it, or I might make one up if you don’t have one. If you think 
my name sounds lame, send me a better one! Finally, thanks in advance to everyone 
that contributes. That’s all.

20.  C O N T R I B U T O R   R E C O G N I T I O N
This is where I will list the people that contributed! Want to see your name up 
here? E-mail me!

 -Stephen Hsu, for e-mailing me a bunch of strategies.
 -Redmage, for sending me the Obsidian Statue cheap strategy, being nice when he 
asked me for help, and for sending me Locust Swarm info.
 -MegaTemplar, for clarifying that I had the right units that benefit from the 
Backpack upgrade.
 -blood_s3m, for sending me a TON of short strategies (they can be found in the 
Shorts Section under Advanced), along with the Ultimate Handicap strat and the Lost 
Temple Wyrm Frenzy strat, and also correcting a bunch of strats that don’t work. And 
sending other stuff.
 -mdinson, for correcting an error under the Crypt.
 -LichKing, for his Invisible Robbery strategy (found under Shades), and for some 
corrections. Also, for the Infernal Distraction strat.
 - Jerry Shen, for a little Obsidian Statue strat.
 -Olipark for reminding me to bring Meat Wagons in the Night of the Angry Dead 
strategy, and for being cool and e-mailing me to keep up the good work.
 -psduckie, for sending me some nerfs even though I changed the section. Sorry!
 -Sanguinsanctis, for info about the Sacrificial Skull, and for his huge detailed 
 -Dan Harris(sdwoodchuck), for the Wyrm Frenzy strat (forgot to include this last 
 -Daltamare, for the Stone Wall Hammering, Possess and Destroy, and Stampede of 
What!? strategies.
 -Falcon20386, for a bunch of Crypt Lord Locust Swarm calculations.
  -The Silver Skull, for contributing a TON of strategies, even though some of them 
don’t work anymore.
 -Jinx36me, for telling me (On the GameFAQs Message Board) that other units walk 
through Shades.
 -PervertedPestilence and Louie, for telling me (On the GameFAQs Message Board) that 
Kodo Beasts cannot regurgitate units after Devouring them.
 -Janus5000 for some strats, and getting me to make a Neutral/Creeping section.
 -Robert, for telling me of my mistake in the Cold Arrows section of the Seawitch
 -GWUNLEE, for telling me to make a Build Orders section
 -www.rootsecure.net, which has a free ASCII art generator which was used for the 
new section markers. However, I did make the Warcraft title one myself. :D
 -Goht_j, for asking me good questions and congratulating me.
 -Mikster, for the alternate Better Than Real strategy.
 -Avatar of Dragonia, for sending numerous strategies that were really great.
 -Taraea_F, for the comment on possessing workers. I never thought of that.
 -Slasher_weiyou (And his friends), for the Tauren+Crypt Fiends strategy.

21.  T H A N K S
-Thanks to me, for writing this (I’m so modest, aren’t I!)
-Thanks to anyone who read this.
-Thanks to Blizzard for making this and a ton of other awesome games.
-Thanks to anyone who contributed!
-Thanks to Mojo StormStout’s FAQ (http://www.battle.net/war3) on Blizzard’s website 
which has stats for everything and made it much easier for me to write this.
-Thanks to the folks on the GameFAQs Warcraft III: TFT message board, for being cool 
(Most of them) and for sometimes helping me clarify stuff.

22.  L E G A L   S T U F F
This FAQ is copyright, Daniel Markowitz, 2003. All rights reserved. It may only be 
used on the following websites:
Just note that GameFAQs will always have the lasted version.
Do not use any or all of it without my permission. All of the text is owned and was 
written by Daniel Markowitz. You may print it out if you want, but don’t turn it 
into a strategy guide and sell it, unless you send me the profits! That would be 
okay! If you are want to use my FAQ on your website, you must ask my permission 
first, and you may not alter or change the text in anyway. All in all, if you really 
want to use it for something (litter box for your pets… whatever.) besides just a 
personal FAQ, ask me first.

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